Teras Kasi Archive

Thread: Is doc worth it?

Scrubby666
Thu Jun 16, 2005 5:25 am
#1


Right now I'm a TKM/Mpikes/Mbrawler/swords0040/fencer4000 and I really do enjoy it. I like the idea of being able to use weapons from all the different melee classes and I've got really nice defense, but it seems like everyone wants to add doctor to the mix. Does it really help that much? With the different combos I've been thinking, it seems like you lose speed, accuracy and defense, not that being able to heal yourself wouldn't be a nice addition, but I've been put under the idea that tanking is my profession. I stand there and get hit so other people don't, and it seems like raising my defense high would be more helpful in the long run then losing speed/defense. Is the addition of doctor mainly for solo adventures? Give me your opinions on whether or not doc is worth it, and if you do get doc, should you master it, 4000 in it, or what?



btw, the doc buffs seem like they would be handy to have on you, they just wear off really quick, so being able to apply them yourself might be a nice little addition.
Indigho
Thu Jun 16, 2005 5:30 am
#2

In my very humble opinion, Doc does two things for us.


1. It gives us "tanks" a fantastic albeit unintended way to get and hold aggro.


2. A lot of us were pre-cu TKMs and were very "independant". Doc gives us back a tiny smidgeon of independence. We like to solo.


Scrubby666
Thu Jun 16, 2005 5:36 am
#3

Oh, don't miss understand. I was a tkm pre-cu as well. I remember how nice it was to just go out into the middle of anywhere and fight any number of monsters and not worry about anything. I never needed a group, but it seems in the new group oriented system they have created, soloing just doesnt get the job done now. Id like nothing better then to see the tkm back to what they used to be, but i have to live in the present and determine the new way to go.
Indigho
Thu Jun 16, 2005 6:19 am
#4


That's what I am talking about. Doc allows you to fit in by getting aggro easier and if you still want to solo (limited) you also need some medical skills...again IMVHO.
lycanthropy
Thu Jun 16, 2005 7:28 am
#5

might want some doc to make up the brutal killing of lunge....for ranged pvp that is



Madcow Disease! MOOOOOOOOOOOOOOOOOOOOOO!
Firewalkerman
Thu Jun 16, 2005 7:38 am
#6

I had Doc at one time and dropped it. My reasoning: With anyone being able to use Stim packs now. I have 3 crates of stim-d i carry with me and 2 crates of ruby. I finally got CL80 TKM last night and I was doing i good job I thought of holding aggro in my group andonly had to use my stims everyonce in a while. I do alot of guild based hunts and 90% of the time one of our master Docs is with us. I was tanking up to 5 mobs (cannibal dewies CL81) at on time while my group was picking them off one at a time.


The only problem i had was keeping aggro cos obviously I was being out damaged (I was fighting unarmed). It was not a big problem though because when the aggro broke from me there was only about a 10th of its health left. Which only meant one or two more shots from someone and it was dead.





Iqop Esen
Force Sensitive as of 6-16-05
Colonal of the Alliance against the Empire
PRE-NGE: TK Master, Master Pikeman, Novice Medic
POST-NGE:Master Jedi of Bria
Gertrudia Esen;PRE-NGE: Master Architect
POST-NGE:Master Structural Trader of Bria
Cornelius- Esen; Master Engineering Trader of Bria
Vupo Esen; Officer of Bria
SettingSun
Thu Jun 16, 2005 8:46 am
#7

Doc makes a melee class the best tank. Is there a better build than mswords/mdoc/tka 0010? You got power, defense (cob), hot, buffs, state remover, debuffs like advance armor break, taunts. etc.
Firewalkerman
Thu Jun 16, 2005 9:56 am
#8







SettingSun wrote:
Doc makes a melee class the best tank. Is there a better build than mswords/mdoc/tka 0010? You got power, defense (cob), hot, buffs, state remover, debuffs like advance armor break, taunts. etc.





I have either 4 or 5 state removers and power from MRifle. I have Defense and taunts from TKM. I got stim-d for healing in addition to SOE making this a grouping game there is an excellent chance a medic will be in the group. I can wail on a target from 65m or at point blank which ever i choose.



Iqop Esen
Force Sensitive as of 6-16-05
Colonal of the Alliance against the Empire
PRE-NGE: TK Master, Master Pikeman, Novice Medic
POST-NGE:Master Jedi of Bria
Gertrudia Esen;PRE-NGE: Master Architect
POST-NGE:Master Structural Trader of Bria
Cornelius- Esen; Master Engineering Trader of Bria
Vupo Esen; Officer of Bria
Scrubby666
Thu Jun 16, 2005 3:57 pm
#9

Based off what you guys are saying, it seems like doc would be nice a little addition. But do you think master doctor? or just something like 4000? personally, i kind of like the buffs idea, so maybe 4004. Not too sure how to work doc post-cu
UberNinjaOfDoom
Thu Jun 16, 2005 7:59 pm
#10

Yes doctor rocks !! I never met any (non jedi) melee profession mix I could not beat which does not have a doc/CM in it..(I must have dueled over 100 people during respec). They can only heal once every 30 sec (which you can do also with stims). With COB all the extra def you get from other profs (like tripple mastery) does not mean anything. (diminishing returns).


This is based on MTK/MSword(or pike)/doc 4.0.0.0. I tried tripple melee mastery and mbrawler combo and could not say the same.



________________________________________________________________
UBER
________________________________________________________________
Help to betatest NGE to make the console version of Diablo SWG bug free !!
jabjowie
Thu Jun 16, 2005 9:00 pm
#11

TKM / MD is an amazing combo. I went with TKM / MCM, but I lost to a TKM / MD (of course i just got MCM so i really did not know what i was doing).

But i also watched this TKM / MD fight a jedi...they gave up because they could not kill each other. After that, just for fun, we ganged up on him, me and a CH, so it was two of us and a pet against him and he still lasted a very, very long time.

anyway, i think TKM / MD and TKM / MCM are amazing templates (revive is one of my favorite things hehe) and are both a lot of fun!! it is just a matter of learning how to fight with them.



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master nuthin
"It's just a game fuzz ball"
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SpecOps69
Fri Jun 17, 2005 6:49 am
#12

I have to agree with Jabjowie. TKM/MD is a ton of fun. The only obvious drawback is damage output which he alluded to. I fixed that nicely I think by going swordsman 0004. With Advanced Critical and Head Hit, complimented with some +25 BE unarmed damage mods, various Unarmed skill tapes (speed mostly) and a pair of Knucklers of the Katarn...the damage is there.
Tymothi
Fri Jun 17, 2005 8:49 am
#13

Does the unarmed damagemod work when you've got a weapon equipped? I heard it didn't atm... just wondering.




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

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