Doctor Archive
Thread: Doctors getting short changed!!! New Doctor Issue!
You know it is NOT fair!
It didn't bother me before, but more I think about it, more I begin to hate it
I always assumed that doctor and combat medic was equal, just sorta like opposit side of same coin.
Combat Medic get Poison, Doctors get Cure poison
Combat Medic get Disease, Doctors get Cure disease
Combat Medic get Ranged Area heal, Area attack line
Doctors get Big Heal wound, buff line
And ofcourse
Combat Medic get Ranged heal, Doctors get Big Heal
I though it was all fair, but then I found out acutally it wasn't.
The thread that got me thinking was
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=265825
And I realize that Master Medic can use Stimpack-E with just little bit of experiment.
I currently sell crates of stimpack E to, you guessed it, Combat Medics
and I think this should be one of the new issues.
"uh ok we will take weaker stims if u give up revive?!"
Sure, you can have revive if you give up ranged healing.
All we need to do now is change name and we'll be great.
Doctor get ranged heal, big heal, no revive
Combat medic get weak heal, revive, no ranged heal
Do CM meds need to improve? YES
sure take the ranged heals..they were useless anyways...
have fun looking at ur dead grp members...oh and they will die and in bunches from mind damage...
lol u obviously dont know how powerful revive is....
lol i would rather let people die and then rez them then say wow u got alot of H and A..too bad u are mind dead...ill drag ur corpse to the cloning facility...
People that fight like this is EQ should find thier way back there quickly.
"sure take the ranged heals..they were useless anyways...
have fun looking at ur dead grp members...oh and they will die and in bunches from mind damage..."
well I always though ranged heal was fun. Not having to move from person to person, especially when you have TKA or other melee in your group and you have to move between your melee group and your ranged group. And I always though ranged group heal was rather sweet expecially when all you want to do is heal little bit of everyone rather than go after individually. But if you say they are useless, they must be. And since every combat medic can use Stimpack-E, I am sure most of combat medic use them and don't even touch their ranged heal stimpack right?
=========================
"lol u obviously dont know how powerful revive is....
lol i would rather let people die and then rez them then say wow u got alot of H and A..too bad u are mind dead...ill drag ur corpse to the cloning facility..."
I must not.
What I DO notice is that although rez is nice, it really is only nice in combination with Big heal immediately following.
I for one think rez itself is rather useless. And as you want it, if you get rez and no heal, all you can do is rez them, and then watch them run off with 10% HAM getting killed again in next shot. I guess you can always rez him, then spend next couple of round healing him with your weak heal then move on. Probably they will want more than 1 combat medic in their group.(and no I must also do not have the rez kit you have that rez and heal their ham to 100%, I am not saying you have this, I am saying in case you have it)
I still think it is unfair that CURRENTLY, as it is right now, without spending single extra skill points, novice combat medic can use best stimpack doctor can make yet Master doctor cannot use anything Combat medic can make.
Mortu_Intrepid wrote:
CM is a waste of skill points. If you would trade ranged heals for rez you're a nub who will never PVP.
lol whos the nub that would rez a person in PvP so they wake up with a tiny bits of health just so they can get mind incapped or One hit and lose even more fp?!
iiya,
I dont know if you go to advanced planets much but there are many mons there that use diseases and poisons. these mobs are great xp for the tanking classes, but if your dont have a doctor and get hit with a disease your basically fubar. So there is a chance there to get out ofthe med center...I bet u could make a fair bit of money hiring yourself out to parties. Honestly if u are hanging around the starter planets, /cure wont really come into play...
Also if the changes to dots that are planned really do make CM dots a viable weapon, doctors are going to be a must for pvp. If you dont have a doctor, you will be at a severe disadvantage as diseases just literally eat way your group. So, there are definately opportunities for doctors to get out and adventure...i know a master doctor on my server thats basically build a hospital outside fort tusken and charges 2000 credits a rez....considering the walk from the clone center in espa, 2000 credits is a steal...
there are many many ways for u to get out...you just have to look for them...
I have no problems with the skillset as its currently set up. It looked a little screwy to me at first, but after playing the game for a month, its really nicely balanced.
Having master medics able to use the biggest stimpacks gives doctors who want to practice running a business a much wider market for their products.
Lets look at where a doctor 'practices'. As a general rule, there are three kinds of docs, with mixes between the three.
1) The Pharmacy doc. This doc is doing the full monty medicine crafting/selling thing. He can sell Stim B's to novice medics (the guys who just can't stand having to sit on their arse between fights, enough to blow 15 skill points to keep from doing it). He can sell Stim E's on down to master medics (the people that really enjoy the healing profession, but want to do other stuff, like non-medicine crafting or more combat skills). He can sell rescusitation packs to combat medics (the people who like to heal, or love dots, but don't want to have to spend all their time running around the battleground like frenzied chickens). No master medic or combat medic is going to be in the pharmacy doc's league due to the doc's extra 5 experimentation points.
2) The medical center doc. Well, no master medic or combat medic is going to be in a doctor's league for curing wounds, either. Nuff said.
3) The combat doc. All three categories of healing professional can keep their group alive under most circumstances. Only the combat doc can buff their group to the point where he can just sit back at the ranger camp, sipping tea, and just spruce a few pets up after the combat. Only the combat doc can save the player with the disease on his mind pool from being taken out of the game. Only the combat doc can go oops, sorry I forgot to heal you, here, have a rez on me.
So what we have is:
Master medic - able to heal injuries as well as a doc or combat medic, given the right medicines. More skill points for other fun activities. More power to him.
Master Combat medic - able to heal injuries as well as a doc, from range, and affect more people at once (once ae grenade attacks are fixed). Gets an offensive capability within the profession, in the form of ranged dots and ae dots (weak now, but probably going to be tweaked up in the future). I think the profession is currently too bugged to have a true evaluation of its potential.
Master Doctor - best wound healing, best buffing, fastest buffing, rezzes, best crafting.
Players can skim (or dabble, apparently thats what the devs call it) doctor abilities out of the profession. So what? A doctor can dabble in other professions too.
Is going up all 4 trees to get master doctor worth it? Probably not on a bang per skill point basis, but so what? Most other professions are in the same boat. Again, after playing the game for a longer period of time, I don't really like the alternative (a good example is the weaponsmith).