Doctor Archive
Thread: My problem list with doctor profession
No 1: No real benefit to being a master doctor. Either give this skill level more bang for the buck (stat buffs that are useless to anyone grouped with a doctor, or casting wound repair faster (nobody cares, its a wound!) does nothing. Combine this with the screwed up difficulty levels of our medicine means most people are just skimming our trademark ability (revive) for 20 skill points and ignoring the other lines entirely. Either move the revive ability to master doc level, or increase the difficulty of the rescusitation kit to something reasonable, like 99. Cure Poison C has a difficulty of 98, but to bring someone back to life is a 53?
No 2: Decrease the size of medical supply crates. We have to carry 20 different medicines, assuming we only carry one level of each type. I can't see any rational reason to require crates to take up 5 spaces in inventory, when the same system allows somebody to carry 100,000 hides in one space.
No 3: Give me a way to turn off the blasted auto combat!! As a doctor, its far more important for me to be healing people than shooting a weapon or beating on some creature with 30,000 hitpoints with my fist.
No 4: Rumor has it that CH's will be able to heal pets using stimpacks made by bio-engineers. Healing pets is about the only useful function of half our stimpacks. What happened to class interdependance? I realize CH's are SOE's most beloved profession, but this proposal is ludicrous and should be nipped in the bud. They might as well keep it where they just stuff the creature back in their magic sack and pull him out good as new again.
The rest of my concerns are pretty well addressed by the submitted list.
Every one of these points is well thought out and I agree wholeheartedly with Migosh.
I think the CH issue has already gone out of our hands and there are 2 communities: CH and Bioeng that stand to benefit from Doctors not able to heal pets. There are way more CH than medics and they are very vociferous. SOE already limited their ability to call 6 rancors (or something like that)at a time; so I feel they are "throwing them a bone" not realising how damaging it is to medics. Unless we put forth our arguement in full force I think we will loose the ability to heal pets very soon. Stimpack E will join the ranks of /medicalforage.
This issue may merit an e-mail to the developers from our doctor correspondent
LOL!
Stuff their creature back in their magic sack.
LMAO
Thats good stuff
hahaha payoffs for the doctor class?
hmmm at least ur packs work!!!
aoe dots in the CM master level dont even work!!!
u know if all we get is ranged heals for spending 29 skill points more than the doctors...
losing the ability to buff, rez, cure state and poisons, make the best components for our own medicines...
is CM really worth it?
if u got rid of the 29 skill points i need to send in marksman for ranged support mastery, you would never hear a peep out of me about CM class just having ranged stims...fact is that does 29 skill points invested basically yield the CM class nothing that could not me more efficiently invested in another skill...say there was no ranged support requirement for CM...thats 14 more points me...last time i checked thats almost a full branch of a advanced weapons profession like pistolleer or carbiner. or rifle...
you have to make those 14 more points worth it...
For healing in the field, the speed and range of CM is a lot better, you have to admit that. CM > Doc in PvP for pure healing power.
Wound healing speed is the most useless skill points I've ever spent, since I don't heal wounds for a living anymore.