Doctor Archive
Thread: What to combine with Master Doctor?
Alright, I'm a Master Doctor, and I am wondering what to do. For now I am also a Master Artisan, but I think I will drop it when the Vehicle craze wear off.
So I though about Combat Medic. I heard once of a Master Doc/Master CM that he rarely needs weapon. So with MCM, I'd get either Artisan to be able to Survey for my stuff, or I'd take Pistols skills to still be able to fight in case I'm in trouble.
If getting CM is good, what should I get? Pistols or Artisans skills?
I'm also open to other suggestions.
I am currently Master Doctor, Master Combat Medic and i can tell you it is indeed a powerhouse combination. With good armor, buffs cuz youre a doc, some sweet poison with mcm, it is true that a weapon is almost secondary. Since the cm requires ranged support and you have to have marksman anyways, then pistol is a good option. I am 0/1/0/4 marksman and with republic blaster it is plenty to get the one hit you need for finishing off a poisoned player or mob as the ham bar ticks down to 1. The other 16 points I use to flop between Scout and Artisan depending on whether i need meat or other stuff I have to use harvesters on.
Before that I was mcm/pistoleer. Lots of fun but all i could seem to do is wish i could rez or buff, not to mention needing a way to make money.
Im a Master Doctor and Novice Swordsman, and ive found that any brawler class + Doctor is a winning combination.
CH + Doc is also a common one but it would also mean that you would need to spend some skill points on combat skills so that you dont get dead if you pet doesn't do a good job ![]()
Ive heard that Doctor & Carbiner is a good combo too, since you can heal all the damage from spamming specials, but thats until the new HAM system comes out..
Say, BigDeth, can you still hunt creatures as a CM? I mean, how fast can you kill them (with poison / disease I suppose?) and can you still harvest their meat after you diseased them? And how well would this work in hunting groups?
I personally like carbineer, yes it is healable for its specials. But if you buff your ham bars dont move!!. I swear I have gone for the duration of my buffs hunting in the wilderness and the health and action never moved. All you have to concern yourself with is your mind. And I make sure I keep some Anglarian Fishak Surprise on me for the quick mind heal and subsequent boost. And then I dont have to worry to much about my mind for the next 8 minutes. If you have a ch handler friend then you can let an animal tank while you burn your favorite specials all night.Two carbineers can put down some big creatures fast.
I would like to see more experimentation with Rifleman but their specials draw down your mind so much that you wouldn't be able to keep armor on. But I keep my rifle 3 box so I can draw out my laser rifle and hit some dangerous creatues with a 2000+ hp shot. draws down my mind bar by about a 10th each time i fire the special.
Many people op for this template
Master Doctor/Master Combat Medic/Pistol 4 on Marksmenship.
This makes you a very valuable support person and gives you some combat experience. There is nothing you can't heal.
The downsides are you are only fairly decent in combat. No pushover to be sure, but certainly no tank.
Master Doctor/Master Pistoleer I opted for this because it allows much soloability as well as a valuable member in small groups. The downside is that my use in very large groups is limited.
The ultimate soloable Doctor template is Master Doctor/Master TKA. However, your usefulness in groups is compromised. TKAers are the tanks in a party and it is difficult to tank and heal at the same time (besides yourself).
A few go for Master Doctor/Creature Handler. However you are totally dependant on your pets.
I know of one person who went for Master Doctor and fairly high up the smuggling tree and enjoys it. Says it allows him to solo well and makes good money.
Toxe wrote:
I was thinking about Master Doc + Master CM, too. At the moment I am using pistols but maybe I'll drop it for CM.
Say, BigDeth, can you still hunt creatures as a CM? I mean, how fast can you kill them (with poison / disease I suppose?) and can you still harvest their meat after you diseased them? And how well would this work in hunting groups?
To some extent, you are better against the truly big game then other professions. For now, poisons ignore all armor and resists. A TKA with kinetic damage only (and no bleeds) can'tscratch certain creatures. Poisons stack, so you theoretically can get a nice 1200 or so poison stack going (though you wouldn't want to stick around for the time it takes to throw 4 poisons against most creatures that would require this).
Master Doc/Master CM has 18 skill points leftover. Many spend it on marksman skills (like pistols 4). The alternatives tend to be scouting (for harvesting) or artisan (for surveying).
I find that poisons are reasonably effective in small (3 to 6 people) hunting groups. In large groups, the poisons don't really have time to have much effect unless you are fighting the really big game. In those smaller groups, you can still stay fairly busy healing group members.
Nobody mentioned Master Doc/Master Rifleman. Want to do 1000+ mind bleeds with your heavy armour piercing T21?Want to do 2000-3000 damage to all stormtroopers in your cone of attack?.. StrafeShot2 is your friend. Want to equal damage that master commandos can do on high armour targets... T21 goes through armor like a hot knife through butter.
Rifle class uses mind pool.. which is also what docs have a strength in. It's also a distance based profession that suits docs working behind the front line.
I went the master doctor master combat medic route. I fnd that in huge groups a few area poisons are helpfull to keep the creatures or area disease people who you are not attacking down but for the most part ranged healing is your best friend. With my pistols 4 and ranged support 4 you can poison almost anything then use suppression fire to keep them away while the poison ticks off. Since republic blasters are decent guns these days I am considering dropping 3 boxes of pistols and switching between scout and artisan for the supplies I need.
If you want to PVP I suggest 2 handed swordsman by far the most versital proffesion of brawler. The power hammer does blast damage so ATST's are easy to take out. They also do massive amounts of damage on a good hit. Mind bleed plushead hit will take out any player buffed or not in a few quick hits. So buff yourself and go at it most players cant stand up to you except a MTKA if he gets a good dizzy knockdown on you.