Creature Handler Archive

Thread: The Creature Handler proffession needs to have improvements to be more like the Star Wars universe.

SioBabble
Mon May 03, 2004 10:11 am
#14

The thing with doc buffs is that what they've done is trivialize encumbrance for wearing armor. My PA has a master armorsmith who put together some composite for 10 members on a trip to the Corvette, and he intentionally ignored encumbrance issues when crafting it, knowing that doc buffs would take care of any encumbrance issue (we've got a master doc who routinely lays 2200 buffs on us with 3 hour duration). Our master smuggler got all effectiveness slices on the armor. Encumbrance, with buffs, is a non-issue. It's only an issue if you're trying to wear the armor when the doc is not around to buff you up.


Add in some vasarian brandy and some canapes, and the M pool is dealt with as well. Once you've got the armor on, even if you lose the buffs, you can still wear it after you've been DBd on the 'vette.


Buffs have thus nullified the need for creature pets to serve as tanks, combined with player tanks such as TKMs and Swordsmen. Heck, even marksmen based professions can tank for themselves nowadays. Last weekend, as I reported in the 19 questions thread, my moncal toon (moncal...fragile in combat!) with decent ubese was soloing gualamas on Naboo with minimal marksman skills and judicious use of stim Bs, a bite of synthsteak, and the usual smart don't get a herd on you tactics.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


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