Doctor Archive
Thread: Fastest Grind to MASTER DOCTOR (excluding crafting of course)
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ISBOperative
Fri Feb 20, 2004 8:58 am
#40
"You are the most powerful healer in the game and could be a great asset to so many people yet you choose to waste that power healing tumble monkeys, and buffing your pets."
To most people it is simply a question of time.Many want master doc for pvp, sothey can heal and bufftheir guild/group mates.Most would rather be able to do all that in a few days time as opposed to a few weeks time.Their fast grind to MD is in fact about helping people... and grinding the quickest way possible isthe best way inthatcircumstance. Not everyone who uses a tumble monkey does so just for the ability to self-buff.
With the easy availability of high quality stims these days, it's not until you are above halfway in doc that you possess any abilities that are of any real value to a group. The specialist packs are handy to have, but hardly a necessity, you can't res yet andmostnon-newbswould rather pay 10k than have your crappy buffs for free! lol. Your only real value to a group is that they will get a little more xp(group bonus and the fact you probably won't be getting much combat xp yourself), and it is your stims rather than theirs being used up.
Just felt I needed to make the point that whilst many people solo grind to master doc, once theyget there most are then the powerful group healers you want them to be. It's simply that you are of little use and it's not much fun until you reach that point, so people want to get there ASAP.
To the poster who said that the holo-grinders are making the real docs look bad... I agree... in the same way that 'real' entertainers are so incredibly rare since the holos started dropping. The holo's have a lot to answer for. When I started this game, like the majority I played the game and let the xp come. Now new players are encouraged to look for the quickest/easiest way to become a master. No wonder I hear about people getting bored!Some have tried every profession in their first couple of months without really learning what it is all about.
It's very sad. ![]()
atimes
Fri Feb 20, 2004 10:08 am
#41
With the easy availability of high quality stims these days, it's not until you are above halfway in doc that you possess any abilities that are of any real value to a group. The specialist packs are handy to have, but hardly a necessity, you can't res yet andmostnon-newbswould rather pay 10k than have your crappy buffs for free! lol. Your only real value to a group is that they will get a little more xp(group bonus and the fact you probably won't be getting much combat xp yourself), and it is your stims rather than theirs being used up.
I don't have trouble giving away my crap buffs. Of course once you hitadvanced doc knowledge your buffs get fairly good. I use Enhance C's with the med use experimented down to 70 and am halfway through to expert doc knowledge. As soon as I hit that I'll make 2 more set's of buffs with all the points put into effectiveness and I'll give those away. Your buffs are poor at first but get fairly powerful fairly quickly. All I do is simply ask someone who isn't buffed if they would like a free buff to help me get xp. It works very well. I get great xp and they get a decent buff that lasts for an hour. Also about stims being available easily. Get in on that market man! With the new bazaar cap at 6K I'm selling small crates of stims by the truckloads on the bazaar. Good stim B's are still the most disposable item in the game. Make a crate and split them up into lots of 5 and slap em on the bazaar for 5K. I sell out each time.
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