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I still have to disagree, I don't think we're all going to be cookie-cutter healers, but we will see soon enough once we can train in doctor skills.
SantosL wrote:
Fair enough... thanks for the flames :-/
I still have to disagree, I don't think we're all going to be cookie-cutter healers, but we will see soon enough once we can train in doctor skills.
You asked to be flamed and you know it...
However I'll disagree with your assessment. The doctors will have a very small, finite amount of heals. All docs will. What will make us unique from the others now that we're all magic based?
Want to be a pure healer (a la the Cleric/Priest) - Master Doc and Master CM.
How about a little combat mixed in? Many possibilities, and no disadvantage considering that Doctor is considered "combat" and will gain Health points in each learned skill box.
We have the options of changing our setup to fit our personal preferences. I will likely go with BE crafting and as much CM/Medic skills to enhance my healing; I like being a pure healer. Don't like that? Then switch your setup.
I think the strongest point to the SWG system is the limitless customization. When you compare to EQ/WoW/etc., you don't have the flexibility that we have here. So a Doctor who also uses points in Medic and CM will be different then the Doctor/Crafter, who will be different from the Doctor/Combat.
Fine, let's go for my playing history then.
First profession mastered - Doctor, November 2003. I started as a Doctor/Pistoleer, later went to Doctor/Pikeman.
I started a buff crafting business for some side money in December of '03, which I continued for roughly 1 year with constant restocks. As time went on I made a good amount of money doing this, I enjoyed the crafting.
The reason I took up Doctor to begin with to heal and support my groups of friends. I did not envision starting a large buff crafting business, nor did I see buffs becoming such a hot item when I first started playing.
Time goes on... as a Doc I long for the days of being the healer and support character; buffs have gotten too powerful and armor mitigates too much damage. I still keep Doc because I enjoy the few times I can be helpful in groups with friends.
Some tougher "content" comes into play, i.e. places with Super Battle Droids, and healers are useful, so I decide to go pure healer with Doc/CM. I like the area heals, and begin crafting more and more CM area/ranged stims. Works out great once the area poison/disease cures come into play.
I begin PvP'ing as a support medic; I make use of my high power/area stims and cures to keep DOTs from being a factor (I hate DOTs). This is fun for a while, but Jedi begin to take over the PvP scene, and I'm kind of useless again when most jedi have 4xx4 healer in their template.
So here I am now. Master Doc, Master CM, Master Medic, with a couple of force sensative boxes.
So let's review - I'm not a "noob" at Doctor, like Mr_Beeblebrox is trying to say. I know the profession inside and out, from the different skills and abilities to the fine points of crafting. I have had a successful crafting business, I have buffed/healed/supported in almost any given situation in this game.
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And in response to Mr_Beeblebrox - "finaly desideing that Master Doc / Master CM was the perfect mix for me. Now they want to FORCE me into becoming a COMBATANT, and I do not want to be one, so guess what, now I have to deside what to turn myself into."
I fail to see how the CU is going to negatively effect you, period. You have the same setup that I have; I do not feel as if I'm forced into a Combatant role. The Doc and CM trees both offer some basic melee/ranged defense, and armor modifiers, so we are not totally helpless. CM will get some interesting debuffs, along with medium-power area and ranged heals. Doctor will retain the high power heals, at a shorter range, and some different buffs like a combat speed buff.
I fail to see, in your attempt to flame me, how the CU is a negative to you at all; if anything, your role in combat will be enhanced because of the greater need for a dedicated healer. I do not see how you're a "Cookie-cutter healer" with a Doc/CM setup.
SantosL wrote:
Thanks for the obnoxious red text, makes it a lot easier to read...
And in response to Mr_Beeblebrox - "finaly desideing that Master Doc / Master CM was the perfect mix for me. Now they want to FORCE me into becoming a COMBATANT, and I do not want to be one, so guess what, now I have to deside what to turn myself into."
I fail to see how the CU is going to negatively effect you, period. You have the same setup that I have; I do not feel as if I'm forced into a Combatant role. The Doc and CM trees both offer some basic melee/ranged defense, and armor modifiers, so we are not totally helpless. CM will get some interesting debuffs, along with medium-power area and ranged heals. Doctor will retain the high power heals, at a shorter range, and some different buffs like a combat speed buff.
I fail to see, in your attempt to flame me, how the CU is a negative to you at all; if anything, your role in combat will be enhanced because of the greater need for a dedicated healer. I do not see how you're a "Cookie-cutter healer" with a Doc/CM setup.
My thought would be that we're being forced into becoming a combatant because there's nothing else for us to do. In the past doctor's could buff and/or craft, which are both, in military terms, rear echelon roles. Now we are pretty much forced to go out on combat missions and become combat doctors. The profession is geared that way with the added offense/defense mods. The devs intend our role to be ambulance in a group.
For those who really don't care about going into combat all the time, (or for those who don't want it at all), it is being forced.
Though I'm not much for r/l comparisons, M*A*S*H was a great example. Medics in the field, doctors in the Mobile Hospitals. This playstyle fits SOME players, and now we're being told that to be a doctor, we are meant to be in combat.
Sure we can still craft...if we drop SP from our current templates.
We can go on and on of course, however the main point is the role of doctor has been totally revamped into what the devs think it should be, combat doctor...
Now, will the CU really fix the important stuff? Will Nyax no longer be camped? Will Jedi fight clubs be outlawed? Will all the other clear abuses of the system be fixed? We don't know for certain, but I'm thinking the answer will be a resounding NO. Tiggs says Jedi fight clubs are legal, and none of the devs have ever tried to randomize the loot systems in the dungeons.
My take is we'll go through all this pain of developing a new combat system, only to find the rest of the world is still the same with all the good loot camped and everyone else having no room to do anything except...dare I say it...complain...
Not that complaining about camping and fight clubs does any good, the devs give such actions their blessing and seal of approval...
toraxx wrote:What does re-spec mean?
To pick your skills over again.