Doctor Archive
Thread: Did you know ALL groupmembers get 8k per mission now?
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TenshiHanaKinu
Thu May 12, 2005 11:27 am
#14
Eskie wrote:
MsNiL wrote:
Fixed.
DarkDeathDude wrote:
Crafting docs have had there style cramped thanks CU
Doublefixed.
Actually not all "BuffDocs" are Crafting Docs. A lot of "Buff docs" buy their buffs from "Crafting docs" but that didn't mean necessarily that "BuffDocs" themselves went anywhere but from the Starport to the Store.
MsNiL
Thu May 12, 2005 9:19 pm
#15
Marrow1 wrote:
Yes the payout per person is constant, however, the number of mobs per lairs goes up with the number of group members. So each lair gets a bit slower to kill. So from a cr/hr standpoint it is only slightly better than going solo.
If you our for xp, however, then grouping is much much better. (more mobs/lair, faster kills, more diversity in skills, etc)
IMO, with the safety and teamwork a group provides, doing it in group have a faster pace, despite the somewhat larger spawn.
Eskie
Fri May 13, 2005 12:07 am
#16
TenshiHanaKinu wrote:
Eskie wrote:
MsNiL wrote:
Fixed.
DarkDeathDude wrote:
Crafting docs have had there style cramped thanks CU
Doublefixed.
Actually not all "BuffDocs" are Crafting Docs. A lot of "Buff docs" buy their buffs from "Crafting docs" but that didn't mean necessarily that "BuffDocs" themselves went anywhere but from the Starport to the Store.![]()
My real point was below the "Doubefixed" part.
I just exchanged "Buffdoc" with "Crafting doc" to give the poster I replied to an idea that Spiderwell is not a starport buffer and still is complaining about CU. He is complaining because medical crafters lost most of what they worked for when CU went live, and thats the same thing I am complaining about.
JediMelvis137
Sat May 14, 2005 12:56 am
#17
Eskie wrote:
Bad argument - Doc is (well, kinda) the healing profession, and a doc should be able to do his trade without any additional professions. After all, SWG is now supposed to be a group game, so if there are tanks in the group, they should be able to hold aggro.
Jaim_Darkstryder wrote:
I think she meant, take TKM as YOUR skills, so that you do not need to repair armor.
Eskie wrote:
No TKM is able to hold aggro against a doc, CM or jedi healing him, or a rifleman attacking his target. No matter how many TKMs there are, they will not be able to keep the creatures off you as soon as you start healing.
avora wrote:
gota be more carefull them.. or take TKM as thy dont need armour ..
But my TKM / MDoc can just stand there and take a pretty good beating if I keep CoB and Bacta Infusion running on myself. Maybe not a "good argument" but it works in the game so I think it's a good suggestion...
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