Doctor Archive

Thread: SOE: Master Doctors To Get AoE Revive Ability & Rez Pack Crafting

Atrayo
Tue Dec 23, 2003 9:37 pm
#1

Hello Traigus,


Reading the recent top 5 issues for our doctor profession as cited by "ThunderHeart" on 12/23/03. With the controversial issue of pushing up the revive pack crafting to master doctors only. This suggestion of mine is to grant master doctors (which i'm one as well) the ability to revive more than 1 player that is DB (death blowed)at a time. Akin to an area of effect revive ability for player corpses. With that ability their would be a new revive kit only that master doctors can craft. Which won't interfere with the present type of the revive pack for rezzing 1 player at a time, that the doctor medical crafting 4 skill provides.


How does that sound to all of you who are fellow master doctors or will be soon?


Thanks for your comments.




Ivan / Atrayo
--------------------
Starsider Shard
Sif
Tue Dec 23, 2003 10:26 pm
#2

While this sounds like a neat idea, I think it would only be so-so functionally. I think that more functionally useful things would be beneficial. I would like to see things like bleeding/poison/disease resistance immunities (at master, since we're talking about masters).




=========================================
Col. Edlas Ariarti, M.D., M.P., RogSq

Please do not confuse me with Siff. This handle comes from a nickname I had on another game I used to play.
Traigus
Tue Dec 23, 2003 10:26 pm
#3

I think that may be on Z's list of proposed options.. if it isn't I'll add it. (I write stuff down on index cards and edit documents later.)

Anything that kills enough people in a group to need one of these, has probably killed me too , so I doubt I'd get any use out of them.



-T



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

"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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alioninwinter
Wed Dec 24, 2003 3:59 pm
#4

I like the idea of some AOE Revive or Cures. But if they are anything like all the other meds, they would be experimented down so that a xx4x Doctor could use them. So the only real advantage is Masters could make them and sell them... money is nice, but it's not the most important thing to me. I do like the idea of this though.




==================================================
Master Dragger, Drunken Friar
Gabriev
Gnuut
Wed Dec 24, 2003 4:59 pm
#5

I don't like the idea of giving Docs the ability to AOE anything. This is a core ability CMs have and we payed points into ranged support to get it.

Personally some changes I'd like to see:


Give Medics the ability to cure poison at Master Medic.


Give Docs Cure disease at the 2nd box in speed.


Give Docs a Group Only-Cure poison at 4th box in speed.


Give Docs a Group Only-Cure disease at Master Doc.




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Gnuut
Thu Dec 25, 2003 7:10 pm
#6

If you gonna one star at least have the balls to post why you disagree...



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Kordith
Thu Dec 25, 2003 9:14 pm
#7

I have to agree that AOE abilities are better suited for CMs. Better to equip us Docs with some resist enhancers, as was suggested in a previous post. After all, we can already buff the physical pools and secondaries.



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

I felt a great disturbance in the air, as if millions of voices suddenly cried out in anger and were suddenly nerfed.

Soticont
Thu Dec 25, 2003 9:58 pm
#8

Resists! Resists!Resists!


AOE revives would be practically worthless in a combat scenario. If thatmany people are down chances are you're down too and even if you get those people up they'll go back down real fast with the low HAM that is recovered. Okay AOE poison cures would be worth it, but that really is more of a combat medic thing.


SinceDoctors are suppose to bemaster expert types in the field ofmedicine it seems that any health effects like poisons, diseases, heck even dizzy and blindness, etc...should be somewhat negated.






Colonel Soticont Sunwalker / Mr. Psytan Sunwalker

VADER IS LORD!
IlyaMasool
Fri Dec 26, 2003 10:10 am
#9

I think this is a request in response to the massacre that is new night-sister cave.

Personally I don't see too much use for this since there just is no reason why people be dropping dead en mass when doctors are around.

I woul much rather see AoE cure poison/disease or AoE enhance D(or even E)
DisplacedSurfeR
Fri Dec 26, 2003 3:25 pm
#10

I want revives fixed for PVP, I mean what the hell is the point of rezzing in PVP if the player has to wait 60 seconds.. its bull**edit**



Daynk Mohda - HATED
Jagermeister - HATED
Loot and random items vendors in the GAT Mall just south of theed and also in GAT City on your overhead map, NE of Theed
OnlyMaestro
Fri Dec 26, 2003 7:34 pm
#11

Resists...would be wonderful!



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

gastro54
Fri Dec 26, 2003 8:44 pm
#12

Yes, i am currentlly favoring applicable "resist packs" to states for masters




Mastro Peineia
FIGHT
fletcherreed
Fri Dec 26, 2003 11:54 pm
#13

How about AoE buffs? Boy would I need those buffing for raids, it takes to long to buff everyone but maybe a new MD skill...
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