Doctor Archive

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

Ariven
Thu Aug 05, 2004 12:23 am
#40



TenshiHanaKinu wrote:


yebach wrote:


Gnuut wrote:

Janta Blood has the chance to drop off ANY Janta. Spider Venom has the chance (rarely) to drop off a single possible spawn in the whole game EVERY TWO HOURS. Knowing that, how can you say that Janta Blood is more difficult to obtain than Spider Venom?


This is so true. Janta Blood can drop off any Janta. There is even a POI cave full of Jantas.





Weird... how I ran through the Janta Caves TWICE and slayed every single Janta in there and didn't find a SINGLE Janta blood, and the first time I saw a "Fire Breathing Spider" in the Geonosian Caves my teammate killed it and looted several Spider venom kits. Guess, like 'all' things, it's random.





I have hit the Janta cave several times, on a regular basis I run Janta missions for spare change... out of the last 1000 or so I have killed, I have only looted janta blood twice, the first was 5 vials, the second was 4 vials.
Dyvim1674
Thu Aug 05, 2004 2:15 pm
#41






BraxxBromolo wrote:

OK, docs sitting in a med center buffing and tending damage is just ridiculous. Doc's and CM's were both made to do there part in battle, if CM's were givin doc stuff and docs takin out of the game, everyone and there mom would be a CM. We all are givin' 250 sp's to use as we want. We have a TKA/Tailor in our guild, she should stay at her spinning wheel instead of fight? I'm a TKM/Doc, so if i use my TKM skills in battle, I should refrain from healing/curing during combat? We already have 1 overpowered professions (jedi's) no need to make a second. And for CM's, I was a nerfed BH for 3 months and used more SP's on our profession. You had your chance at FOTM for far to long, now it's your turn for a nerf.






You can fight as a TKA, but having those doctor skills should not amplify your direct ability to fight. These proposed changes arn't about making CM the greatest fighting class, it's about giving it more content then just throwing poision. They've always had it withh their range/area/mind heals, but this is to enforce the fact that they are a support class



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

DoogieHozer
Thu Aug 05, 2004 2:42 pm
#42

I personally would prefer:

. Doctors with highly-effective, single-target damage heals and cures.
. Doctors make the various enhancements/innoculations, and a number of components CMs depend on.
. CMs with less-effective, but area damage heals, and area -mitigants- against poison and disease (only slows down the poison/disease.. still need a doctor to cure).
. CMs throw poisons and disease.
. Doctors have the advanced wound heals and single-target state cures.
. All heals and mitigants cause BF when applied, as do enhancements (when they wear off).

Thus one still needs both in a battle, just in different locations on the battlefield.

--doogie
Azhnykk
Thu Aug 05, 2004 3:39 pm
#43

The day that doctors are reduced to that is the day that I drop Master Doc. Crafting doc meds are boring as it is, and they will be even more painful after recursive macroing is removed from the game. What I lack in defense for pvp because I decided to use the SP to go master doc helps me a little in combat i.e. buffing on the spot, curing dizzy so that I do not get the crap beaten out of me before I can get off my back, or eating havla and speed healing to max before I get incapped. Your vision of the doctor profession is a silly one, and it is no fun. Perhaps I should carry around a prescription pad as well. I think that you need to play either profession before bringing something like this up.


I have mastered both doc and CM. I do prefer doc, but there are a few things that CM have that I would love to have. Those being:


1. terrain negotiation + burst run efficiency bonus

2. Mind heal

3. Area Stims


Perhaps CMand doc arebeing played the way thattheywere not intended. Now, that they have a common playing style attached them it is far too late to give a profession a big turnaround like this. This would upset many players, myself included.



Scotty doesn't know. So, don't tell Scotty. Cause Scotty doesn't know.
ReallyAgoat2
Thu Aug 05, 2004 4:09 pm
#44

u guys do know that we docs need 2 or 3 identical janta bloods for buff packs , when most janta just drop 1 , and you DONT need janta blood to make any medical item good , if you have **edit**ty resources you mite but if your a long term doc whos ben saving some of the best stuff you wont need it , and about the loot drop for it , why dont ure damn poisons with 40 or so charges have a LOOT only drop for them? that way its a little more fair so we wont have to deal with your 500 mind poison ticks , and have you THAUGHT at all about how rare the recources needed for it are? when was the last time u saw sombody selling the ore for them? its going to be a LONG while to get them made so quit crying about it , your days of 1 cm takes 5 docs to keep up will soon become 5 cm's to defeat 1 doc and have you thaught at all about the new balance? im sure that the area cures are going to cost quite a few mind at that



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ReallyAgoat2
Thu Aug 05, 2004 4:14 pm
#45

and dont forget CM is a SUPPORTING class , not the NEXT jedi class



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Gnuut
Thu Aug 05, 2004 4:47 pm
#46





ReallyAgoat2 wrote:
u guys do know that we docs need 2 or 3 identical janta bloods for buff packs , when most janta just drop 1 , and you DONT need janta blood to make any medical item good ,


The point is that there are several mobs that populate a whole planet and can even be forced to spawn via missions, that will have a chance to drop the Janta Blood. Add to that the Janta blood can be used in several different types of meds. I'm not talking a-E class meds I'm talking different types including pet stims. Spider Venom drops rarely off a single static 2 hour spawn in the whole game. CMs cannot force the spawn we have to wait.



if you have **edit**ty resources you mite but if your a long term doc whos ben saving some of the best stuff you wont need it ,


Doc resources are mostly generic and other than Dolovite Iron and Liquid Petro 4 the rest of the advancedresources can be easily obtained. While you may complain about a crappy Lokian wheat spawn be glad you don't have to rely on Eleton Reactive Gas having to spawn to get some decent effectiveness.



and about the loot drop for it , why dont ure damn poisons with 40 or so charges have a LOOT only drop for them? that way its a little more fair so we wont have to deal with your 500 mind poison ticks , and have you THAUGHT at all about how rare the recources needed for it are? when was the last time u saw sombody selling the ore for them?


What fkkn ore are you talking about? Are you even talking about poison at this time or...? There is no specific loot drop for your cures so w-t-f are you talking about?



its going to be a LONG while to get them made so quit crying about it , your days of 1 cm takes 5 docs to keep up will soon become 5 cm's to defeat 1 doc and have you thaught at all about the new balance? im sure that the area cures are going to cost quite a few mind at that


One of the major inbalances is that while we are able to apply disease and poison to each stat you Doctors are able to cure stacked diseases and poisons indiscriminately. Now with the addition of AE cures you are able to not only cure my best CM meds with crappy resource made Class A packs, you can spam it with virtually no delay.


If you want to be our true counter then you Doctors should be limited to curing by stat. The way it should be is Docs must have a Health Poison Cure in order to cure a Health poison, Mind Poison Cure for Mind poison etc. You Doctors want to be the counter there it is. Go ahead and relish being our opposite.


Can't tell what diseases a player is afflicted with? Fine make it so /diagnose command let's you see what disease and poison effects the patient is afflicted with. "OMG I can't use /diagnose while in combat" Doctors will cry. Oh well then get out of combat so you can perform your medical duties. You all wanted strategy and tactics vs poison there it is on a silver fkkn platter for you. All the strategy you can choke on.









Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

MasterTek1
Thu Aug 05, 2004 5:29 pm
#47

1600 a tick damage to the blue...


Well that can happen if you had 16 players close enough and you threw an area that ticks for 100 each...

so on and so forth... 8x200...4x400.... hrm hrm


/kneel

/beg

/shout PLEASE DON'T NERF ME!


/wink...lol


Be nice


Tek
--foggy--
Fri Aug 06, 2004 7:19 am
#48

My take on the issue as a long term doc/cm:


Field Surgeons = a doctor who is on the field, BUT NOT THE FRONT LINE. They sit in the camp a bit off of it healing people who were hurt on the battlefield. The Combat Medic is the medic running through dodging gun fire trying to help the guy who just got shot. Though limiting the doctors to the camps would be more realistic, it would be unfair to doctors. I think doctors should have strong single target heals, but give the area/ranged heals to CM's. Doctors should be in charge of buffing and putting the inoculationson the troops before battles and healing their wounds afterwords.


An idea someone also had onthe CM forum was make a success rate for stims while in combat. Novice medic = 75% chance of failing, master medic = 50% chance fo failing, master doc = 25% chance of failing, master CM = no chance of failing. This again, would keep doctors good healers, still also making them very effective out of combat, but keeping CM's true to their name, Combat Medics.


The whole reason we are having these problems are buffs and armor. If everyone wasn't running around a robocop with 3000 HAM and 80% resists to everything, half the things in the game wouldn't be a problem anymore. CM's would of never been the only thing that could quickly decide a battle, riflemen wouldn't of been the only viable damageprofession because of stun damage and armor peircing, combat medics would actually use their skills for healing health/action, grouping would be needed, people couldn't run around soloing everything, the game would be a better place. But no, we need space ships...



-foggy- and Krazy Boris.
Hater of Jedi.
Mmaxx
Fri Aug 06, 2004 11:06 am
#49

The amount of attention people pay to titles in this game is rediculous. Half a dozen posts on the title Feild Surgeon meanes that have to be in the field. Come on, some dev made up a title and you take ti that litteraly? It appears 90% of the community beleives that CM is a support profession. Support? lol in big battles a CM gets more attention then the Jedi. The rest of the crew is there to 'support' the CM. Keep your CMs alive and kicking and you win. Perhaps that whole prof is misnamed but again it's just a title.


Combat medics are not support, they can be if they so desire but they are fighters. Fighters with no defences but fighters none the less.


Several people in here posted that CMs are and should be less of a healer then a Doctor. Well if you just look at just the titles, that would be true. Look at what it takes to be a Doctor and what it takes to be a CM. mmm the both require master medic and then a grind up a medical mastery that includes a tree in crafting. But the CM also required 29 points dedicated to his mastery of ranged abilities.


No profession requires more dedicated points to master.


Shouldn't the medical profession that has the most requirements be the strongest? yeah yeah flame me on that one hehe. I'm still peaved that Docs got area cures. CMs have a Range requirement and a Range tree. Docs have ........ NOTHING RELATED TO RANGE!!!


I'll do one quick comment on that blood / venom discussion then I'll end my rant.


In order to loot Janta Blood. Get buffed and get in a solo group at the mining outpost and just run Janta Missions. When doing this, it has taken me up to 4 buff runs to get Janta Blood. There is no worry of campers on the blood and the credits and crystals and loot kit items gathered during these blood runs made up for not getting any for a while. Do not bother with the caves, do the missions. Personally I get blood almost every buff if Jantas are my sole target. I have never gotten one bottle of blood. Three is the lowest quantity I have personally looted, 8 was the largest quantity. I've heard of people getting less and more.


To get Venom. Get buffed and go to the Geno Caves. Fight you way to the spider and either fight off the campers to get the spider or become one youself. Kill the spider then leave. If you got the loot, good for you. If you didn't there is no Spider respawning this buff so you might as well go do something else. You do not dare wait it out because you do not want to be in the Geno caves with your buffs going away. I have only lucked into killing the spider 6 times. I looted it once. I got 10 nice vails. I have watched campers kill it 4 other times and have no idea if it dropped loot or not. More often then not I don't see it when I am in the caves. I'm not patient enough to camp well. I tend to wander around to play with the other nasties.


I see it as if I go hunt for Blood, it's pretty much a garentee. If I hunt for venom, it's a gamble. I figure 80% chance I'll get blood on a Buff and maybe 1% chance I'll get venom.... and that's because I am optomistic on the venom.


Blood is more rare the Bile but no where near the same category as venom.
Mmaxx
Fri Aug 06, 2004 11:18 am
#50






Mmaxx wrote:

I'm still peaved that Docs got area cures. CMs have a Range requirement and a Range tree. Docs have ........ NOTHING RELATED TO RANGE!!!



Before I get flamed about the fact that it's area cures not ranged cures.Unless these cures have a range of zero (ie self applied) with an area effect of 6m then there should be a rangedprerequisite for use.

TenshiHanaKinu
Fri Aug 06, 2004 8:38 pm
#51






Mmaxx wrote:





Mmaxx wrote:

I'm still peaved that Docs got area cures. CMs have a Range requirement and a Range tree. Docs have ........ NOTHING RELATED TO RANGE!!!



Before I get flamed about the fact that it's area cures not ranged cures.Unless these cures have a range of zero (ie self applied) with an area effect of 6m then there should be a rangedprerequisite for use.






They are point-blank area cures. A lot of people are making that mistake and calling them "ranged" cures. Doctors don't toss them. The area-of-effect comes from a CM component. People seem to miss that.



That +50 Terrain Negotiation CMs get is pretty useful. Especially for fighting and healing out on planets like Dathomir. Ever fight with a group on a hill? CMs can heal in areas doctors cannot.







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Telakyte
Fri Aug 06, 2004 9:37 pm
#52

The real problem is that SOE in their wisdom made 2 classes capable of healing.


Two classes of this type should have never been invented. I doubt there will ever be balance now simply because one side will always get messed over.


Faith in SOE...hitting low.



"When life throws a curve ball, don't duck...you just might miss something"
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