Doctor Archive
Thread: What incentive is there to be a Master
Stemming off another thread, I was wondering what incentives are there to become a Master Doc. People think Revive should be Master Doc only...and I tend to agree but I am in the minority. So, what incentive is there with the way things are currently set up, to become the almighty Master Doctor? Because I am seriously thinking of dropping Master Doc to save some points to put in elsewhere
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This should not be the case. There should be some kind of benefit to reaching that milestone. We are treated like second class citizens as it is.
Lol funny doctors complain about not having to be master...
lol trying being a CM and not being useful unless you are one...
the reason why doctor is so powerful right now as a part of a class combo is that u can get huge returns for a small amount of skill points...
but I have given a few suggestions for adding to master doctor...
AOE cures packs, multistat buff and wound packs. advanced rez packs that give full heals not minor heals. rez packs without side effects...
Totally worth it to me for the extra experimentation points. Plus, the TKAs/brawlers really appreciate the D-level strength and quickness enhancements.
Hey, its only one skill point and some AXP. They priced it that way to incentivize everyone to be Masters.
The added wound treatment +25 you get at master also makes your buffs do significantly more than someone with only lvl 4 wound treatment. Sweetdeath's experience above shows that.
I highly doubt that a lvl 4 doc could cross the 2000 threshold with a good enhance D, where as a master doc does it fairly often (1 in 4 or so for me). And yes, I am talking about the exact same enhance D in both cases.
Now...this isn't to say that I think master doc's shouldn't get something more. Personally, I was a bit dissappointed when I made it to master doc, because it wasn't really that different from 4/4/4/3. I think a few completely new crafting schematics (multi-stat wound packs, AOE heals/cures, and advanced rezeshave all been mentioned) or a few new commands would be nice.
You get no experimentation points at master.It costs far more than 1 skillpoint, as 16 points of the doctor line are nearlyworthless (wound treatment speed, medicine knowledge 4), their only use being to allow you to become master doctor.
I'm sorry you feel that way, but I find that the treatment speed is great when applying the full set of stat buffs. And Med Knowledge III is good to use D's at the regular ease of use. The only Doctor skill that doesn't have any value is Med Knowledge IV, so you can say Master Doctor costs 3 points if you like.
I probably confused the experimentation point with Crafting IV, as I got it and Master at the same time. Thanks for the correction.
"Totally worth it to me for the extra experimentation points. Plus, the TKAs/brawlers really appreciate the D-level strength and quickness enhancements.
Hey, its only one skill point and some AXP. They priced it that way to incentivize everyone to be Masters."
You get no experimentation points at master.It costs far more than 1 skillpoint, as 16 points of the doctor line are nearlyworthless (wound treatment speed, medicine knowledge 4), their only use being to allow you to become master doctor.
For the substat buffs the C levels are more than enough.Additionally, all master doctor allows you to do is make the enhancements. Any doctor with wt2 and dmu3 can use enhanceD's.
Benefits of master doctor:
1) Spiffy title for people doing searches, and easy entry into groups you probably don't want to be a part of.
2) Potentially 25% better buffing ability (though I have not experimented with this)
3) Ability to use wound E medpacks. While not essential, it does look impressive to completely heal somebody's massive wounds in one cast.
4) Ability to use Poison and Diseasecures. Against a handful of creatures this is handy. They are currently worthless when attempting to counteract CM poisons and diseases. Hopefully this will be fixed at some point in the future.
5) Unlimited apprenticeship xp. Not that you now have anything else to use it in.
Mastery of the doctor line is extremely anemic, probably because too much of the skill tree is devoted to the near worthless ability to do massive wound healing. That's why our board is currently riddled with posters wanting to know EXACTLY what they can skim to buff and rez, the valuable portions of the profession. In order to be a doctor, you already have to be a master medic, which means you can easily heal wounds.
Well just yesterday i finally did it...i hit master doctor! But the only real advantage i have found is the nice increase in buff sizes. The absolute dumbest thing about being a master medic is all the new woundpacks. Seriously if you think about it...we only need 1 or so of each type and be fine for a long long long time, since we no longer have to hang around the med center healing people in order to get xp. And i've noticed even when i do go to the med center to just check on things...i get yelled at for "stealing my XP" I really think most of the things Elenora is suggesting would be a great addition..and I would be more than happy to dump all those new Wound Es.
O and please let us get another experimentation point...every other major crafting class gets crafting bonuses at master lvl (armorsmith, architect, weaponsmith) in the eyes of SOE we are a crafting class...we should reap the benifits of being one. I mean look at weaponsmith for example, would you buy a gun from a expert ranged weaponsmith...when you can buy a better, more experimented gun from a master at the same price? I surely would buy it from the master.
But in doctor a Master Chemist makes the same stuff we do. And i realize we can now make those Wound Es and D buffs..but the major market for Doctors is the Stim Bs..in which case a master cannot make any better than the Master Chemist
As has been shown in the other classes though, the only way to get things changed is by bitching and moaning on the general boards, till the devs can't take enough of it and do something. But i think Doctor's have shown themselves to be above that..which is a double bladed sword in that we get to keep our dignity...at the cost of never getting anything fixed.
Eek sorry for ranting...but i think i just had to get all that off my chest
I think I've mentioned this before ![]()
Moving the /revive ability to Master Doctor does NOTHING for Master Doctors. It's not an added ability. We still only be able to do what we've always been able to do. There's no benefit in that.
It would be much better if we got some skills/Schematics that are actually useful, instead of getting nothing.
Archon..it does actually do a lot. Well in context. I mean this thread is about the "incentiive" of being a master...only being able to revive at Master lvl would be a HUGE incentive to those novice doctors taht are avid hunters and go with large hunting parties. Of course since we are already masters it has no impact on us but it definetly would be an incentive for becoming a master doc. Instead of just getting Treatment 4 and Organic Chem 4 and forgetting the rest of the profession as I see a lot of people doing people would climb the chain like we have to obtain this most valuable skill
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I mean this thread is about the "incentiive" of being a master...only being able to revive at Master lvl would be a HUGE incentive to those novice doctors
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You are right. If it's just incentive, then it works fine to move it there. By why, oh why, create incentive with an already existing skill?? Why not make up a NEW skill to build that incentive with. Then everybody wins.
If you move the revive to MD, then a lot of players will have their template ruined (this is called a nerf) and they'll probably abandon their doctor profession.
My suggestion is to create new skills, new schematics, which can give incentive. Without taking anything away from the CMs and medics that just want the revive ability. They still pay a lot of skill points to be able to just revive (Novice Doc + Wound Treatment 4= 20 skill points).
I posted some suggestions in another thread. My personal favorite is a speed enhancing medicine. A drug that let you run faster. How's that for incentive?! ![]()
I absolutly agree with you, but if the devs can think of nothing better, it would be an incentive nonetheless.
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If you move the revive to MD, then a lot of players will have their template ruined (this is called a nerf) and they'll probably abandon their doctor profession.
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I kinda disagree. Sure some will leave..but really i would think someone has to care more about the prof than just being able to revive...as getting doctor requires a massive amount of invested skill points..the only people i could credibly accept their reason for it woudl be CMs since they have already mastered medic as have doctors
Either wayit's clear we need something lol