Doctor Archive
Thread: Just a Heads up from a TC regular.
MsNiL wrote:
Darkvicious wrote:
Master Enhancers should be put in the same category if I get what you're saying. As for all these profession can heal, yes , but they all play verydifferent roles as far as their respective profession goes. It's why I didn't bother mentionning Cm's. Jedi is a class apart from the rest of all the professions, it's why it is suppose to take along time to grind and obtain.
Master Healer is a healer. Master at it even. Personally I do not request for MHealers to be better than Doctors in pure healing, although I would like healing power at least equal so that I can fulfill the role as a healer in a Level 80 group. On the other hand, unlike some other people, I do not ask for buffs to be added to the skillset. That's the Doctor's role.
At least we agree about the buff part. People knew what they were getting into, and the building of a template for Jedi and non-jedi is very different.
But yeah, all the doc extra's can be obtained thru different jedi templates if one would ever want to be the equivalent of a doctor, butplaying a jedi...
As they should be. As far as jedi goes, enhancer is where the buffs are at.
Major difference is that Enhancer is Buff Self, while Doctors can heal everybody. Same with Center of Being, Parry Riposte Stance, Duelist Stance, PowerBoost etc. They are all Self Buffs.
Doctor's have the unique role to Buff Other. That's their role, that's what makes them unique. If anything, Doctors should have more nice buffs for people.
Exactly, and jedi's have access to these buffs as well.
Combat Medic have a role as a very strong debuffer/dotter. There's simply no other profession like it.
Then all 3 are healers, which means that they can heal.
MsNiL wrote:
Darkvicious wrote:
Comparing Jedi and Doctor is ridiculous in the first place.I still don't understand why people are so focused on trying to compare both.
Maybe becouse Master Healers, Doctor and Combat Medic share the same role?
Master Enhancers should be put in the same category if I get what you're saying. As for all these profession can heal, yes , but they all play verydifferent roles as far as their respective profession goes. It's why I didn't bother mentionning Cm's. Jedi is a class apart from the rest of all the professions, it's why it is suppose to take along time to grind and obtain.
But yeah, all the doc extra's can be obtained thru different jedi templates if one would ever want to be the equivalent of a doctor, butplaying a jedi...
Buffs are unique to doctors only. Only thing that comes close is Squad Leader.
As they should be. As far as jedi goes, enhancer is where the buffs are at.
Marrow1 wrote:
Jarred-infinity wrote:
Marrow1 wrote:
The first jedi on my server is in my guild. I was a doc before he unlock. I can promis you that you did not spend more hours grinding your jedi than I grinded my Doc in the last 2 yrs. Heck the hours I spent hunting avian could have produced a little army of Jedi.
So please, do not give me the jedi grind story for I have grinded a full template and it was a cake walk compared to running a 25+ factory buisness for over a year.
I was a doc from when I started this game until they changed the prof with the CU. If your saying you spent 8 hours a day gathering avian for 4-5 months pre patch 9 then good for you, I know I never spent anywhere near that time to get my resources or to craft and I always had backpacks full of meds in storage, on sale and for my guild.
Comparing a full time crafter to the pre patch 9 jedi grind is a little confusing though, I know I did it because I enjoyed it. Doc to me was never a grind so i can't see the relationship.
Not flaming I am just a little confused by your agressive stance trying to compare apples and oranges to prove your apples are much harder to produce. What does it accomplish?
Let me be more generic then to make my point.
Just because one plays for X hours in a prof does not imply that they should be Y powerful. There should be a cap on Y such that the Y for one prof does not unbalance that of other prof regardless of the amount of X that had to be invested to get Y.
Let me use Doc as an example. If I gained enough xp to become master (X) then at master I am Y powerful. However, if I gain 100 X by playing Doc for a very long time I should not become 100 Y powerful. If you dont put a cap on it then people will be in a never ending grinding cycle.
If the above is true then the corisponding positionmust also hold. The valueof Y from one prof must not overpower that of another prof simply based on the amount of Xneeded to gain Y.
Should there be some reward for grinding more? Yes, but only a limited amount regardless of X.
Ok I can see exactly where your coming from now and I agree. I guess the statements alluding to running a 25 factory business where what got me as I never saw that as a requirement to being a good doc.
SirRafaelBH wrote:
They are nerfing anyone who has a combat profession along with doctor...I mean who really is just doctor these days...
/raises hand
Bisola wrote:
SirRafaelBH wrote:
They are nerfing anyone who has a combat profession along with doctor...I mean who really is just doctor these days...
/raises hand
me too (see sig =p)
no Jedi abilities use action/mind right now. It's believed to be a bug.
Maxil wrote:
Force Cure Disease: Mind 5% Mind 0%
Force Cure Poison: Mind 5% Mind 0%
Force Extinguish: Mind 5% Mind 0%
Force Heal: Mind 9% Mind 0%
Force Heal States: Mind 5% Mind 0%
Force Infusion: Mind 12% Mind 0%
Force Sap: Action 1%, Mind 8% Action 0% Mind 8%
Force Shock: Action 1%, Mind 8% Action 0% Mind 8%
Force Wound Heal: Mind 3% Mind 0%
Stop Bleeding: Mind 5% Mind 0%
Total Heal: Mind 14% Mind 0%
Message Edited by Maxil on 10-14-2005 12:41 PM
ConagaDonrello wrote:
Does anyone have any more information regarding the changes? Has a dev or Tiggs mentioned or aknowledged that the changes are intended?
I'd guess so, since they didn't just modify doc/cm healing, here's the new mind costs on jedi healer abilities: (first set is live stats, second is tc)
Baciacca wrote:
Force Cure Disease: Mind 5% Mind 0%
Force Cure Poison: Mind 5% Mind 0%
Force Extinguish: Mind 5% Mind 0%
Force Heal: Mind 9% Mind 0%
Force Heal States: Mind 5% Mind 0%
Force Infusion: Mind 12% Mind 0%
Force Sap: Action 1%, Mind 8% Action 0% Mind 8%
Force Shock: Action 1%, Mind 8% Action 0% Mind 8%
Force Wound Heal: Mind 3% Mind 0%
Stop Bleeding: Mind 5% Mind 0%
Total Heal: Mind 14% Mind 0% 11:42 PM
Message Edited by Maxil on 10-14-2005 02:22 AM
Message Edited by Maxil on 10-14-2005 02:49 AM
Here... since last restart of the server:
Maxil wrote:
Baciacca wrote:
Force Cure Disease: Mind 5% Mind 0%
Force Cure Poison: Mind 5% Mind 0%
Force Extinguish: Mind 5% Mind 0%
Force Heal: Mind 9% Mind 0%
Force Heal States: Mind 5% Mind 0%
Force Infusion: Mind 12% Mind 0%
Force Sap: Action 1%, Mind 8% Action 0% Mind 8%
Force Shock: Action 1%, Mind 8% Action 0% Mind 8%
Force Wound Heal: Mind 3% Mind 0%
Stop Bleeding: Mind 5% Mind 0%
Total Heal: Mind 14% Mind 0%11:42 PM
Force Cure Poison----- 5%Mind 15% Action, 5% Mind, 75 Force
Force Extinguish------ 5% Mind 15% Action, 5% Mind, 50 Force
Force Heal------------ 9% Mind15% Action, 10% Mind, 10* Force
Force Heal States ----- 5% Mind10% Action, 5% Mind, 75* Force
Force Infusion ------- 12%Mind 15% Action, 10% Mind, 10 Force
Force Sap-- 1% Action, 8% Mind 0% Action, 8% Mind, 150 Force
Force Shock 1% Action, 8% Mind 0% Action, 8% Mind, 100 Force
Force Wound Heal------ 3% Mind 15% Action, 5% Mind, 25* Force
Stop Bleeding---------5% Mind 15% Action, 5% Mind, 75 Force
Total Heal ----------- 14% Mind15% Action, 15% Mind, 150* Force
+1 per 10 wounds
+50 for dizzy/blind/stun/intimidate (Total Heal only)
+25 for dizzy/blind/stun/intimidate (Force Heal Statesonly)
+0 for bleed/disease/poison/fire (Total Heal only)
Bacta Jab-2% Action, 5% Mind 13% Action, 5% Mind
Bacta Spray 8% Action, 12% Mind20% Action, 12% Mind
Bacta Toss 5% Action, 10% Mind 17% Action, 10% Mind
Bacta Inf. 9% Action, 15% Mind18% Action,15% Mind
Message Edited by MsNiL on 10-16-2005 02:23 AM
MsNiL wrote:
Here... since last restart of the server:
Maxil wrote:
Baciacca wrote:
Force Cure Disease: Mind 5% Mind 0%
Force Cure Poison: Mind 5% Mind 0%
Force Extinguish: Mind 5% Mind 0%
Force Heal: Mind 9% Mind 0%
Force Heal States: Mind 5% Mind 0%
Force Infusion: Mind 12% Mind 0%
Force Sap: Action 1%, Mind 8% Action 0% Mind 8%
Force Shock: Action 1%, Mind 8% Action 0% Mind 8%
Force Wound Heal: Mind 3% Mind 0%
Stop Bleeding: Mind 5% Mind 0%
Total Heal: Mind 14% Mind 0%11:42 PM
Yellow = Old cost, Green = New Cost
Force Cure Disease----5% Mind 15% Action, 5% Mind, 75 Force
Force Cure Poison----- 5%Mind 15% Action, 10% Mind, 75 Force
Force Extinguish------ 5% Mind 15% Action, 5% Mind, 50 Force
Force Heal------------ 9% Mind15% Action, 10% Mind, 10* Force
Force Heal States ----- 5% Mind10% Action, 5% Mind, 75* Force
Force Infusion ------- 12%Mind 15% Action, 10% Mind, 10 Force
Force Sap-- 1% Action, 8% Mind 0% Action, 8% Mind, 150 Force
Force Shock 1% Action, 8% Mind 0% Action, 8% Mind, 100 Force
Force Wound Heal------ 3% Mind 15% Action, 5% Mind, 25* Force
Stop Bleeding---------5% Mind 15% Action, 5% Mind, 75 Force
Total Heal ----------- 14% Mind15% Action, 15% Mind, 150* Force
* = Forcecost added depending on the amount healed:
+1 per 10 damage
+1 per 10 wounds
+50 for dizzy/blind/stun/intimidate (Total Heal only)
+25 for dizzy/blind/stun/intimidate (Force Heal Statesonly)
+0 for bleed/disease/poison/fire (Total Heal only)
Bacta Shot 4% Action, 10% Mind 15% Action, 10% Mind
Bacta Jab-2% Action, 5% Mind 13% Action, 5% Mind
Bacta Spray 8% Action, 12% Mind20% Action, 12% Mind
Bacta Toss 5% Action, 10% Mind 17% Action, 10% Mind
Bacta Inf. 9% Action, 15% Mind ?% Action, ?% Mind
Message Edited by MsNiL on 10-15-2005 03:35 PM
Wow, this isn't just a hybrid CM/ranged or Doc/melee nerf, it's an across the board healing nerf...