Doctor Archive
Thread: TC notes are up
TenshiHanaKinu
Tue Jun 21, 2005 11:04 pm
#40
Warmaker01 wrote:
TenshiHanaKinu wrote:
Matt090586 wrote:
Finally made it to novice doc on TC and wow.
BactaShot
1000 pt heal
6 sec reuse timer
10% mind cost
BactaJab
500 pt heal
4 sec reuse timer
5% mind cost
This is at novice doc! Looks like a 200% increase
Holy HELL!
Hmm. Medic based Combat Templates would definitely have a longevity edge in combat.
TK / Doc & BH / Docs are seriously going to be FOTM.
wyrwulf
Wed Jun 22, 2005 12:20 am
#41
Good reading and Docs get some love.
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=72967#M72967
Doctor/Combat Medic
- Significantly reduced Healing execute timers and cooldowns on all healing abilities
- Reduced aggro generated by Healing by 50% on all healing abilities
- Reduced Mind costs all healing buffing abilities
- Significantly reduced Healing execute timers and cooldowns on all Combat Medic Offensive abilities
- Significantly increased amount of Doctor/CM healing
TenshiHanaKinu
Wed Jun 22, 2005 12:23 am
#42
I'm either going to cackle or cry, or both. <3
And look what they did to Jedi Healing.
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SantosL
Wed Jun 22, 2005 12:28 am
#43
I was real happy to see these changes, along with the Jedi healer nerfs.
Depending on how this stuff looks on test, I just might be returning to the Doc profession once again.
Depending on how this stuff looks on test, I just might be returning to the Doc profession once again.
TenshiHanaKinu
Wed Jun 22, 2005 12:46 am
#45
Marrow1 wrote:
wyrwulf wrote:
Good reading and Docs get some love.
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=72967#M72967
Doctor/Combat Medic
- Significantly reduced Healing execute timers and cooldowns on all healing abilities
- Reduced aggro generated by Healing by 50% on all healing abilities
- Reduced Mind costs all healing buffing abilities
- Significantly reduced Healing execute timers and cooldowns on all Combat Medic Offensive abilities
- Significantly increased amount of Doctor/CM healing
Wow, someone listens to us. Nice to see I can not wait to play with it.
/HUGGGGGGGG Marrow1
Zendi
Wed Jun 22, 2005 1:55 am
#46
Awesome, I was ahead of the game. Master Doc/TKM/Pikes 0400. I just picked up more offense with Pikeman figuring I could heal for the lowered defense (was Pike 0040). Dang, this will work!
Psychopyro80
Wed Jun 22, 2005 2:55 am
#47
Well I had a chance to test these out for you and I think you'll like.....
I have Mdoc/MMedic/Mpike
Bacta Toss (Medic/CM) 1290 heal
Bacta Jab (Doctor) 950 - 1100 heal
Bacta Shot (Medic/Doctor) 1550 - 1625 heal
Bacta Spray (Medic/CM) 890 - 1050 heal
Bacta Infusion (Doc) - No Test..but if the above numbers are any indication.
Reuse times are much faster, and mind cost is much less. Also I think the agro drop was closer to 60 or 70 percent and not 50 as stated. I had a hard time drawing agro just healing (when I whip out the kick stick I had no trouble getting agro though) the group..
These tests were WITHOUT using enhancers......just imagine if you had them
I have Mdoc/MMedic/Mpike
Bacta Toss (Medic/CM) 1290 heal
Bacta Jab (Doctor) 950 - 1100 heal
Bacta Shot (Medic/Doctor) 1550 - 1625 heal
Bacta Spray (Medic/CM) 890 - 1050 heal
Bacta Infusion (Doc) - No Test..but if the above numbers are any indication.
Reuse times are much faster, and mind cost is much less. Also I think the agro drop was closer to 60 or 70 percent and not 50 as stated. I had a hard time drawing agro just healing (when I whip out the kick stick I had no trouble getting agro though) the group..
These tests were WITHOUT using enhancers......just imagine if you had them
majinbush
Wed Jun 22, 2005 2:59 am
#48
That is sweet, is there any chance someone could test bacta infusion?
Zaax
Wed Jun 22, 2005 4:29 am
#49
wowo, this might be enough to drag me back to Doc!
but the extra tree, Oh, the extra tree.....
Sirc
Wed Jun 22, 2005 7:17 am
#50
MyT_Chicken wrote:
Please tell me that I'm not the ONLY person that see's the problem with the hate system and healers....It has NOTHING to do with what your template is, or who is doing what, when, and where. It has to do with the fact that HEALERS are the ONLY PROFESSIONS to pull agro in a Multi-Pull situation, regardless if it's on purpose, on accident, or just stupidity.
If you have a TKM tanking for a group, and he pulls 5 mobs...REGARDLESS why....and you have a rifleman attack through the TKM...he gets hate for 1 mob, the one he is attacking. However if YOU heal that TKM while he is being attacked by all 5, you just got put on the Top of the Hate list for atleast4 mobs, assuming no one used an area attack.
That is a problem....that is THE problem. It has nothing to do with how much we pull for healing on a 2:1 fight. I really don't know how else to break it down, I mean this is about as simple as I can make it. Sure the 50% reduction will help when your group pulls ONE mob, but it doesn't do anything for the group that pulls more then one.....regardless what the reason for doing so is. Maybe this just needs to go live, so that I can tell everyone "I told you so", because maybe then everyone will understand what I'm trying to say.
I'm fairly new to SWG but I am a veteran of many other MMOs and the existing hate/aggro system is the way it has worked in all of them. Making use of other professions' abilities to control mobs and aggro is essential. CC, taunts, AE attacks all can be employed. At least in other MMOs, agood tank may have to taunt each mob at least once if the healing is going to be heavy before concentrating on a single target. It's everybody's job in a group to manage aggro, not just the doctor/CM's.
Don't get me wrong, I know there may be better aggro systems, but I don't think the existing system is one we can not learn to manage. Maybe I'll prove myself wrong as I play more though.
-C
Lorechaser
Wed Jun 22, 2005 8:27 am
#51
Sirc makes some good points.
Most mmorpgs give the healer hate from everyone. It's not specific to SWG. However, SWG does seem to be more aggressive at having non-aggro'ed mobs target the healer. I think it should be toned down a bit, but it is something those of us that heal are used to in various mmorpgs.
My main issue with that is not that it happens, but that there aren't really good tools to manage that hate. There are precisely 3 things I know of that will get group aggro - group taunt, which is currently fairly minimal, and in the damage dealer tree, spin attack, which is pike specific, and they're CC, not Tanks, and the pike area KD, same issue.
Docs have no ability to mitigate their own hate (WoW has the Fade ability, plus talents to reduce threat, as well as Power Word:Shield, CoH has holds that the healer can throw at targets, MxO has decoys and simulcrums, I assume EQ has something similar) beyond just watching who they heal. When a doc has to choose between keeping someone and staying up themselves, it's a good moment. But if the doc can't heal anyone, because they can't control their own aggro, they need a bit of help.
Problem is, that's another big change to the system, and they just finished those changes.
Most mmorpgs give the healer hate from everyone. It's not specific to SWG. However, SWG does seem to be more aggressive at having non-aggro'ed mobs target the healer. I think it should be toned down a bit, but it is something those of us that heal are used to in various mmorpgs.
My main issue with that is not that it happens, but that there aren't really good tools to manage that hate. There are precisely 3 things I know of that will get group aggro - group taunt, which is currently fairly minimal, and in the damage dealer tree, spin attack, which is pike specific, and they're CC, not Tanks, and the pike area KD, same issue.
Docs have no ability to mitigate their own hate (WoW has the Fade ability, plus talents to reduce threat, as well as Power Word:Shield, CoH has holds that the healer can throw at targets, MxO has decoys and simulcrums, I assume EQ has something similar) beyond just watching who they heal. When a doc has to choose between keeping someone and staying up themselves, it's a good moment. But if the doc can't heal anyone, because they can't control their own aggro, they need a bit of help.
Problem is, that's another big change to the system, and they just finished those changes.
AdelphaB
Wed Jun 22, 2005 8:50 am
#52
Right, the problem really is that tanks can't manage aggro. It's like early WoW when warriors couldn't tank worth a damn. That's what the devs really need to fix. This hate reduction is only a part of the solution.
Ideally, hate management for the healer would end up being more than "to heal or not to heal" with special abilities to mitigate hate like you've mentioned, but I'm not optimistic that we'll see anything like that any time soon. It doesn't even seem to be on the devs' radar.
I'm guessing that these numbers for hate reduction, action/mind costs, and recovery times aren't final either. Which is to say that they'll go live in publish 19 and stealth tweaked later.
Ideally, hate management for the healer would end up being more than "to heal or not to heal" with special abilities to mitigate hate like you've mentioned, but I'm not optimistic that we'll see anything like that any time soon. It doesn't even seem to be on the devs' radar.
I'm guessing that these numbers for hate reduction, action/mind costs, and recovery times aren't final either. Which is to say that they'll go live in publish 19 and stealth tweaked later.