Doctor Archive

Thread: Doctors are NOT useless in the CU

diepa
Mon May 02, 2005 9:36 am
#40






Gastlichu wrote:







vaterg wrote:





Too bad they didnt share that much needed info with the rest of us paying customers... how thoughtful. I like being a DR and being able to heal people but when you cant even figure out what the heck you're doing.. pushing this and jabbing at that and spraying someone with this and dont forget to stick a magic fork in them first and turn an then try to figure out all the sprays, and what?... if we have sprays why do we need stims, and how do we get the 30% buff and how do we know how much we buffed other than a little blurring pic under our ham... yeah real nice to share this info... i've looked on the boards and i can't findS**T about how and what these stoopid things are... dont get me started on TKA.... i hate you SOE.





All the information of what everything does is right there. Move your mose over the buff icons, it will tell you how long it last, and what it boosts. Click on the skills themselves, they tell you EVERYTHING they do. Don't blame the game design when you don't even bother to read what your skills do.


If you had bothered you would have found that you have 3 types of heals: A powerful heal that takes longer to re-use, a less powerful heal that takes less time to re-use, and a heal over time. Sorry I don't have the names, I'm bad at remembering. But, those three heals if used the right way can be amazing, don't just stick with one! =P


0400 on Medic is also REALLY helpful, as you get 2 extra heals, a ranged heal that heals for about the same damage as your strong heal, and an area heal. The area heal is AMAZINGLY useful, so I recommend spending points on 0/4/0/0 in medic.


---


Now, yes healing will get the mobs angry at you, that's part of their new AI. You have to make sure you have a "tank" that is taunting the mobs, if the tank is doing his job well, and you are not over healing, or theother members are notover-nuking/damaging.No one should be getting hit, therefore you should only be healing the main tank most of the time. The new system is all about strategy thinking.


For the person saying that rezzing a player takes to long, and because of that all other members of group die. Don't rezz until the battle is over! Keep the other players alive, and then rez the dead, even if he was the tank. There is a greater chance that the group will survive if you keep healing them, instead of trying to rezz the dead.


---

Now, the buffs. Our buffs are not useless, they are great. Learn them! You have 5 types of buffs. Again, sorry I don't have names but my memory sucks, so you'll have to find out the names, I'll just tell you what they do.


All the buffs have a 10% modifier, the buffs are: HP boost, Action Regeneration, Mind boost and regeneration, Combat Haste, and 2 Resist Buffs Poison and Disease.


You do not NEED to use all the buffs, your tank should have HP boost, Action Regeneration, and Combat Haste. Your healers should have HP boost and Mind Boost, your damage dealers should have Action Regeneration and Combat Haste. The 2 resists only use them if you are figthing mobs that use them, or if you are PvP'ing.


----


So, within the current system we are a great profession. On top of what I listed we can also cure pretty much all states. Yes, it is TOTALLLY different from what doctor was a few weeks ago, true. But that's how it is, and it works great within the new system, I understand why a lot of people are mad, but I think mostly everyone will get used to it, those who don't will either move to a different game or change a profession. In the end this was one of the best changes for the game, you see people grouping, you see people having fun once they figure everything out. So give it a try with an open mind, don't think of what you did, but what you can do now. If you still don't like it, just move on.





Glad you are enjoying the new role of doc, I have played it and thought it sucked. When I tried to enhance a friend it wouldnt work(probably just some special bug just for me). If I decide to un-cancel, I definetly will not be playing a doc.
Don_T_Shoot
Mon May 02, 2005 9:43 am
#41

Non-crafting, non-publically buffing former-doc here. I was a PvE adventuring doc that operated solo or with groups of 3-4. I *should* have no problem with the new doc, however, it got hit far too hard and I hate it.

The moment I could spec out of doc, I got out. The doc profession was destroyed for no reason that I can tell other than to make it match up to a Everquest archetype of cleric so the EQ-devs and EQ players can understand how to use doc.

Aside from rezzing, doc is no better than a medic and a waste of SP.


edit: typing errors

Message Edited by Don_T_Shoot on 05-02-2005 12:45 PM








All 3 accounts cancelled
SWG RIP
Killed by NGE, any questions?


Gastlichu
Mon May 02, 2005 9:46 am
#42

I'm not sure if it's working as intented, or if it is a bug. But, you cannot heal, or give enhancements to people who are combatants, or special forces if you are not.



Gosthok
KyridIce
Mon May 02, 2005 11:40 pm
#43






VegitoSS wrote:

Doctors are usefull and if anyone test them they will know. Just wanted to say that because of all the Docs useless post I see. I am keeping my doc instead of making a second BH.






Previously, a good doctor couldextend hisor herhunting party'slifespanso much thatdocs were practically a group effectiveness multiplier.


Now, its practically a drawback to bring a doctor with you becauseit means one character out of your 8will have an ineffective combat template. You want heals, you get a CM.


I have found buffs now to be "nice if you have a doc in your group who will apply them, but nothing I'd ever waste my time looking for."


What is doctor now? Skill points that could have been better spent on CM.





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::Atori Ice::
Naritus
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MyT_Chicken
Tue May 03, 2005 9:36 am
#44






ThelaMisan wrote:


Two things, while i appreciate you trying to be helpful, my point is that I'm being forced into the group/combat thing. I don't like combat, I don't like groups. I managed to gain enough xp over the last two years to master a few elite combat professions (commando & tka) having done it all solo. In order for me to gain any significant xp at this point, I must group in a combat situation.


So if you don't like combat don't be a healer. Healers in this game have been considered combat professions sinces day one, they just have never been treated as such until now.


And secondly, I did craft as a doc but only med, not buffs. I never aspired to be a 12 pt doc so I'd buy buffs and craft the meds I needed to heal wounds while I buffed. I'm curious about your statement of getting crafting back? Is that specualtion on your part or a fact?


It's a fact, from what I was told, we will never be crafters again.










h Egri p
§ If you don't know; you'll find out soon enough! §

MyT_Chicken
Tue May 03, 2005 9:55 am
#45






TarMangani wrote:





MyT_Chicken wrote:




TarMangani wrote:





MyT_Chicken wrote:
HAHA, something I've been saying for almost a month, I'm glad I'm not the only one that see's the changes as a good thing.



I've never truly faulted the spirit of the changes, I know the game needed to improve, however I think they way they're handling the changes is pi$$ poor...



Depends, as you know I went to the Player Breakfast in Indy, and the changes really make sense after actually hearing about why they did what they did. Good things will come out of it, just wait and see.




Oh i think in the long run, (after they've forced all the players to work the bugs out for them without giving them any discounts on membership dues), things will iron out and players will settle in to the new way things are done.


However the reason things are being handled so poorly is primarily due to the total lack of communication. You found out interesting things at the player breakfast, but why is it that only those who hit a fundraiser can get the inside scoop? Why can't they post these golden tidbits to the rest of the masses?


We didn't learn really anything new at the breakfast....The only difference IMO is that I got a better sense of direction from actually speaking to the Devs in person. Actually seeing them write down our concerns, getting fairly solid answers from questions.


Yes there is a lack of communication, but how they explained it, there has to be if they want to get any work done. From my understanding, there is a ton of communication in the closed / hidden forums. Just because people like you and I don't see it doesn't mean it's not happening.


I was actually semi-placated with the changes when I was under the misinformation that scout wouldn't be required for BE. Now that it is and I have to give up one of my professions the experience of the CU is soured. However the more I read the posts herein dealing with the healing issues, the more I keep coming back to the thought that the amount of SP involved for MD certainly seems like a lot when adds up the very, very limited amount of types of healing we can do.


I was also a little ticked off to when it came to the BE / scout thing....


There are a lot of healing issues, but the ones that I'm reading about are not issues, its comparing the old system with the new. IE "OMG I CANT HEAL FOR 100000000 ANYMORE". That is not an issue, and most of the threads on here have no back up to justify that we are under powered.....which IMO we are. But WHY are we underpowered.....is it the timers, the strength, the AM costs? I still can't figure it out, which is why I'm really not contributing much.


MD just seems so totally one sided now. With not being able to do anything except heal in combat, it, IMHO, compares to having the profession focused on only being able to buff and only being able to get XP if we're buffing in a starport. In other words, causing a LOT of boredom very quickly...


MD changed.....a lot....but some people can't understand that Doc has been considered a combat profession since DAY ONE. We were never intended to sit at the starport or to only craft. We were suppose to HEAL while in combat. SOE made a mistake by under-estimating peoples resources gathering / holding abilities. They never thought people wouldhold ontoresources for YEARS to make these "ubar" products. Crafting for Docs is gone for good...they made that clear at the breakfast, and its because we were labeled as "Buffers and Crafters"not healers.


SWG is SOE's game, and they can do whatever they want as long as its approved by Lucas Arts....If we don't like it we have the right not to pay for the game.


I'm on the road WAY too much lately to play very often anyway, which may actually be a good thing...












h Egri p
§ If you don't know; you'll find out soon enough! §

bswain
Tue May 03, 2005 10:24 am
#46






KyridIce wrote:





VegitoSS wrote:

Doctors are usefull and if anyone test them they will know. Just wanted to say that because of all the Docs useless post I see. I am keeping my doc instead of making a second BH.






Previously, a good doctor couldextend hisor herhunting party'slifespanso much thatdocs were practically a group effectiveness multiplier.


Now, its practically a drawback to bring a doctor with you becauseit means one character out of your 8will have an ineffective combat template. You want heals, you get a CM.


I have found buffs now to be "nice if you have a doc in your group who will apply them, but nothing I'd ever waste my time looking for."


What is doctor now? Skill points that could have been better spent on CM.







/agree


Master CM/Novice Doc 2xx2 + Master in any ranged profession (Pistoleer looks like it may be OK with it's control specials.)


Gives you all the basic "buffs," some additional heals, ability to cure wounds, and you have some combat effectivenessfrom your CM+ranged.


I haven't tested this sinceI chose not to renew 2 of 3 accounts with the CU coming. The skill set looks fairly good though on paper, and should allow you to handle most situations effectively. Of course I'll never know unless one of you were to test it. My last alt account dies soon and I doubt I'll be back.






-Ahazi-
A'hria Ha'jiiz, Master Armorsmith/Master Artisan
3 Sisters Mini-Mall, Located 1200m from Corellia, Coronet ( -203 -3500 )
(Please offer any winnings to Ale Allstuff vendor.)
Post-CU Prof Calculator
TenshiHanaKinu
Tue May 03, 2005 10:45 am
#47

Healer 4 / 3 / 0 / 0 does better than we do.



That said, I PvP and PvE with Doctor and I find I can last a very long time with it. I also find I can take down MCM / Other combat Profession with some effort. Most duels with CMs last at least 20 minutes.


Our heals still need a bit of adjustment. A Master Healer is only supposed to be 1.5X better than us. That number is a LOT higher than it should be.





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Zaax
Wed May 04, 2005 5:16 am
#48






Kitten_Starsider wrote:


As I never enjoyed sitting in coronet and announcing how much money i have to take from people while I die of boredom I simply love the changes.


We are actually healers now and not buff dispensers. I don't need tocarry aroundloads of medicines and stims to do my job yet I can use enhancers (once they are fixed) to improve my efficiency. Aggro is not easy to manage but finally there is a challenge for us in the game. No more mindlessly hitting the heal button or hitting your buffing macro in coronet. The new HOT is hands down one of the most useful additions to doctor.


Kitten







i agree with part of your words, i too saw myself as a healer, not buffer, though once in awhile i dusted off my macro and spamed the "buffing for bla bla bla"


problem is, atm, CM is a btr healer. with Toss and spray and jab and infusion (doc 2.0.0.0) i do btr than with the oposite set up. also , the CM can do offence too, and doc has all those useless buffs. (ok maybe adrenal is nice to have)


I still wish that before the respec time is up, they un-nerf doc, and increas the heal power, but after Marrow's post from the dev 3 questions, i dont think that will happen


I am now thinking of droping even what Doc i have left and getting another spechail or two from carbs or pistols....





p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
TatterSalad
Wed May 04, 2005 8:19 am
#49






VegitoSS wrote:

Doctors are usefull and if anyone test them they will know. Just wanted to say that because of all the Docs useless post I see. I am keeping my doc instead of making a second BH.






LMAO. They are about as useful as a cell phone to Hellen Keller.


Go TKM you don't need a doc for anything then, plus you get great defense bonuses. The buffs are completely worthless, especially when I can power boost for more HAM than a doc can buff you for.






"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." --Albert Einstein
KynaIasan
Wed May 04, 2005 10:55 am
#50

Any ideas why this profession was effected to begin with?

Docs are NOT a combat profession are they?

No fighting skills assigned to Docs that I can remember.

Combat Medic yes, Doc, No. Correct me if I am wrong..

it wouldn't be the first time nor the last time for that.

I am just so saddened by all this. I loved being Doc.

I am just so disilluisoned by all this.

No Faith anymore ........No hope.





KhamidEvir
Wed May 04, 2005 11:18 am
#51






TatterSalad wrote:






VegitoSS wrote:

Doctors are usefull and if anyone test them they will know. Just wanted to say that because of all the Docs useless post I see. I am keeping my doc instead of making a second BH.






LMAO. They are about as useful as a cell phone to Hellen Keller.


Go TKM you don't need a doc for anything then, plus you get great defense bonuses. The buffs are completely worthless, especially when I can power boost for more HAM than a doc can buff you for.








But wouldn't it be even better to power boost AND get the doc buff? Why shortchange yourself? Without a Doc, you're not as prepared as you can be.


And I'll bet your enemy is!





-----

Col. Khamid Evir
Force Sensitive
padme1967
Wed May 04, 2005 11:22 am
#52




KyridIce wrote:



Previously, a good doctor couldextend hisor herhunting party'slifespanso much thatdocs were practically a group effectiveness multiplier.


Now, its practically a drawback to bring a doctor with you becauseit means one character out of your 8will have an ineffective combat template. You want heals, you get a CM.


I have found buffs now to be "nice if you have a doc in your group who will apply them, but nothing I'd ever waste my time looking for."


What is doctor now? Skill points that could have been better spent on CM.







Actually as an MD/TKM I would be a welcome member to a group. I am the tank so I want to be aggroed. With the wide variety of heals I can cycle through them and pretty much constantly be tossing heals--this is where the serotonin and some of the foods will come in handy. With center of being,powerboost, andTKM's inherant defenses I can greatly reduce the dmg I am taking. It takes time to get a rhythm to it but I like it. Haven't tried CM but that would work well with a tank prof too. With that said there are still bugs to be worked out of the system and I would love to see docs have a nice heal bonus atmaster that would heal up to 75% dmg but maybe have a higher mind cost then other heals.


Of course this was my template already so for me it was more just learning the new attacks and heals...so I completely understand the uproar from those that were crafting and med center folks. Just saying there are options for docs that want to go into the field.



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