Doctor Archive

Thread: Views on Docs with Area heals vs CM... etc etc flame me

TheWhiteRaider
Sat Jul 31, 2004 12:43 pm
#14






Dyvim1674 wrote:


The Lowdown:

(Forgive my sloppy typing... silly laptops)

Doctors should not be battlefield professionals.

My image of a doctor is the guy who sits in the med center or where-ever tending to battlestricken patients and enhancing the fighters pre-fight. Unfortunatly SOE's image was slightly consistant with that, except they implimented a "Field Doctor" line of the profession, which gave them their PvP skills, and gave doctor a chance to grow as a PvP template.

Currently, Combat medics serve as the Field doctors, keeping opponents at bay with poision/diease, mass healing and range healing, ability to heal mind, dragging etc.. Ability to heal poisions/diease is most effective during COMBAT, as is ability to heal states and fire.


My Theory:

Doctor- Remove the poision/diease/fire/state heal ability from doctor, BUT, keep the ability to craft these heal packs in the doctor crafting tree, making the 2 profession semi-codependent on eachother


CM- Move the ability to heal states/poision/diease/fire into the combat medic speed line, and move the title of Field Doctor from Doc speed line to CM speed line (for the sake of consistancy)


With the new inocculents, CMs will not be the offensive force they used to be, and it will give them an oppurtunity to become that support class they're supposed to be.


Flame me, pick apart this post, whatever. I'm actually looking for comments to possibly revise this and try to get it out there as a possible concept....



I'm sure you'll hear a lot about all this, and I know there's a few threads out there already, but I'm just trying to get a scope on how you all view your profession







I am sorry, but you want us to only sit around and make you packs? Can't do that. Don't destroy our profession just because you want yours to have some perks.




_________________________________________________________

Trayn Loes Master BH on Vaction to Doc
apocc
Sat Jul 31, 2004 6:24 pm
#15

well thats why i said CM's can...if they dont have the stuff to make it then i guess not, but everytime me or my friends run into jaxpyre...hes throwing uber poison and tellin us to fight like men while he throws that kind of poison, thats just stupid to try and get them to let CM's have the area cures...people keep thinking that CM's are pvp only...once they nerf buffs CM's in groups can throw poisons and diseases at the monsters while docs heal them...a doctors job is to heal and cure, if that wasnt true then CM's would have the area cures wouldnt they
Dyvim1674
Sat Jul 31, 2004 7:28 pm
#16






RougeSoldier wrote:
no offense or anything man but thats why the speedline was given the title "field surgeon".I agree it makes sense in a way.But if you did that then you'de be shafting doctor.





I know, I'm saying that's a missed place title and skills. I meant Field Surgeon, not Field Doctor, typo on that title

Regarding Doc/CMs working on the battlefield together right now... My point I'm trying to make through this post is the fact that Doctors shouldn't be out on the field and have been given too much combat potential... docs should work with CMs the way BE's work with CHs

Message Edited by Dyvim1674 on 07-31-2004 08:04 PM



Dy'vim Slorm
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~ Elite Mercenary / Asassian and an Irish Vigilante~
Remember the Boondock Saints...

TenshiHanaKinu
Sat Jul 31, 2004 11:42 pm
#17

Hope you like cloning.



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TheWhiteRaider
Sun Aug 01, 2004 12:35 pm
#18






Dyvim1674 wrote:






RougeSoldier wrote:
no offense or anything man but thats why the speedline was given the title "field surgeon".I agree it makes sense in a way.But if you did that then you'de be shafting doctor.





I know, I'm saying that's a missed place title and skills. I meant Field Surgeon, not Field Doctor, typo on that title

Regarding Doc/CMs working on the battlefield together right now... My point I'm trying to make through this post is the fact that Doctors shouldn't be out on the field and have been given too much combat potential... docs should work with CMs the way BE's work with CHs

Message Edited by Dyvim1674 on 07-31-2004 08:04 PM



But my whole point is I didn't pick up doc to sit around crafting. The trade off should be CMs have range in their heals while docs have pure power in their heals. Maby a ranged area cure, but it should never be more powerful than docs.




_________________________________________________________

Trayn Loes Master BH on Vaction to Doc
Dyvim1674
Sun Aug 01, 2004 12:55 pm
#19








TheWhiteRaider wrote:


But my whole point is I didn't pick up doc to sit around crafting. The trade off should be CMs have range in their heals while docs have pure power in their heals. Maby a ranged area cure, but it should never be more powerful than docs.






My whole point isthat a single line in doctor should not give them the potential to be that Field Surgeon which combatmedics should be.




Dy'vim Slorm
~ Force Hunter ~
~ Elite Mercenary / Asassian and an Irish Vigilante~
Remember the Boondock Saints...

SolSpur
Sun Aug 01, 2004 10:39 pm
#20



CMs among other professions were poorly implemented during launch. The problem is deeply rooted in the core of swg. In most rpgs its easy to identify the healer, the fighter, and the tank. Each has their own defined group role. The fighter is nothing without the tank, the tank is nothing without the healer, ect. The problem in swg is a single person can become all three. Theres several ways to bring balance back to swg at a cost, "If you want to make an omlet you have to break some eggs"


Docswhen first implemented were designedto prep combatants and patch then up afterwards. Docs should be limited to single target close range heals and cures. The front lines is no place for a doc, this is where the cm steps in. Highly trained in ranged and area healing a cm should play an major part in group support, weather it be area stims and area cures or offencive medicines such as poisons. Poisons should not determine the outcome of the war but still be felt in the long run. CMs should be the only class capable of healing while engaged in combat. This will give cms the role as true combat healers. Docs and CMs will both have their roles.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Neutronos
Sun Aug 01, 2004 10:46 pm
#21

QUOTE:

SONGE wrote,

That's pure BS. You've ever been a CM? The venoms that make this kind of poison are very rare. Most CMs don't have them, and it's BS that people like you keep misinforming everyone.

END QUOTE


And its BS that your a "community leader" with that kinda reply. Ive seen plenty CM's around hitting mind for more than 1k dmg. NOW THATS BS!




ж Neutronos Edinin / Domino' - Џnited Anarchy [ЏА] ж
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SolSpur
Sun Aug 01, 2004 11:15 pm
#22



QUOTE:

SONGE wrote,

That's pure BS. You've ever been a CM? The venoms that make this kind of poison are very rare. Most CMs don't have them, and it's BS that people like you keep misinforming everyone.

END QUOTE


And its BS that your a "community leader" with that kinda reply. Ive seen plenty CM's around hitting mind for more than 1k dmg. NOW THATS BS!




As a long time cm I can tell you a poison of that caliber is extremely rare, if in fact it does exist. Without a screen shot there is no proof only speculation. But for the sake of the argument lets say it does exist.


Without using bile or venom the higest strength single target poison caps around 350 effectivness. Many non cms are mislead by the strength listed on venoms. The actual effectivness increase is half the venoms strength (ex a 90 strength venom will add 45 effectivness). In order to reach a 1,600 tick you would need a 900 strength venom. If such a venom was obtained it was on the day the geo cave went live. The devs quickly realized how overpowered the venom was and greatly nerfed them. Now even finding a 150 strength is rare.


On another note, the original poster could have confused poison tic with disease ticks. Disease ticks scale with your aquired bf, The higher the bf the greater the tick. In drawn out fight it is possable for your bf to get high enough to do over 1k wounds. Last week I was in a guild war. My opponent had 999 bf and recieved 1.2k wounds from one tick of a non venom disease.





12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
gtheath
Mon Aug 02, 2004 12:36 am
#23

I know extremely few combat medics that actualy heal during combat. Personally, I feel that CMs shouldn't have been implemented with poisons/disease packs. CMs have the ability to master a ranged combat profession as it is, that should be good enough.


Dyvim1674
Mon Aug 02, 2004 12:38 am
#24






gtheath wrote:

I know extremely few combat medics that actualy heal during combat. Personally, I feel that CMs shouldn't have been implemented with poisons/disease packs. CMs have the ability to master a ranged combat profession as it is, that should be good enough.








That's what I'm trying to get from this proposistion. Put the Medic back into combat medic



Dy'vim Slorm
~ Force Hunter ~
~ Elite Mercenary / Asassian and an Irish Vigilante~
Remember the Boondock Saints...

jimcabtv
Mon Aug 02, 2004 1:09 am
#25






Dyvim1674 wrote:




The Lowdown:

(Forgive my sloppy typing... silly laptops)

Doctors should not be battlefield professionals.

My image of a doctor is the guy who sits in the med center or where-ever tending to battlestricken patients and enhancing the fighters pre-fight. Unfortunatly SOE's image was slightly consistant with that, except they implimented a "Field Doctor" line of the profession, which gave them their PvP skills, and gave doctor a chance to grow as a PvP template.

Currently, Combat medics serve as the Field doctors, keeping opponents at bay with poision/diease, mass healing and range healing, ability to heal mind, dragging etc.. Ability to heal poisions/diease is most effective during COMBAT, as is ability to heal states and fire.


My Theory:

Doctor- Remove the poision/diease/fire/state heal ability from doctor, BUT, keep the ability to craft these heal packs in the doctor crafting tree, making the 2 profession semi-codependent on eachother. Move all range stims/area stims from CM crafting to doctor crafting


CM- Move the ability to heal states/poision/diease/fire into the combat medic speed line, and move the title of FieldSurgeon from Doc speed line to CM speed line (for the sake of consistancy). make new heal status effect abilities non-appliable to self


With the new inocculents, CMs will not be the offensive force they used to be, and it will give them an oppurtunity to become that support class they're supposed to be.


Flame me, pick apart this post, whatever. I'm actually looking for comments to possibly revise this and try to get it out there as a possible concept....



I'm sure you'll hear a lot about all this, and I know there's a few threads out there already, but I'm just trying to get a scope on how you all view your profession

Message Edited by Dyvim1674 on 07-31-2004 08:05 PM




It may sound good on paper, but as a Doc I would rather not commit my profession to pure buffing. As it stands, alot of people who have never tried Doctor as a profession don't know the hardships of purely sitting almost anywhere and buffing for credits. These statements that you have made give almost a 100% motive for most doctors to just set up a buff bot in their house and buff away, further ruining our prof to the state of moot.


If I had it my way, I would probably totally revamp both professions. I view buffs as purely a combat need, so I would move buffing to Combat Medic. This mightruin the whole state of doc with making money, but I would keep inoculations in Doctor. So both professions at least have 1 money making plan. I would then take away mind healing in Combat Medic, and move it to Doctor, but they will be able to make mind healing packs as well to use, instead of wounding themselves. This allows the Doctor to cure everything, keeping the doc on the battlefield...I mean, they are extremely viable in rezing others, and the single cure states and flames would provide the balance of keeping themselves on the field and tending to others individually.


The combat medic would purely be commited to helping the group out as a whole. I would move area poison/disease cures to combat medic, maybe make em ranged cures, as well as bumping up their ranged heals to the power of stim-E's. I would probably take out the combat medics area poison/diseases...and single poison/disease. This would put the combat medic back on the battlefield as purely a support class. He would be the main healer of the group, and provide support with area cures. Maybe even adding ranged fire cures, probably boosting the combat medics need even more. And to make both kinda more equal, I would probably remove the need for ranged support in combat medic...it just seems kind of pointless having those skills.


I would probably move the poison/disease to Bounty hunter, in the form of traps or what not....Putting back the requirements of the trapping line, and adding some n/pc traps instead of the lightning cannon line. These traps, of course, would be ranged, including poisons, diseases, paralyze (knockdown, dizzy), flashbombs (blind and stun), a trap that would keep the person from moving (ideal for those melee profs). I'm not sure if I would include area poisons/diseases...maybe a small area, but It would depend.


These changes, of course, would be in light of the combat revamp, buff changes, and HAM changes. I doubt they would work right now, as Doc would probably be the choice profession when it comes to mind healing.







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TenshiHanaKinu
Mon Aug 02, 2004 2:13 am
#26






Neutronos wrote:

QUOTE:

SONGE wrote,

That's pure BS. You've ever been a CM? The venoms that make this kind of poison are very rare. Most CMs don't have them, and it's BS that people like you keep misinforming everyone.

END QUOTE


And its BS that your a "community leader" with that kinda reply. Ive seen plenty CM's around hitting mind for more than 1k dmg. NOW THATS BS!






Just as powerful AoE cures will be rare on some servers.



___________________________________________________________________
n
nnnnnnnnnnnnnnnnnnn Doctor Tenshi Kyrie Moya
nnnnnnnnnnnnnnnnnnnn
nnnnnnnnnnnnnnnnnnnn Moya's Extended Biography (Synopsis)
nnnnnnnnnnnnnnnnnnnn
nnnnnnnnnnnnnnnnnnnn (( RP )) Level 90 Medic
nnnnnnnnnnnnnnnnnnnn Master Politician // 4444 Reb.Pilot
nnnnnnnnnnnnnnnnnnnn
nnnnnnnnnnnnnnnnnnnn Infamous Bria Celebrity! Sorry, no autographs.!
nnnnnnnnnnnnnnnnnnnn
nnnnnnnnnnnnnnnnnnnn Support Crew. July 2003 - Feb 2007.
nnnnnnnnnnnnnnnnnnnn

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