Doctor Archive
Thread: Pairing up a second profession with doctor
Like the title says, im brainstorming a profession to pair up with a Master Doctor, to play a predominantly support role. Its for my gf who will begin playing, doesnt want to image design or grind in a cantina, but come out on the quests and hunts etc without being an offensive combatant.
She likes the Doctor profession with the awesome buffs and res, but Im not sure what to pair it up with. Shes not interested in a combat role, so none of the melee or ranged profs are viable. I was thinking maybe Teras Kasi Master for the defensive benefits without relying on armor. Creature Handler might be a little complex with all the commands so im at a loss. Any feedback would be appreciated.
Combinations she might consider with Doc could include:
- Master Doc / Master TKA / Master Medic :Extremely difficult to kill ( good for somebody with rez ), strong healing abilities, low damage output. Great template, one of my favorites. Also has bacta spray, a bonus to any adventuring group.
- Master Doc / Master Squad Leader / Master Medic / Scout 0044 : Strong healing abilities ( including a suprisingly strong bacta spray considering it's the basic form ), squad leader gives lots of group bonuses, and the extra scout line allows harvesting dead critters for meat/hide/bone. Nearly non-existant offensive abilities, and requires armor, but about the most group-support-oriented template I can think of.
- Master Doc / Master Combat Medic / Scout 3040 : Great healing abilities ( ranged / up close / area effect ), good DoTs ( damage over time ) for a little bit of combat dabbling, ability to harvest and milk critters for resources.
- Master Doc / Master Creature Handler / Bio-Engineer 0004 : Good healing, able to capture / use creatures as group support, ability to harvest, ability to craft stims and other medical supplies.
- Master Doc / Musician 0004 / TKA 4430 : A dabbler setup, gives good healing, some minor battle fatigue healing, and a fair amount of TKA defenses to reduce the need for armor on the battlefield.
Pretty much all of these alternatives are downright awful at soloing or PvP because of miniscule damage outputs, but each provide different bonuses to an adventuring group. If buying armor is no problem, I'd probably go the squad leader route ( or maybe creature handler ). If she doesn't want to buy armor for one reason or another, I'd lean towards one of the TKA combinations.
Hope that helps.
ihad a similar situation with my fiance, when i bought the game for her about a year and a halfago. after a few months she settled on the doctor profession and when we wereout hunting we persuaded her to take pot shots at critters even though she had the mentality that she didnt want to have a combat role merely a support one.
well, after messing about with carbines for a while she decided she quite liked rifles and over time we finally got her up to master rifles (on the eve of the CU too!). now currently shes a MD/CM 4xxx and master rifles and she LOVES it! she loves it so much, as to where before i used to have to coerce her into logging on shes now having to drag me online to play!
id say the benefits to a ranged profession over a melee one (as a second profession) in this case,is thatshe may feel less strain not having to tank as a melee combat player instead being able to control and perform more asa supporting role during hunts which sounds like what she prefers to do. ![]()
From after5cst...
Master Doc / Master Squad Leader / Master Medic / Scout 0044 : Strong healing abilities ( including a suprisingly strong bacta spray considering it's the basic form ), squad leader gives lots of group bonuses, and the extra scout line allows harvesting dead critters for meat/hide/bone. Nearly non-existant offensive abilities, and requires armor, but about the most group-support-oriented template I can think of.
i think that would really be a good combination for just a support role, or go ranger too, both could be fun and not be reliant on combat.
She wants to do quests and provide support. Well my friend, the ARMY way of knowledge tells me that is combat support. I am Master Doc/Master Carbineer. If she wants to do quest and support combatants she will need firepower. Pistol or carbine can control crowds. I have done all three ranged professions. Since the CU carbine offers a good middle road and packs more pumch than pistol andbetter speed than rifle. She will only need it when taking aggro, and as a master doc she will get a lot of aggro.
Doc needs Medic 4040
CM needs Marksman 0004 & Medic 0400
Be needs Medic 0004 and Scout 0040
How about Master Doc with Master Smuggler?
She'll be able to Feign Death (particularly useful for avoiding combat after she's picked up aggro from healing), can do a little crafting on the spices, buy/sell faction points to make a little cash, and maybe even some slicing.
If she decides she wants to try a little combat she's got the ability to be very useful in a group.
Plus Smuggler has the excitement (or fustration?) of knowing a re-vamp is just around the corner (of a very long block), who knows what that will bring?
Message Edited by Krite on 06-17-2005 09:59 AM
I appreciate the extensive feedback. Out of those provided, Doc/TKM seems reasonable due to the defenses she will need when healing. But the smuggler's feign death and root are also really strong, especially since my root is from pistoleer and takes a long time to charge.
Ill run it by the CEO and see what she thinks
Message Edited by ThomDaz on 06-17-2005 03:27 PM