Doctor Archive
Thread: Is it necessary to master doc?
Actually, as for the healing xp, if you're in a group that's running missions, you can get med xp pretty damned fast. If you don't attack anything and just drop a heal on everyone in your group who is in combat, you can get over 5k of med xp per enemy. On those seemingly endless spawning lairs, you can get over 100k from a single lair. Of course, you're at risk for picking up aggro from the mobs, so its very helpful to be in a group that isn't going to mindlessly attack the lair and trigger one massive spawn. But if the group sticks to a manageable # of enemies at a time its usually not a problem.
As for Mastering Doc, it depends on what you want from it. If you just want to have nice heals, 4-0-0-0 Doc is a nice use of skill points...if you want to be more useful in groups for healing, then 4-4-4-0 in Medic for the 2 CM skills is handy. The buffs are fairly nice to have, but hardly required. And the poison/disease resist buffs and cures are..well, not very useful at the moment. Master Doc is required to rez, but that would seem to be the only truly compelling reason to Master it now.
I would think TKM + Swordsman and 4-0-0-0 Doc would be a pretty powerful combat class that would let you be pretty self-sufficient (and be a very effective tank in a group). That said, I'm going with MSwords and MDoc since....well....that's what I've always done and I'm kinda stubborn. In any event, good luck.
I am a TKM/Doc 4--- now ( dropped rest of Doc to pursue Fencer ), and am very happy with my template. If you're:
* not interested in the buffs
* don't expect state-giving abilities to return to NPCs (e.g. poison)
* do PvE ( I don't do PvP, so have no comment on it )
* have enough skills in other things to get the CL you desire
then Doc 4--- is a fine addition to a TK. As mentioned above, medical experience is rediculously easy to get in a group. Particularly if you take ( at least temporarily ) Medic x4xx for bacta Spray: the 15m radius usually will heal somebody in your group within 15m as long as you are paying attention.
So, you just stick around the damage-takers in the group ( typically Riflemen / Swordsmen ), fire off the bacta spray when they're slightly injured, and twiddle your thumbs the rest of the time. Mindless EXP in large quantities.
Caveat: If the group is too efficient, and use rooting-like techniques, you may miss out on EXP just because the group *doesn't get hurt*. On the other end of the spectrum, groups that insist on aggroing large mobs can get you killed because your healing will outdo the damage dealers, and you may have a nest of nasty critters beating your medical posterior from the Mining Outpost to the Jedi base.
I've been a Master Doc for over a year and a half, and I'm finally considering dropping to Dabbler-Doctor:4004
Reasons:
MD has 105 Healing Eff. MCM has 80 HE. Doc 4004 has 80 HE.
You're only missing 15HE off MD!
Doc x44x pretty much only has cures and resistance to disease/poison buffs, and the only DoTs that need curing are from CMs, and you can pretty much out heal the damage they do.
Revive can be done with a silly cybernetic attachment (that apparently has a Healing Effeciency bonus as well?!)
So, the way I see it: Put on a cyberarm and save 29 character points.
Message Edited by Rodian-Bob on 07-16-2005 02:00 PM
heh good point. I should have stated that I can HEAL as good as a MCM. Both in Bacta Spray and Bacta Toss, to be specific.
Polizei wrote:
Hey now. It's pushing it to say that you're as good as a Combat Medic just because of your healing efficiency. Sure, they might be the same, but when I duel you and I do Paralyze-Debuff-KD-DoT, you'll be draining mind so fast (I'll put Traumatize on any Medics) you won't last 10 minutes. I've even cut pretty sucessfully through some TKA's Center of Being buff.