Doctor Archive

Thread: Just Read this in a post on the CM boards, want to get input on how rediculous it sounds =)

Crossover
Sat Jun 05, 2004 3:10 pm
#1

"We aren't buffers, leave that for the Docs. We should be combat healers (i.e. able to heal any form of combat damage) first and foremost. Give us the ability to AE cure states, poison, disease and fire. Give CMs a longer drag range. Make CMs the only class able to heal while in combat. Doctors and Medics should not be able to deal with battle stress and heal at the same time. Only the Combat Medic is trained for this..... "

Lol....

In His Dreams....

Area of effect cures to states and dots? (take away the doctors biggest PvP role).... Only class able to heal while in combat? *tries to use stimpack*... System Message: Even though you are a master doctor, you cannot heal yourself because you are in a battle....

Give me a break




Shedao Shai - PvPer/Krayt Hunter

Krayt - Master WS - My Vendor is located in Mos Ercolano, Tatooine, -3295 1012

{PV} Perpes Vis - Never Ending Force


lifeandlove
Sat Jun 05, 2004 3:35 pm
#2

i can see his point, as when i did CM i thought that my heal time in battle was going to be quicker (guess what i was wrong) and i could do a whole load of battle related things (did not see where poisoning people came in), however it is just not practical and it just ruins other professions as he feels that his is no 'good' enough.
Fayfe
Sat Jun 05, 2004 4:12 pm
#3

He can have ae cures if I can get poisons and diseases, fair trade wouldn't you say...or perhaps each would lose the identity of their preferred class?


If he wants to cure theres no reason why he cannot pick up the relevent trees needed in doc to cure states with the remainder of his skills.


TaeRocko
Sat Jun 05, 2004 4:40 pm
#4

If the poster who made that comment is who I think it is (a link to the thread in question would clarify), then he was suggesting that all CM poison and disease attacks were removed in exchange for turning CM into the only "combat medic" profession. It's an interesting proposal, and would dramatically change tactics in combat.

- It would bring true healers to the CM profession
- Doctors would be behind the front lines taking care of the "more intense issues" i.e. poisons, diseases, and wounds (I do not think CM should get any poison/disease treatment skills)
- A greater use of the /taunt, /warcry, and /rescue commands

I'm not saying it would be a change for the better, but it would give each medic class a distinct role.

-tae



----------------------------

Taeimoe - retired BH 2/4/4/4

Master Doctor/Master Blender
Arryth
Sun Jun 06, 2004 5:09 am
#5

Some one smack who ever posted that pile of stinking feces...



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
Someguywholivesontatooine
Sun Jun 06, 2004 6:03 am
#6

Ahhh another product of the Imperial medical education system. Tuttut tut.


It is speltfaeces DOCTOR.


Burt


MMD / MCM





Crikey, sir. I'm looking forward to today. Up diddly up, down diddly down, whoops, poop, twiddly dee - decent scrap with the fiendish Red Baron - bit of a jolly old crash landing behind enemy lines - capture, torture, escape, and then back home in time for tea and medals
AgentDib
Sun Jun 06, 2004 1:14 pm
#7

Actually lets just get rid of poisons and diseases all together, then we can give every class strong poison and disease heals, even pikemen.



AgentDib -X- Canceled -X-
AgentDib (Chilastra) - Wookiee Defender | Agent'Dib (Chilastra) - BH/Ranger
MuadDib (Chilastra) - 12pt WS/14pt Art
AgentDib (Intrepid) - MBH/MRM | Agent'Dib (Intrepid) - MSmug/MComm


Arryth
Mon Jun 07, 2004 12:51 am
#8

Hay...


Step one...Get a dictionary


Step two... Look up the spelling for feces


Step three... wipe egg of chin, cause you dont know what your talking about.



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
Heltain
Mon Jun 07, 2004 2:23 am
#9

Well they'll lose their poisons and diseases as viable combat options, that's pretty sure. That will leave them with mediocre healing abilites vs a Docs who can buff and revive and heal all kinds of states.
For this awesome prospect they get to invest 29 points more than MD, which prevents them from mastering another elite profession.
I forsee a rebalancing of healing abilties and Docs will have to lose some of their stuff in order for CM to be viable and it would only be fair.
Giftmacher
Mon Jun 07, 2004 3:40 am
#10


Oh dear,


Why are people so keen to destroy eachothers professions? Ripping the heart out of Doctor to improve an already powerful profession is not an option.


However, some thoughts:


Combat medic suggests to me at least that their primary role is a combat role, ok fine to this end they get disease and poison i.e. offensive combat abilities. In addition they also get area heal, which makes them much better in a fight because they:


a, Dont have to run around so much and


b,Can heal more than one person at a time.


This already puts them at a significant advantage in battle c.f. Docs, who are generally non-coms and can only deal with wounds by standing on top of someone to do it (and even then only one person). Now, if they would like to add to these advantages by healing faster under fire, then ok I don't mind, it does make sense (although the Dev's might have something to say about the balance aspect of this). However, to completely take away Doc combat healing because of "stress under fire" would be plain stupid, take a look in your local A&E and tell me RL Docs flake out under stress; I think not.


Basically the Doc profession is no competion for a good CM, one of us can keep a small group covered yes, or provide much needed support for curing dots (plus resusitation) but one Doc cannot safely provide medical cover for a large group (and certainly can't suplement their firepower at the same time). IMHO this is how it should be and this is how it is.


Gift.
baskotoya
Mon Jun 07, 2004 5:36 am
#11




"We aren't buffers, leave that for the Docs. We should be combat healers (i.e. able to heal any form of combat damage) first and foremost. Give us the ability to AE cure states, poison, disease and fire. Give CMs a longer drag range. Make CMs the only class able to heal while in combat. Doctors and Medics should not be able to deal with battle stress and heal at the same time. Only the Combat Medic is trained for this..... "

Lol....

In His Dreams....

Area of effect cures to states and dots? (take away the doctors biggest PvP role).... Only class able to heal while in combat? *tries to use stimpack*... System Message: Even though you are a master doctor, you cannot heal yourself because you are in a battle....

Give me a break


makes sence... but can docs aria heal... no... combat medics can do tons that docs cant... including heal mind if im not mistaken...
Happymob
Mon Jun 07, 2004 6:52 am
#12

Arguing about "who heals better in combat" is kind of pointless. The fact is, large group combat (PvP and PvE against high end content) currently requires both a combat medic (who can throw an area stim C) and a doctor (who can at least rez). I can see the attractiveness of consolidating combat healing into a single profession, but I see no way of doing that without making one profession not worth the skill point expenditure. I view the idea of moving all combat healing to combat medic as an unwarranted power grab.


The only way I could possibly see this work is if all crafting (including CM meds) were moved to doctor. But I don't really like the crafter/practitioner split any more than I like the current buffer-rezzer-wound healer-curer/damage healer-poisoner split.





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Chickenlad
Mon Jun 07, 2004 12:40 pm
#13

which is why (not that the devs need more work) - but it would be nice to have advanced profession templates. Combination of some doc/cm would allow for differnt abilities.
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