Doctor Archive
Thread: Changes to doctor u would like to see
Bongzai wrote:
Hey all
Just wanted to see what other peoples views are regarding doctor and what ppl would like to see added if anything.
I PvP, and play the Support role quite alot, also armed with tkm i can easily defend myself if i need to, my main reasons for going doctor where to have the ability to buff my guildies/rebels in the field and to be able to offer some defence against the ever increasing CM threat.
1. Doctors should definatly have the ability to area heal, Poisons/diseases especially, seems strange how the combat medic canpoison/diseaase in an area yet we cant heal it as effectivly. Having to chase around your group is proving a hard task now especially with some CM poisons ticking for as much as 900.
im sure i could think of more, but thats just one to get the ball rolling
I disagree with this. Ranged healing of any kind belongs to CM. That is just the way it is, but they can't heal poisons/disease. The whole point of Doc is great heals, but small range. If people want healed, they better be coming to me!
Just an observation, no flame, but your group needs to work on their mechanics a little better. Everyone should know that the doc has a short range, so if they are in need of heals they better do all they can to be in that range. If the doctor has a small area he can stay in and let people come to him, your group will last much longer. Not only does this make healing easier, it also makes it easier to keep the doc alive, since there will always be someone close by to /taunt or /rescue the doc quickly. If they are too far away, the doc could be dead b4 they get get in range to take aggro.
Just my thoughts
Docs need area cures to combat area poison!