Doctor Archive

Thread: Is it just me... or do doctors now represent 0.01% of the community.... /ponder

BraccusD
Wed May 18, 2005 11:17 am
#14

They should just do away with med centers and add the plus to the cantina. It was silly to have 2 seperate places to have to go for healing before anyway. And more docs are tending to hang out in cantinas nowtoo since you can heal wounds in there now. There is an increase in the entertainer/doc combo which I find to the be best socializing template.



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
Marrow1
Wed May 18, 2005 3:29 pm
#15






Dapu wrote:




I think I even saw that our doc rep here was at least considering to respec to CM, though I could be wrong.






I have been a respecing mad man. It has been a blast tryingout all of the different combos. I highly recommend that everyone do the same. You can read all you want on the forums about this or that but really playing it is the only real way to know for sure what you personally like or dislike.


I have fallen back to doc for these reasons.

1. I like playing a healing role. It has always been my passion since I started the game. I find it more fun to see that my team lives than seeing that our foe dies.


2. I found that I would rather be a doc and dable in CM than the other way around. Here is why:

A. the speed and action buffs are very helpful. The allow for a much larger damage over time by allowing you to hit more often in a given time and allow you to spam a few more specials befor you action runs out.

B. The health buff my be weak but if you take some food and spice the doc health buff +10% compounds nicely.

C. Becta Jab is one of the more under rated skills. When used with an enhancer and a droid it can be very effective.

D. Call me crazy but I like being the wound healer, even at its current cruddy state.

E. I like to pvp and honestly I found that trying to use some of the CM dots got me killed as often as it helped. Thier range forces you to get up close and when added to the 4 second self root it often got me killed. The most useful skill was paralize, imo, being able to take out one apponent for 15 sec is very handy. The action debuff was also nice.


3. I have not tried BE. I thought I would use this respec time to play with the combat system. I figure there is little I will learn about crafting meds so why spend the time.






__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Dapu
Wed May 18, 2005 3:40 pm
#16


Great to have you back with us, Marrow!


I probably would have tried more different professions myself, but since I'm pretty much a newbie I can't get the whole picture to benefit from itanyways.It took me awhile to decide on doc as my main profession, but found that it's exactly what I wanted.Even though it changed somewhat since thenI think I'll definitely be sticking with doc, too, even with some of theissues I have with it myself. Hopefully they're ones the devs will address, so they won't be issues in the future.




SWDr. Dapu HustaeWS
;capo di tutti capi:
CThe Commission U[Comm]B
A Corleone, Naboo @


OhBuggah
Wed May 18, 2005 3:41 pm
#17



KnightHawk420 wrote:
Seems no one posts on this forum lately. Why is no one complaining about the buffs? Medics apply buffsnearly as well as master docs.. same stats.. slightly longer duration... the doc/cm mods don't seem to work at all... but yet its not on the hard to find top 5 issues list... I dunno.. I just get the feeling all the docs are gone now.. Plenty of CM's though.... but I find myself playing doc wondering just whyam I doing it... combat speed buff... and bacta infusion seem to be my only worthwhile skills.





It's just you.

Oh, and did you know that 99.2% of all statistics quoted on this forum message board are made up on the fly? Bet you didn't know that.
KnightHawk420
Wed May 18, 2005 7:46 pm
#18






Marrow1 wrote:






Dapu wrote:




I think I even saw that our doc rep here was at least considering to respec to CM, though I could be wrong.






I have been a respecing mad man. It has been a blast tryingout all of the different combos. I highly recommend that everyone do the same. You can read all you want on the forums about this or that but really playing it is the only real way to know for sure what you personally like or dislike.


I have fallen back to doc for these reasons.

1. I like playing a healing role. It has always been my passion since I started the game. I find it more fun to see that my team lives than seeing that our foe dies.


2. I found that I would rather be a doc and dable in CM than the other way around. Here is why:

A. the speed and action buffs are very helpful. The allow for a much larger damage over time by allowing you to hit more often in a given time and allow you to spam a few more specials befor you action runs out.

B. The health buff my be weak but if you take some food and spice the doc health buff +10% compounds nicely.

C. Becta Jab is one of the more under rated skills. When used with an enhancer and a droid it can be very effective.

D. Call me crazy but I like being the wound healer, even at its current cruddy state.

E. I like to pvp and honestly I found that trying to use some of the CM dots got me killed as often as it helped. Thier range forces you to get up close and when added to the 4 second self root it often got me killed. The most useful skill was paralize, imo, being able to take out one apponent for 15 sec is very handy. The action debuff was also nice.


3. I have not tried BE. I thought I would use this respec time to play with the combat system. I figure there is little I will learn about crafting meds so why spend the time.







Do you know anything about the doc mods? I haven't done an extreme amount of testing, but from everything I can see they almost do nothing.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
La-grange
Wed May 18, 2005 8:30 pm
#19

I dunno.


I kinda look at doc the same way I look at everything else these days. The devs took one look at what was the most usefull and turned it into a joke. Professions, skills, weapons, armor, the works. Or maybe im just a tad bitter about the EQization of the game. I was a little mift when my RL girlfriend came up and told me to put the"ice wand" up. I was using the lighting beam cannon.


So far doc is usefull to myself. But I fail to see any abilities to help anyone else. No need to use stabilizers cause everyone has recovery for everything under the sun. Not that it matters cause the only recoveries that count are stun and KD. No need for buffing anyone. 10% isn't worth the time unless its for yourself. I can do much better with spices/food/health crystal. With everything under the sun agroing you if you heal someone just defeats the purpose to help anyone out. I like helping others out. Im not suicidal.





"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
MasterSquadLeader
Wed May 18, 2005 8:53 pm
#20

I was a freak about wounds before CU, and still am. I see somebody with half there health bar black and sit there and stare for five minutes with my master doc tag up. How they haven't gotten the nads to ask me to heal them yet is beyond me



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NightSnipe Eskilla Smutty

"The only thing necessary for the triumph of evil is for good men to do nothing"

Athela
Thu May 19, 2005 4:48 am
#21

I agree tons of docs left when the profession was essentially gutted, no question. Buff bots are no longer viable so those players became BH's...


Many of us who are still docs are out adventuring, having a blast with ROTW.


Athela/Kettemoor


Dormax
Thu May 19, 2005 4:51 am
#22






MasterSquadLeader wrote:
I was a freak about wounds before CU, and still am. I see somebody with half there health bar black and sit there and stare for five minutes with my master doc tag up. How they haven't gotten the nads to ask me to heal them yet is beyond me




LOL That's because most of the docs per-CU didn't have the time of day for them.... now post-CU and no meds, maybe more docs will be friendly to the public again.







Oshal To'Vu
Sub Inquisitor of the Imperial Inquisition
Commanding Officer for the 420th Fighting Wing
Captain of the IID Hydra Flagship

DoogieHozer
Thu May 19, 2005 10:35 am
#23







Dormax wrote:





DoogieHozer wrote:



Inventory management was always a Doctor issue.. but realize that Doctor has gone from using material products for it's work, to using nothing at all. If that is not magical, I don't know what is. I certainly don't "feel" like a Doctor. More like a cleric waiting for his manna to regenerate, and I get plenty of that in inferior worlds. Modifications that included changing individual substat woundheals into a more generic woundheal (for example) would have gone a long way towards reducing the inventory burden, while still retaining the flavor of the "Travelling Scientist". Heck, I used to craft stuff on the fly, because it was "good enough". Great fun, and immersive, for a roleplayer type.

What I, personally, resent is all of Doctor's noncombat related functions being eliminated (except for wound heals). I cannot even gain a dribble of XP from opportunity heals for XP conversion. I simply don't spend much of my time in combat or grinding their dorky quests when I play, and having those additional distractions filled out my ingame time. The products of craft are of limited usefulness.. we're not in the cybernetic replacement loop.. we don't even need medical centers any more, which (for me, at least) destroys an opportunity for immersion and socialization.

I simply don't like being defined completely as a combat cog. YMMV.

--doogie


Message Edited by DoogieHozer on 05-18-2005 10:02 AM





No argument that I would have rather seen the meds stay, but with the removal of crafting from doc, I think I prefer it this way. The perception of cleric vs. doctor is just that... I do my level best to not compare SWG with other games. Whats the difference between blaster bolts and crossbow bolts?? Just graphics and perception.


[xxx]






I point out that previously one didn't have to appeal to suspension of disbelief to justify Doctor. Techniques required meds which required crafting which required tools and resources. This chain of dependencies has been reduced to nothing, hence it's valid to compare it to fantasy MMOs which similarly have no dependencies for similar services. I would hope that rather than apeing the crop of preexisting MMOs SWG might continue forth into originality and improve immersion in a world that -supposedly- is in the far future or parallel universe, vice the ancient fantasy past. This is not to say we should eat, sleep, and defecate just to be realistic.. playability is important too. Adjustments could have been made to address the problems rather than throwing out the baby with the bathwater.


Given that Doctor has to provide care for the myriad of bizzare species in the galaxy, it also makes sense to me that Doctors would craft their own components, depending as well on generalized items provided by BE. That would have been a nice professional dependency that would have fostered more economic activity.. isin't that a good thing? Another opportunity lost.


All of this is moot, though, since the Developers clearly believe the only role Doctor has is to be a cog in the combat machine, ignoring that there already exists a Profession designed specifically for that purpose, i.e. Combat Medic. Prior specializations of providing Combat Medic with the area functionality and Doctor with higher-performing point functionality made both Professions useful in battle (though later mediocre changes by the Devs ruined this distinction).


--doogie





Message Edited by DoogieHozer on 05-19-2005 10:36 AM

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