Doctor Archive

Thread: Complementary secondary specialization for Docs TK?

Ozo
Tue Oct 07, 2003 8:23 am
#14

My alternate character is thinking about this for skills:


Medic 4,4,4,4
Doc 0,4,4,4
Brawler 4,0,0,0
TKA 0,4,4,4
Scout 3,0,0,0
Artisan 0,0,0,3


I am currently at:


Medic 4,4,4,4
Doc 1,2,1,1
Brawler 4,0,0,0
TKA 0,0,0,0
Scout 3,0,0,0
Artisan 0,0,0,1


So far it is working out. I get bored in the med center and run out side and find something to kill. When money gets tight I run a few detroy missions and harvest meats. I make my own meds so harvesters are a must. Someday I plan to sell meds when I get better at making them. I also make some good money at selling inorganics from the harvesters.


TKA is gonna take forever to finish! I have the same plan as mentioned above, buff as many pools as i can and muon gold the rest and take on some big nasties! As far as PVP I feel the best chance to win is with another melee person. When I PvP I am usually wasted by the time I can run and catch my enemie at my current skill level, with other melee i have a good chance at winning or atleast getting a few good hits in.




Ozo, Ranger, Creature Handler, Pistoleer - Tatooine, Gorath
Ozka, Doctor, Politician, Musician - Proud Mayor of Sarlacc Falls - Tatooine, Gorath
Moshi-Eclipse
Tue Oct 07, 2003 1:17 pm
#15

I like the pistoleer/doc combo



  • Freedom to deal damage from 0 to ~64m

  • Able to move around quickly for change in targets position

  • Able to do damage while moving

  • Able to run in to heal Melees or run out to heal P-Leers or C-neers

works for me, but then again you aren't me :-)




/check
/faint
/Moshi
LoBai
Tue Oct 07, 2003 2:43 pm
#16

I am Lo-Bai Zheng. I have been a Teras Kasi Master since first month and has moved within the last month now to master doctor (I had medic halfway and so much medical xp from all that healing that I mastered it all in 3 days). I have been master of both now for about a month and it's the best thing I've done.


I RP it as having mastered myself and my body, so I chose to learn to master other's bodies with medical skills and not just for damage (which we're quite good at). I absolutely LOVE being able to walk into a tough place with my buffs and some mind food in me and moping the floor with EVERYthing that comes into my death zone of 5m.


Sure, we get kited, but if you use tactics as an above poster mentioned (nice job sir) than you'll come out on top most of the time, but who cares if you die, it happens to everyone. Because I have but 18 points left (scout and explore I) I cannot gather the resources to make my own meds but I didn't master Teras Kasi to sit in my Dojo downstairs and craft enhance packs all day...yuck! So I buy them off the best medical supply guy in the business...in the galaxy, Ziran Nariz.


Most of all...it's fun...very very very fun. TK has such amazingly beautiful animations for their moves and they do some nasty damage when you do things right and learn your profession (Hint: Debuffs - Blind, Stun, Intimidate). This combo gives you immense freedom to do what you want and go where you want. Get another TK/Doc buddy and if one dies, revive...you can go anywhere and have LOADS of fun.


Hope that helped you in your decision.

HighRoller3K
Tue Oct 07, 2003 4:51 pm
#17

Well the TKA/Doctor combo sound slike a lot of fun.


In group situations though,I have to say the Doc/CH combo is very good. My character has 4/4/0/0 in CH, and I change out Novice Artisan when I need to train some pets "trick" and "group", then buy it back for the 100 credits.


I like the combo because it enables me to concentrate on healing, while I can still contribute to the battle with my pet. Great support character.




Annomander Rake...
(SCYLLA)
baje
Wed Oct 08, 2003 12:59 am
#18

The TK/Doc option is one i chose to go after. For roleplay reasons and for the enjoyment of PvE. With that combo you don't need to group at all. For big things, yes, but you really have no need to group or even go back to the city for healing. BF yes a dancer will do that in 15 sec so no worries. If you do the TK/MD combo you will have 18pts left for scout, artisan, or entertainer. So i understand the resource need to locate them, but with you being a tk master no need to be worried about mobs..just folow the waypoints and deal with it. Then after you have place your harveters surrender it and get novice scout then place points into exp 1 or what ever lvl of scout you like. It matters not cause you will run slow no matter what lvl 1 you put it in. AS for PvP be smart and choose you battles wisely. Never block with your head.





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There are 3 kinds of people in this world. Those that make things happen, those that watch things happen, and those of us who wonder...should i shoot them in the head or the gut?
Ramn
Wed Oct 08, 2003 4:28 am
#19






CushSadoc wrote:

Eventually, I'm planning to only have 15 skill points free. I'll train in artisan when I want to set my harvs, and I'll train in scout when I need meat. Surveying will be a pain, but oh well. It's the price I'm going to pay for being a decent pistoleer.




This is brilliant, why haven't I thought of this?


To master a combat profession along with doctor there's only 18 skill pts left. I've been so frustrated that it doesn't leave me with enough skills for both Artisan and Scout, but I never thought of this solution! Thank you CushSadoc


(And if I go brawler there's no point in saving for WarningShot, which is a must-have for any marksman really, so there's a couple of more points.)


Now I'm definitly doing TKA+Doc+Scout/Artisan Zabrak. Oh joy.


Well, another reason for going TKA if you like beeing the fulltime doc it sometimes takes in some groups (and don't want to do Combat Medic combo, which is nce but don't fit my playstyle): If you're TKA you can take a bit more punishment and if you get incapped you get up faster which is cruical at times if you get agro =)


mosheg
Wed Oct 08, 2003 6:13 am
#20

to be short and simple


MD /MCH(can't take artisan) = solo where pet dothe work /small group with any elite combat class /large group pettanker healer


MD/MTKA =strong solo /small group combat participant / large group pacifist


MD/marksman elites = avg solo/ small group marksman/healer/ large group marksman


MD/master dancer or musician(posibly take artisan) = imposible solo/small and large group specialized healer/buffer


MD/master elite crafter = full time pacifist



question is how abouthibrids, are they too weak to exist?


if you consider your mainprofesion as a master doctor willa mix and match secondries still be efective?


consider this template:


Master doctor
marksman 0/3/0/1
artisan 0/0/01
CH 2/2/0/0


you might think of better idea than survay 1 and range suport 1 or using crabine instead of pistol. this let you have a half decent pet and half a decent gun.





-------------------------------------------------------------
Oegies , Master Doctor on Tempest
on extended leave from SWG
last visit to SWG : 13 feb-mar 2005
ZurixRoxx
Wed Oct 08, 2003 7:09 am
#21

I agree with Dene. TKA/Doc is great for solo, but when in a group you have to stop fighting, run over to wounded person, heal them, run back to mob... If you group a lot and want to do Doc/Melee it might be a good idea to put enough point into CM to get ranged healing. I know a guy that's Master CM, 0/4/0/0 Doc, and well into the carbineer trees, works well for him. I'm TKA/Doc, considering going 0/4/4/0 TKA so I have enough points to get ranged healing in the CM line.


I think it depends on what you're wanting to achieve, do you solo a lot? In groups do you mind just playing the healing role? Certainly nothing wrong with that. My advice would be to pick up the brawler profession, master unarmed, if you don't like how it's working for you, you already have marksmen skills, could always try Commando since you've already gotten then requirements out of the way. Worth noting if you go Master TKA/Master Doc, you'll have enough points for 1/0/0/0 in Scout, and no other professions at all (no artisan/marksman, entertainer, etc.) so making skill point choices is always difficult.

Exotin
Wed Oct 08, 2003 8:08 am
#22

Just a note, if you are planning to grind Imp faction point, don't go TKA. The rebel NPC will kite you all the way, and it is dead frustrating to take them down.


Similarly, you will also have hard time taking down other humanoid NPC like Corsac or Nym as they will kite you too. This will make life difficult for you if you want to start collecting loots off humanoid NPC.








____________
Isparian's Weaponary (Flurry) at Corellia/Coronet 380 -5380, Stocked with nicely sliced T-21, Jawa Ion, DXR-6 rifle, VibroKnucker, Flamethrower, Bowcaster and Power Hammer.
In Game name: Exotin
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adagiogray
Sat Oct 18, 2003 11:33 pm
#23

Gah. Still undecided. I've already sacrificed my marksman line entirely for points to go TK.


However, it's been annoying to chase mobs when lagging, on autofollow, even, only to get the 'out of range' messages.


I've also considered mastering CM as an alternative to TK. I'd even have points to take a weapon of choise to level 4 marksman, and 4 points left over after master doc/master CM. The ranged heals and poison (mind poison*drool* would be useful in PvP as well as PvE.


What are your thoughts on a Doc mastering CM versus TK in PvE(solo, group, raid) and PvP environs?



adagiogray
Sat Oct 18, 2003 11:51 pm
#24

Replying to my own reply, but I had a thought.. Who is going to take down a mob or player first, the buffed TKA/doc, or the buffed doc/combat medic with rifle skills to poison mind, mind bleed, and mind shot?
HernandezBallin
Sun Oct 19, 2003 1:17 am
#25

I got fencer, almost master



The attic was less to us from the cellar the bones like the attic let them have it let them stay in the attic. When they sometimes come down the stairs at night and stand perplexed behind the door and headboard of the bed brushing that chalky skull with chalky fingers with sounds like the dry rattling of a shutter. Thats what I sit up in the dark to say.
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