Doctor Archive

Thread: Master Doc vs. Master Medic (debate/info) Please help me

TazSunblazer
Tue May 17, 2005 10:59 am
#1

I've been dealing with some issues in RL so I haven't been able to play my Master Doc/ Master TK toon since the CU. I have however been reading the forums and I'm a little confused. I'm hoping some kind souls out there can help me understand some of the stuff I've been reading. (thanks in advance)


I've read that a medic can buff just as well as a doc can now. Is that true? If so, can someone tell me what advantage I have at keeping my Force Sen. Master Doc skills?


What abilities does a doc have over a medic now?


Thanks for you help!


Taz





Taz Sunblazer

former Master Dr (Day 1 original)/ Master TK (DOA tks to NGE)

Founder of the Tarq Medical Convention
Clone Jedi (post NGE)
Elmos Structures Trader
Pedo Domestics Trader
Obeta Sunblazer Bounty Hunter
Chocti Suncharger Commando
After5CST
Tue May 17, 2005 1:24 pm
#2

My post-CU notes on Doc, CM, and Medic:


Straight Medics are more or less out-of-luck post-CU. Their straight medic healing abilities are fairly weak, anyone can use stims for better effect, they can't heal wounds or rez, and get very few buffs. If you've got skill points to waste, then pick up some of the medic line for grins. The only reason I can see for pursuing master Medic is if you want to stack the benefits from mastering with either CM or Doc, and have the skill points to waste.


Combat Medics have debuffs, the best ranged heals, can now rez ( /resuscitate ), and are the best large party healers ( excluding Jedi from this discussion ). Largely considered on the Doctor board to be as capable at damage healing groups of characters as doctors are at damage healing individuals. No real buffs or state removal abilities. IMO, they are the most helpful in large groups ( 4-8 ), and still very effective in smaller groups ( 1-3 ).


Doctors have the best buffs, state removals, and the only Healing Over Time ( /bactaInfusion ) ability ( again, excluding Jedi from the discussion ). IMO, they are most helpful when adventuring in small groups ( 1-3 ), or as as wound-healing or buff-providing service outside of combat. However, the outside of combat activities will currently not grant you any EXP, so don't count on that utility as your method of advancement.


Since you mention Master TK, let me just offer the opinion that MTK/MD is a great PvE template. If you keep up Center of Being and Bacta Infusion religously while in combat, it is extremely difficult for most foes to defeat you ( although it may take some time to defeat them, depending on what other skills you've taken to increase offensive power ).


I personally keep waffling back and forth between TKM/MD and TKM/CM, as I find both templates very enjoyable to play. I suspect in the end I'll keep TKM/MD, as I like to help people, and wound healing is much in demand at the moment.


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