Teras Kasi Archive
Thread: PowerBoost needs to be moved to TKM
Tabcef wrote,
for 2/0/0/0 you can have all the buffs you will ever want or need. oh and that buff thing, you have have at least 0/0/4/0 for a doc, if you wish to just buff people and not make the enhancements.
Not to flame you bro, but you need at least 0-2-3-0 in the doc tree to enhance with d's. If you want to be worth your weight you need to be at least 0-4-4-0. That way you can use good enhance d's and have nice wound and injury treatment bonuses. I do agree with you though, powerboost does need to be moved. At meditate 2 it is too easy to achieve. I think it should be at meditate 4. That way you have to use other tk skills to achieve powerboost and them drop them if you wish.
KnightHawk420 wrote:
You are fsckin serious? powerboost needs to be moved because it somehow makes people overpowerd??
No, I don't think its just powerboost that is causing what "some" people feel may be too many dabblers in TK meditate line. Its powerboost, meditate, and FoW all coming from the line and being nearly effective in a single line as they are at TKM.
give me a freakin break..... a whopping 375 ham increase for a whole 5 minutes yay... yeah it really does wonders right.... I've gotten more use out of muon gold than the blasted powerboost.
So I think some TKs are proposing changing the med line in an attempt to avert what they see as a potential reason to nerf the line. A 2/0/0/0 TK has a powerboost that is just effective as a TKM (with a 7 min 15 sec duration instead of 10 min though) at a slightly reduced max duration. A 4/0/0/0 TKthe full benefit ofpowerboost (at 8min 45 sec duration), full benefit of meditate (stops bleeds, poisons, disease andheals wounds), and nearly full benefit of FoW.
Are there too many dabblers in this line? I don't know. Personally, I think dabbling should be promoted or at least not frowned upon in SWG. I'm still not sure why "dabbling" should have a negative connotation with it. For people who truly advocate diversity, dabbling into every profession should be able to yield some useful benefits. SWG is not a class based game afterall, but a skill based game.
However, SOE seems to frown upon dabbling when they feel it makes dabblers "too good". In fact, their spokesperson has even labelled dabblers as "exploiters". So until their attitudechanges, and lines stop getting nerfed because they are "too good" for dabblers than I suppose you will always have people advocating for lines to be changed and abilities being moved to master in order to avert future nerfs.
this isn't as big of a deal as it was before, when we could use dancer buffs, and give ourselfs doctor type buffs from power boost.
Meditation does cost alot of points to use, and its not for everyone.
My only contribution to this thread is that you could move powerboost where ever you want in the tree it's not going to have an effect on dabbling. The simple reason being that people who dabble in the tree are intrested in the poison/disease/wound heals. Powerboost is more of an icing on the cake as oppossed to being the driving force in the meditate line. Honestly it's not a bad investment for those abilities either. I for one know that trying to fit any form of doctor into a template is restrictive. You can get meditate for the low low skill point investment of 49.
Now from personal experience I know running around poisoned or diseased (god help you if you're diseased) is tantimount to game over. In all my times being poisoned/diseased I have only once been able to find a doctor to cure me. Every other time it's been, "sorry buddy don't have any cure poison/disease packs". That is of course assuming you can find one. Honestly I see meditate as being the only effective means for dealing with poison and disease. Maybe if doctors were actually doin their jobs we wouldn't see so many meditate dabblers.