Doctor Archive

Thread: BactaShot 2??

MyT_Chicken
Tue May 10, 2005 8:11 am
#1

So...I know it's been a few days, but whats the deal with this? I still don't see any new abilities we can use and I really don't see a difference in our healing ability. Anyone been able to figure it out?




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TenshiHanaKinu
Tue May 10, 2005 10:25 am
#2

It's "Advanced Bacta Shot."

/bactashot_2



Before there was just "Improved Bacta Shot."





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Marrow1
Tue May 10, 2005 11:02 am
#3

My understanding, and I could be wrong, is that if you do a becta shot it will do the most powerful version you have.


I believe at M. Doc it went from 700ish to 800ish with the change.




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RuytooBasgar
Tue May 10, 2005 1:03 pm
#4






Marrow1 wrote:

My understanding, and I could be wrong, is that if you do a becta shot it will do the most powerful version you have.


I believe at M. Doc it went from 700ish to 800ish with the change.




I am sorry but that is just ridicualously low. My Jedi which is only 4000 Healer can heal someone for 1500 and as fast if not faster than we can heal for 700 or 800. Just doesn't seem right that a Master can heal half as good as someone with one branch of something.




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Kyodor
Tue May 10, 2005 1:17 pm
#5

Strange that; the Doctors, the profession entirely focused on healing, fails to even remotely match the power of Force Heal.

Heal power needs a serious bump, it should be at least equal, or surpass the healing abilities of a Jedi.





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asciiadam
Tue May 10, 2005 1:25 pm
#6

I totally agree, but please don't say nerf the jedi skills( I know no one has yet, just saying it before it starts). The doc skills just need to be revamped. One, docs should do the most healing outside of combat, CM's are the combat docs. Two, buff packs need to do something. Weather it is uping the time to 3 hours or the % to 20, maybe even 30%. Seems to me 30% is not that great an increase when anyone and everyone almost has done the FS quest and got a 2000+ health crystal. A 3900 max health bar does not seem out of hand. As it stands it is only 3 to 5 hits that a crit does at the same level you are at. I like haveing a doc alt, i like helping people, but right now i never play my doc except when someone needs a rez or wound healing.



Uvi
WineGuyJr
Wed May 11, 2005 2:44 am
#7






asciiadam wrote:
I totally agree, but please don't say nerf the jedi skills( I know no one has yet, just saying it before it starts). The doc skills just need to be revamped. One, docs should do the most healing outside of combat, CM's are the combat docs. Two, buff packs need to do something. Weather it is uping the time to 3 hours or the % to 20, maybe even 30%. Seems to me 30% is not that great an increase when anyone and everyone almost has done the FS quest and got a 2000+ health crystal. A 3900 max health bar does not seem out of hand. As it stands it is only 3 to 5 hits that a crit does at the same level you are at. I like haveing a doc alt, i like helping people, but right now i never play my doc except when someone needs a rez or wound healing.






I'd like to see Docs getone BIG heal....put it on slow timer if that's the way the Devs want it, but if we're to be a serious healing/combat profession then we shouldn't be a 'Poor Man's' Combat Medic. No other profession in the game should be able to out-heal us at least on the ability to heal a single-player as Jedi healers can do right now, and we should at least be competitive with CMs with our ability to keep a group healed.


As for enhancers, I'd really like to see the BE's be given the option to experiment on power OR duration with a 100% experimentation in either line doubling that base buff for that attribute. That would make med crafting interesting again. I have to think it would also give a player a greater incentive to be a Master Doc to really take advantage of the enhaners. Failing that, they could just make the enhancers add to power and let the duration be completely based on the skill level of the Doc which should also add an incentive to Master the profession since given the expense of the enhancers a Doc wouldn't want to have to re-apply them as often. Right now 2-0-0-2 is arguably a better skill point investment so long as you're willing to rebuff fairly often.





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Tiphus
Wed May 11, 2005 8:23 am
#8

I usually support the awesome power of the Jedi, but I agree with the other posters here. If it's a stick no one should be able to hit you with it like a Master Pikeman; if it's a pistol no one (not even a BH) should be able to out sling a Master Pistoleer. And I don't really care if you're short, green, hairy, talk funny and tote a stubby lightsaber, you probably shouldn't be able to out-heal a Master Doc.

/bowhead



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TenshiHanaKinu
Wed May 11, 2005 10:04 am
#9

Hee hee... even Healer 4 / 0 / 0 / 0 out-heals Master Doc.



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jobothehobbit
Thu May 12, 2005 12:28 am
#10


We should be able to heal for 1500 at worst with master doc, instead I am healing for 600 at best. What is teh point of having all this extra SP in doc when it is only a little better tehn what nonmedics area able to do.



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ih8modem
Thu May 12, 2005 4:28 am
#11






dribbler wrote:

actually 2/0/0/0 healer beats a master doctoer 1000 heal


4/0/0/0 is 1500 heal mwhaaaa








LOL good point.


And Jedi can use stims at 1200 heal as well. (So can everyone else!)







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dribbler
Thu May 12, 2005 12:48 pm
#12

actually 2/0/0/0 healer beats a master doctoer 1000 heal


4/0/0/0 is 1500 heal mwhaaaa





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