Doctor Archive

Thread: Doc healing is just too good.......

MsNiL
Thu Oct 13, 2005 8:17 am
#66





jayhof wrote:

Actually it doesnt make master doc a major support character. With the extra action cost added we will be able to heal maybe 7-8 and then have to find a corner to sit and regain our action and that sif we can get out of combat. Try being very effective with a group of 8 that needs healing but you cant cause you are too tired or got forbid you get the hate put on you and get knocked down then what. Thats what will make us die.



Action regenerate faster than Mind as far as I know.

The way I see it, the action spent will regenerate faster than the mind spent. That means, that as long as you keep yourself from using heals only, then you are good.

Ofcourse, gotta try it live first to know.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
jayhof
Thu Oct 13, 2005 9:12 am
#67

yes I do need to try it out, as of right now im going off of the stats that are being posted. I might start a toon on the test server tonight. But even if I was to be severly conservative Im still going to burn thru my action trying to assist in the fight by shooting. So If I use only the base shot which does min damage I can regen action butthat makes the pistoleer part of my template pointles not being able to use any specials. Sothats why this change would be really bad for any true healing prof. Im a mdoc/ mpist / carbine 0400 / combprow 4000 My template is geared towards being able to solo things and do great group support. I cant count how many krayts I have killed myself plus the number of ancients Ive been able to kill with me being the only cl 80 and everyone else being cl 40 and below in my group. I enjoy helpingpeople out that why almost everytime Im out krayt hunting I end of picking up a few stragglers and get them a badge or some loot plus be able to heal/rez if needbe. Its just unfair that pure comabt profs dont even have to worry about mind but those that heal have a double duty of watching mind and action already. Generally once a mdoc/mmedic/mcm mind is gone they are dead within a couple of hits. Our def is alot lower then a renged stacker or melee stacker. I believe that the healing eff should be spread thru-out the doc and cm templates not just 4000 of each. That is the main problem I believe. I dont disagreewith dabbling as I do it myslef to get extra acc in the 0400 cabine line i have, but there is no reason why a doc 4000 should be able to heal for even half of what a master doc does. Thats just my opinion.
raziviWH
Thu Oct 13, 2005 9:06 pm
#68

Can't argue with MsNil. While you're grinding, she's testing her skills.


Razivi





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Where have the Mutant Rancor DNA samples gone?
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Why were they replaced with insta-Jedi and partical effects?
Simple questions with bad answers...
beastmistress67
Fri Oct 14, 2005 6:03 am
#69






MsNiL wrote:







beastmistress67 wrote:
I have the 4-x-x-x line in doctor, and my heals are at 1250 every six seconds or so. I do not see this imbalanced at all since a 4-x-x-x healer gets 1500.

I think you just see imbalance in master healer and master doctor.





I have Master Doctor hun. I know what Bacta Jab does.

Either you are trying to fool me, or you do not know how to use Bacta Jab yet.


Bacta Jab heals 650-700 damage in addition to the 1250. With Enhancer you reach 900-950. That's over 2000 damage healedjust for 63 points, and yes, that's overpowered.


Also 5% mind for Bacta Jab is less than the 10% mind for Bacta Shot. If 900 is enough for you for the next 6 seconds, you should do a Jab and save the shot, if you can.


Message Edited by MsNiL on 10-11-2005 11:50 PM





That's the problem though... if you're healing every six seconds, it doesn't really matter because you're just delaying an inevitable death unless you're trying to heal to run away. If that's the case, it's a good thing you went Jedi because it seems that's all they do is Force Run away from everything. (That's a slight joke.. I'm sure you don't do that but a LOT of Jedi do).


If you have a combat profession and 4-x-x-x doc/cm, you're NOT going to be healing every six seconds, so that argument shouldn't even apply. The fact is that I never PvP, I'm strictly PvE and I solo a lot of high-end content. My heals are for backup. If I went against an Ancient Bull Rancor and spammed heals.. sure I'd stay alive.. until my mind ran out in two minutes or whatever you said a doctor could last. Then what?


I think the system is perfectly balanced right now. The only problem I see is that being a Master Healer is pointless. That's a problem with YOUR profession though, not mine.


I can understand your frustration. That's a lot of time spent grinding to a profession that isn't any better than a regular one you could have had in a few weeks. You shouldn't be arguing for a nerf on doctor/cm though, you should be getting with your correspondent and trying to improve Force Healer.

Message Edited by beastmistress67 on 10-14-2005 06:06 AM



=================================

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DantelSimon
Fri Oct 14, 2005 6:56 am
#70

I Get Sick of all of these Doc Healing row dabblers. So if someone takes the time and skill points like meto be a master doc, then let them reap the healing benefits.





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You will do, what I say, when I say... back to the front!
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You coward, you servant, you blind man... back to the front!


Zimal
Fri Oct 14, 2005 6:56 pm
#71

i don't think doc healing is overpowered as i may have previously mentioned... i think 4000 healing is... and this is for both doc and cm...


I think to solve this situation either make a bigger difference in the amout you can heal between the basic and advanced version of skills. or make the master box worth a whole lot more then it currently is....


and on to Jedi healer... i understand some of the grips with it...


i am however under the impression that at master healer you have 3 heals, 1500 heal, 3000 total heal, and your HoT heal... plus you get sap which is a 20%(again info may be wrong and this skill might not be on healer) regen debuff to both mind & Action... which lasts for 30 seconds... you also get other abilities not sure what they are all... so to help fix your biggest problem... give MH some armor.... not sure what would be adaquete but a few k shouldn't hurt anything... if it's IN the Master Box... give more regen and max force too at master box...


but then again i guess all of my idea's not to nerf stuff to make it all viable and equal is to instead attempt to balance it by bringing it up to level, not going down to a lower level... eh...





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MsNiL
Sat Oct 15, 2005 12:02 am
#72





beastmistress67 wrote:
Ithink the system is perfectly balanced right now. The only problem I see is that being a Master Healer is pointless. That's a problem with YOUR profession though, not mine.
I can understand your frustration. That's a lot of time spent grinding to a profession that isn't any better than a regular one you could have had in a few weeks. You shouldn't be arguing for a nerf on doctor/cm though, you should be getting with your correspondent and trying to improve Force Healer.



I said I am a Master Doctor, that's why I am annoyed with the 4000 Doctor line. Not becouse my other character is a Jedi.


I have spent points in Master Doctor, and I am annoyed that people can get near the same heals for near half of the skillpoints I have spent to truly master my profession.


I am annoyed becouse a template such as Master Smuggler/Master Commando is weaker, becouse there's not enough points over for 4000 Doctor that is so great that it must be inserted into every pvp template.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
beastmistress67
Sat Oct 15, 2005 12:38 am
#73






MsNiL wrote:





beastmistress67 wrote:
Ithink the system is perfectly balanced right now. The only problem I see is that being a Master Healer is pointless. That's a problem with YOUR profession though, not mine.
I can understand your frustration. That's a lot of time spent grinding to a profession that isn't any better than a regular one you could have had in a few weeks. You shouldn't be arguing for a nerf on doctor/cm though, you should be getting with your correspondent and trying to improve Force Healer.



I said I am a Master Doctor, that's why I am annoyed with the 4000 Doctor line. Not becouse my other character is a Jedi.


I have spent points in Master Doctor, and I am annoyed that people can get near the same heals for near half of the skillpoints I have spent to truly master my profession.


I am annoyed becouse a template such as Master Smuggler/Master Commando is weaker, becouse there's not enough points over for 4000 Doctor that is so great that it must be inserted into every pvp template.






You should be mad at SOE then, not at people like me that use what we're given. And to be fair, I have two lines from Doc. I would master the profession, but then I'd be complaining about the same things you complain about: lack of defenses.


I use my template for role playing and nothing more. I'm a swashbuckler, a pirate, I do things on my own and stay out of other people's way. I hate that it's people in PvP that seem to be ruining this for us.





=================================

Emperor's Bane, Member of the Alliance Special Forces, and Soldier in the Army of Freedom
+Stealth+
MsNiL
Sat Oct 15, 2005 4:31 am
#74






Zimal wrote:

i don't think doc healing is overpowered as i may have previously mentioned... i think 4000 healing is... and this is for both doc and cm...


I think to solve this situation either make a bigger difference in the amout you can heal between the basic and advanced version of skills. or make the master box worth a whole lot more then it currently is....


and on to Jedi healer... i understand some of the grips with it...


i am however under the impression that at master healer you have 3 heals, 1500 heal, 3000 total heal, and your HoT heal... plus you get sap which is a 20%(again info may be wrong and this skill might not be on healer) regen debuff to both mind & Action... which lasts for 30 seconds... you also get other abilities not sure what they are all... so to help fix your biggest problem... give MH some armor.... not sure what would be adaquete but a few k shouldn't hurt anything... if it's IN the Master Box... give more regen and max force too at master box...


but then again i guess all of my idea's not to nerf stuff to make it all viable and equal is to instead attempt to balance it by bringing it up to level, not going down to a lower level... eh...




Sap is -30% mind and -35% action for 1min. Proper food counters it. Except for ForceHeals/ForceInfusion, that's the only other power in the entire MFH skillset that people consider picking up. The rest is just various counters for stuff that is never used.


The greatest problem you have as a Master Healer is not about how much they heal, it's about how often they can heal. You can only heal 1 target each 6 seconds, unless you start to rely on stimpacks and totalheal. If you start to rely on totalheal you will use up all your force in 1-2 minutes. Unlike force, mind grows back during a fight. What they need instead of Total Heal is a low-cost heal that can heal for~900-1100. That would help far more than Total Heal do today.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
EvilMcJagger
Tue Oct 18, 2005 10:48 pm
#75

I think something that has totally been failed to be brought up is reviving dead players. In that respect Mdoc/MCM is worth it...( I have no clue why MFH cannot revive dead players though O_o )... so the disput on Master boxes vs. 4/x/x/x is invalid! Master boxes DO have slightly better healing AND can revive dead players!


On a second note with the whole jedi healers vs. docs/cm : While Mind does Regenerate much faster than force... WE don't have Holocrons to refill our meters back up! And since the Force bar can outlast the Mind bar the regeneration and holocrons practically nullify this arguement.


I don't have any problems with enhancing the Force Healing prof at all, ex. more total force reserves, additional defenses, and or more/better debuffs. however instead of complaining and making it harder on us try doing something constructive and ask for additions to your proffesions... not reductions on your non-force counterparts,
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