Doctor Archive
Thread: TKM, Master Doctor, 18 SP left, what to go for?
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Fuh-nu-gi
Fri Dec 03, 2004 10:52 am
#14
Aside from FS points...
I made Master Doc my first prof, and I intend to keep it for as long as it is functional. The ability to heal yourself is good for extended solo ventures. I added to that first pistol, but I am currently fencer (TKA, swords or pike will do just as well though), reason being most mobs close to melee range and the ranged classes tend to have a few negatives from close-quarter combat. With fencer/doc I tend to not get hit and I can heal most damage that can be done to me. Since I took fencer and run a CoB macro, I have been killed one time (sustained village combat with several thugs did mind damage).
So, now you know where I spent the majority of my SP's....
The balance I shift between scout and artisan. I am a crafting doc, I greatly prefer to make my own paks. Total control over power and duration, supply is never an issue, profit is slightly higher. With scout I can farm the avian and herb meat needed for the components and paks (and a little terrain bump too). Scout is what I usually keep for these reasons. If I hear of a good spawn and I can't get one of my crafter buddies to survey for me, I drop scout and pickup artisan long enough to survey and place harvs... this is rare though as a few of my guildies are pure crafters and I have protected them on harv runs, so they are kind enough to go out of their way to find me a few good spawns on resources when I need it.
There is no penalty to shift back and forth, so I do it when I need to, but for my style of play I am best suited to having the scout box (but not for much longer... dang glowie thing).
I made Master Doc my first prof, and I intend to keep it for as long as it is functional. The ability to heal yourself is good for extended solo ventures. I added to that first pistol, but I am currently fencer (TKA, swords or pike will do just as well though), reason being most mobs close to melee range and the ranged classes tend to have a few negatives from close-quarter combat. With fencer/doc I tend to not get hit and I can heal most damage that can be done to me. Since I took fencer and run a CoB macro, I have been killed one time (sustained village combat with several thugs did mind damage).
So, now you know where I spent the majority of my SP's....
The balance I shift between scout and artisan. I am a crafting doc, I greatly prefer to make my own paks. Total control over power and duration, supply is never an issue, profit is slightly higher. With scout I can farm the avian and herb meat needed for the components and paks (and a little terrain bump too). Scout is what I usually keep for these reasons. If I hear of a good spawn and I can't get one of my crafter buddies to survey for me, I drop scout and pickup artisan long enough to survey and place harvs... this is rare though as a few of my guildies are pure crafters and I have protected them on harv runs, so they are kind enough to go out of their way to find me a few good spawns on resources when I need it.
There is no penalty to shift back and forth, so I do it when I need to, but for my style of play I am best suited to having the scout box (but not for much longer... dang glowie thing).
DoctorGriggs
Fri Dec 03, 2004 2:55 pm
#15
Like someone else mentioned surveying is good. Also don't write off scout. With novice scout, a harvesting droid and that harvesting food you can get a decent meat harvest going.
alpinestreams
Sat Dec 04, 2004 2:28 am
#16
I would consider putting some of your Skill points into either FS...scout or artisan business for a vender. up to what you find fun!
Message Edited by alpinestreams on 12-04-2004 03:34 AM
Schlemstar
Sat Dec 04, 2004 8:37 am
#17
I think Scout with the Exploration and Hunting trees is the way to go. If you're force-sensitive, you'll want Scouting XP to transfer into force XP at a nice ratio of 8:1. It's not much, but every bit helps! Also, you'll want to be able to hunt your own Avian and Herbivore meat for buffs. I'm Master Doc, with exploration 3 and hunting 4, and Pistoleer 1/1/4/1.
Trath Fireska - Flurry - <TITAN>
Imperial Staff Sgt.
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