Doctor Archive

Thread: M.Brawler/TKM/MD or M.Medic/TKM/MD? Which is more ideal for base raids and genral hunts?

MoeJeb
Mon May 30, 2005 5:20 am
#1

I've heard it mentioned that TKM/MD is turnning out to be the most ideal tanker for groups now... I am just wanted to know over all which of the two Setups whould be more suited for First a Base Raiding Tanker.. Have 10 lvl 80 NPC's on me at once.. While my group takes em out.. Would I be albe to withstand that kind of beating with ether 2 of these setups or whould I be wasting a /respec?


Any advice or insight is much appaeratied...
Eskie
Mon May 30, 2005 5:51 am
#2

???

10x lvl 80 = around 4000 to 5000 dmg taken every 2 to 3 seconds. Instant death. No matter what professions you have.

Realistically you can tank 2 or 3, and master medic doesnt help a lot in terms of healing.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
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c-mot
Mon May 30, 2005 6:04 am
#3

i m MDoc/TKM/MBrawler and the MBrawler adds some nice stuff to the TKM. bleeding dot from 1h, area knockdown from pikes, a high damage attack (melee assault) and an defensive move (riposte = adds defenses and directs damage back to the attacker).

with another char, i have MPistoleer/MDoc/CM0400 (posion/fire/disease throws), this adds the basic ranged healing "spell" bacta toss, u will get with Master Medic as well. its kind of nice if u look after your groupmembers and yor are able to heal someone from beyond the 10m distance, but if u do the tanking anyway its not that important. u will get a bonus on healing with master medic which is useful.

for me i decided to take master brawler because of the additional moves (TKM lacks some high damage and special hits after cu). it gives me the chance to still solo some stuff, while as tanker the area knockdown buys me time for healings and recovery when too many mobs are hitting on me.





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ulfmanDE
Mon May 30, 2005 6:16 am
#4

i wont take master medic. better get great offense moves and defense mo0ds for the SP. i wont take MD too, just healing line, maybe buffs. all the free SP invested inthe pike and/or sword defense lines sure nice...



ulfmande

alt: ulfur and ulfmandesbuddy
After5CST
Mon May 30, 2005 7:52 am
#5


As mentioned above, 10 vs. 1 ( even level ) is going to be a short, unpleasant fight. I'm currently using TKM/MD/MM, and I can say the following for my limited play skills (PvE only):



  • Soloing one vs. one ( even level ) is a veryeasy fight, and can be done largely unprepared.

  • Soloing one vs. two ( even level ) is a pretty easy fight, assuming I keep Center of Balance and/or Bacta Infusion running as necessary.

  • Soloing one vs. three ( even level ) is a pretty even match. If I stay on top of my game, I should win most of the time. If I get careless ( e.g. let CoB drop, or don't watch my health closely enough, am unprepared ( no buffs and/or food at conflict ), or am unlucky ( CoB doesn't fire for some reason ), then I'm likely to lose.

  • Soloing one vs. four ( even level ) is a losing proposition. Others are better than I am, but the best I've managed to do solo is take out one of the four before my mind runs out. I'm certain it's doable, but it would take good preparation, at least as much skill as I have, and some luck to pull through.

I would suspect, with a good group, you could add two or three to the number of enemies you could face at once, since a good coordinated group is going to whittle down the numbers a lot more quickly than a TKM can on his own. This would entail a great deal of trust though, since if there's any mishaps in the groups ( not taking down a single target at a time, etc. ) you'll be the one to pay the price.


With a random pickup group ( usually rather uncoordinated ) I'd add maybe one to the above list. Maybe. Most random groups are about as coordinated in strategy as the Three Stooges.


Taking on ten even-level enemies at once is likely suicide. And quick suicide, at that. If you have that many enemies, you're going to need additional tanks to help dilute the heat, and additional healers to help the tanks stay alive.


BlackPawn
Tue May 31, 2005 4:20 pm
#6

Neither. I tried both those combos and just wasn't satisfied. I finally respec'd to Master Doc, TKM, and 0031 swordsman. Why swordsman you ask, well simple. The armor break is awesome. Don't get me wrong. The master medic helps with those heals, and the master brawler helps with the def a little, but all in all the armor break is heaven. That and the critical and mind hit do way more dmg then any other TK special or brawler special. The critical is decent to throw in every once in a awhile but my main attack is mind hit alternating with mellehit. I usually am the tank and healer of the group. Not an easy task but it sure is fun. If you play it right you can take on quite a bit b4 your time is up. Well there is one more perpesctive for ya. Enjoy...



BlackPawn
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velocity-x
Thu Jun 02, 2005 1:43 pm
#7






Eskie wrote:
???

10x lvl 80 = around 4000 to 5000 dmg taken every 2 to 3 seconds. Instant death. No matter what professions you have.

Realistically you can tank 2 or 3, and master medic doesnt help a lot in terms of healing.





That's hilarious since lvl 80 mobs do about 50-100 damage per hit to me. I can tank 10, and granted I better find a way out, it's not instant death.


I'd like to add I'm TKM / MD / Fencer 0210 and use a Blade of Nyethi'oris as my primary weapon.


Message Edited by velocity-x on 06-02-2005 03:44 PM



Morbious Nemes



dribbler
Thu Jun 16, 2005 4:01 pm
#8

doc is best as support role then again CM still usually outheals a doc


...only defender jedi can hold off 10 CL80 and we use most of our force doing it.


If you really wanna melee skill i would take pikeman


then again find a group of 3 ML each spamming dervish & LS area KD and it feels like pre-CU again lol - takes about 1min to finish off a level 80 lair as the combined damage is around 3300 a hit




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