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Thread: Doctor Content Brainstorm

  1. #121
    - %add damage, for our DoTs (seems everything can be improved except DoTs?)
    - a better Direct Damage nano than our First-Degree Burns. (direct nano damage thought seems to die after level 100.)
    -Heal debuff for mobs (anyone ever spend 5-10 minutes on a not very hard mob because it keeps out-healing your damage?)
    -viable First-Aid debuff for pvp (like a reverse SFA)
    Copperneedle 207 doc Ex-president Whisper's Edge
    -others on RK1 CLAN!-

    New Perma-Resident to Test Live

    Binarybits 220/26/70 President of :
    Loyal order of the Guinea pig

  2. #122
    I had an idea for some nemesis nanos we could use in PVP. Like One Foot in the Grave, we could have an AMS/TMS resist debuff nano that would keep a soldier from using AMS/TMS, an MA action resist debuff nano that keeps MA attacks from being used, etc etc where its a simple resist debuff to keep the professions from utilizing their greatest weapons against us.

    For example, the AMS resist debuff would give a small (5-10%) chance that the sold can't cast AMS, and the nano can last X seconds, not minutes like OFitG (I was thinking between 20-30sec myself).
    Last edited by lyzor; Jan 21st, 2008 at 22:08:39. Reason: rephrased last sentence
    Quote Originally Posted by Trebius View Post
    Silence m8! The beast is sleeping, do not wake her and incur her wrath.
    Lyzor 220 Opi - PVP Doc
    Current
    Wishlist

  3. #123
    Code:
    Name:	Fleshgrafted Infused Viral Compiler
    QL:	300 
    
    Description:
    This is similar to a normal Rubi-ka Nanoformula Recompiler, but it uses 
    viralbots instead of nanobots. The performance of this unit is ten percent 
    better than that of the normal counterpart. It also seems to provide 
    some resistance to hostile nanoformulae. This version has been infused 
    with the knowledge of the ancient Xan, it is strangely perfectly compatible 
    with the alien technology powering this unit. Some keen individual has 
    hotwired some of the connectors so they can be connected to the lower 
    abdomen, allowing even faster processing of code both offensively and 
    defensively. The side effect of this, is that the biological conductors steals 
    part of the code to increase natural regeneration, and are thus unable to 
    further process some code related to enhancing the healing abilities of 
    nanobots.
    
    					
    	Attributes 		
    			
    ItemType:	Utility
    Can:	Carry, Wear
    Flags:	VisibleFlag
    Slot:	NCU6
    DefaultPos:	NCU6
    
    					
    	Requirements 		
    			
    ToWield:	
    Self	  	Must have Lost Eden
    Self	  	ComputerLiteracy	  	>=	 	1501
    Self	  	Treatment	   	 	>=	 	2088
    Self	  	BiologicalMetamorphosis	  	>=	 	2051
    					
    	Events/Effects 		
    			
    OnWear:	
    Modify Wearer	 	NanoC.Init	1900
    Modify Wearer	 	NanoResist	200
    Modify Wearer	 	NanoDelta	50
    Modify Wearer	 	HealDelta	50
    Modify Wearer	 	BodyDevelopment	50
    Modify Wearer	 	HealMultiplier	-25%
    Would fit doctor theme, and our wants.
    Last edited by Ober; Jan 22nd, 2008 at 22:23:21.

  4. #124
    Wow Ober, thats very well thought out =D
    Quote Originally Posted by Trebius View Post
    Silence m8! The beast is sleeping, do not wake her and incur her wrath.
    Lyzor 220 Opi - PVP Doc
    Current
    Wishlist

  5. #125
    Retired Doc Professional
    Quote Originally Posted by Ober View Post
    Code:
    Name:	Fleshgrafted Infused Viral Compiler
    QL:	300 
    
    Description:
    This is similar to a normal Rubi-ka Nanoformula Recompiler, but it uses 
    viralbots instead of nanobots. The performance of this unit is ten percent 
    better than that of the normal counterpart. It also seems to provide 
    some resistance to hostile nanoformulae. This version has been infused 
    with the knowledge of the ancient Xan, it is strangely perfectly compatible 
    with the alien technology powering this unit. Some keen individual has 
    hotwired some of the connectors so they can be connected to the lower 
    abdomen, allowing even faster processing of code both offensively and 
    defensively. The side effect of this, is that the biological conductors steals 
    part of the code to increase natural regeneration, and are thus unable to 
    further process some code related to enhancing the healing abilities of 
    nanobots.
    
    					
    	Attributes 		
    			
    ItemType:	Utility
    Can:	Carry, Wear
    Flags:	VisibleFlag
    Slot:	NCU6
    DefaultPos:	NCU6
    
    					
    	Requirements 		
    			
    ToWield:	
    Self	  	Must have Lost Eden
    Self	  	ComputerLiteracy	  	>=	 	1501
    Self	  	Treatment	   	 	>=	 	2088
    Self	  	BiologicalMetamorphosis	  	>=	 	2051
    					
    	Events/Effects 		
    			
    OnWear:	
    Modify Wearer	 	NanoC.Init	1900
    Modify Wearer	 	NanoResist	200
    Modify Wearer	 	NanoDelta	50
    Modify Wearer	 	HealDelta	50
    Modify Wearer	 	BodyDevelopment	50
    Modify Wearer	 	HealMultiplier	-25%
    Would fit doctor theme, and our wants.
    i like it, but its all about if sil wants to do somebody along those lines
    Invincible1 - 220/22 - Opi doc...................OneBullet - 76/5 Opi agent
    Mmba- 175/12 - Soli fix.............................Pownstar - 120/9 NM NT
    ....................Omni-RK1..........General of Hands of Fate....................

    Doctor Wishlist/Doctor Buglist

  6. #126
    Oh, and should require 1800-2000'ish b&e (dunno) + pharm (medical skill, so you don't make something that kills you. Knowledge of antiseptics ie..) + ee (wires and stuff) + cl (it's a compiler...) to make, or whatever is sensible.
    And a Monster part

    And perhaps some EE skill to equip aswell, considering you need to connect wires to your tummy.
    Last edited by Ober; Jan 23rd, 2008 at 00:43:42.

  7. #127
    Retired Doc Professional
    Quote Originally Posted by Ober View Post
    Oh, and should require 1800-2000'ish b&e (dunno) + pharm (medical skill, so you don't make something that kills you. Knowledge of antiseptics ie..) + ee (wires and stuff) + cl (it's a compiler...) to make, or whatever is sensible.
    And a Monster part

    And perhaps some EE skill to equip aswell, considering you need to connect wires to your tummy.
    i will relay that information if they so desire it
    Invincible1 - 220/22 - Opi doc...................OneBullet - 76/5 Opi agent
    Mmba- 175/12 - Soli fix.............................Pownstar - 120/9 NM NT
    ....................Omni-RK1..........General of Hands of Fate....................

    Doctor Wishlist/Doctor Buglist

  8. #128
    mmm, so, we got choice to heal from full def, but heal less than normal every time? mmmm, seems a good trade-off.

    But you forgot the
    Requirements

    ToWield:
    Self Profession == Doctor
    Self Level >= 215
    tag

    Only docs should be able to use it in my eyes due the trade-off, and even if I feel with the lower leveled colleagues, this item is such powerful, it needs to be lvllocked in meh eyes.

    Another thing that bothers meh: tradeskilling ^^ seriously, that much B&E is prolly only available to fixers (and even they might have trouble with 1.8K - 2k I think :/ ). Don't make it so difficult to build that one has to bother at least 2 twinked profs to build it.

    And no to EE req to wear it
    220 opi RK1 keeper § 220 opi RK1 Doc § 220 opi RK2 Fixer
    Quote Originally Posted by Enno Rehling View Post
    We usually call it WTF.
    Quote Originally Posted by Rerolll View Post
    Well...when a momma envy and a daddy envy love each other very much...well...ask your parents.

  9. #129
    Quote Originally Posted by Maeventura View Post
    mmm, so, we got choice to heal from full def, but heal less than normal every time? mmmm, seems a good trade-off.

    But you forgot the

    tag
    I thought the combination of ql300 symb treatment req, and BI BM-req should handle that. I may be wrong tho
    The BM req should be easy as a 218 doc (the first 9s cast heal), and should keep most other profs from using it, unless they make sacrifices or do some twinking (like we do with weapons ).
    Treatment req would make it somewhat hard for lowbies and some profs I guess.

    Quote Originally Posted by Maeventura View Post
    Only docs should be able to use it in my eyes due the trade-off
    Oooh, very valid point, well advies and ma's perhaps.

    Quote Originally Posted by Maeventura View Post
    Another thing that bothers meh: tradeskilling ^^ seriously, that much B&E is prolly only available to fixers (and even they might have trouble with 1.8K - 2k I think :/ ). Don't make it so difficult to build that one has to bother at least 2 twinked profs to build it.

    And no to EE req to wear it
    I'll leave the tweaking of tradeskills to funcom, but I wouldn't mind having to visit both fixer and eng/trader to have it made

    EE req could fit, but it's not my desire to have it there.
    Tho it could provide another trade off, and make it a bit different

  10. #130
    One thing I would also consider adding would be some cycling nano effect. So one can't hide he's using such item and would make the docs using those more 'special' (till all docs got the same shizz ).

    Quote Originally Posted by Ober View Post
    Oooh, very valid point, well advies and ma's perhaps.
    MAs are already hard enough to kill pvm or pvp-wise imo (unstunnable, CiB, acrobat), the loss on heal efficiency will barely affect them (don't see MAs heal often ^^).

    But, that's prolly nitpicking as neither of those profs really need such a boost in nanoinit, they are always full def I think (compared to us) and they prolly can instacast their heals with an infused viral compiler.

    But, meh likes your idea. Now let's cross our fingers to see this happen (together with some new doc-only armor XD).

    Ow, now I think bout it, what bout making some serious diff between factions in our prof? Neutral docs heal like we do now, omni heal huge amounts, but got a longer recharge and clam docs heal less, but can chain heals. Well, something in those lines. Although we're all the same prof, making everyone a bit more unique wouldn't hurt, would it?
    220 opi RK1 keeper § 220 opi RK1 Doc § 220 opi RK2 Fixer
    Quote Originally Posted by Enno Rehling View Post
    We usually call it WTF.
    Quote Originally Posted by Rerolll View Post
    Well...when a momma envy and a daddy envy love each other very much...well...ask your parents.

  11. #131
    Bump!! (yay found how to edit through proxy)
    50 nano/heal delta = love and with the 200NR/full def would make my day...
    (can pretty much full heal with normals anyway)
    Last edited by Yakoman; Jan 23rd, 2008 at 14:00:09.
    My 217 Doc rawr Equip

    Quote Originally Posted by Shareida View Post
    {Originally Posted by Rak
    WTB your definition of real pvpers}
    "tab,1234567890;Shift+2,1234567890!!!"

    Or for NT: Tab,11;tab,11;tab,11!!!
    Quote Originally Posted by enigmatic View Post
    -.-

  12. #132
    Quote Originally Posted by Maeventura View Post
    Ow, now I think bout it, what bout making some serious diff between factions in our prof? Neutral docs heal like we do now, omni heal huge amounts, but got a longer recharge and clam docs heal less, but can chain heals. Well, something in those lines. Although we're all the same prof, making everyone a bit more unique wouldn't hurt, would it?
    I absolutely love that idea =D This way people would start looking for specific faction doctors to help with all the different encounters =D
    Quote Originally Posted by Trebius View Post
    Silence m8! The beast is sleeping, do not wake her and incur her wrath.
    Lyzor 220 Opi - PVP Doc
    Current
    Wishlist

  13. #133
    A few people have proposed to view docs more as biochemists than just plain "doctors". I always thought of docs like that and thought that it might be fun to take that a bit to the extreme.

    Here's a little perkline I thought up. No numbers are fixed, they're just some I came up with. Treat them as guidelines to get the general idea of what I'm thinking of.

    Code:
    Perkline: Viral Weapon Engineer
    This perkline focusses on the doctor's ability to manipulate viraltoxins, thus increasing the damage he will deal to his enemies.
    While the doctor focusses his attention on the harmful sides of his biochemical education, he slowly looses touch with the beneficial sides.
    
    
    perk 1: Effectiveness of Damage over Time nanos is increased by 5%. Heal Effeciency -6%  
    Perk 2: Effectiveness of Damage over Time nanos is increased by 6%. Heal Effeciency -7%
    perk 3: Effectiveness of Damage over Time nanos is increased by 7%. Heal Effeciency -8%
    -->Perk Special - Inflamatory Disease.
    This perk special is a low direct damage perk that reduces the targets resistance to nano effects.
    perk 4: Effectiveness of Damage over Time nanos is increased by 8%. Heal Effeciency -9%  
    perk 5: Effectiveness of Damage over Time nanos is increased by 9%. Heal Effeciency -10%  
    perk 6: Effectiveness of Damage over Time nanos is increased by 10%. Heal Effeciency -12%
    -->Perk Special - Immediate Response.
    This perk special increases the doctors nano initiative by a huge amount for a short time.
    perk 7: Effectiveness of Damage over Time nanos is increased by 12%. Heal Effeciency -13%  
    perk 8: Effectiveness of Damage over Time nanos is increased by 13%. Heal Effeciency -15%  
    perk 9: Effectiveness of Damage over Time nanos is increased by 15%. Heal Effeciency -20%  
    perk 10: Effectiveness of Damage over Time nanos is increased by 20%. Heal Effeciency -25%
    -->Perk Special - Aggressive Viral Toxins.
    This perk special increased the damage the target takes from doctor's damage over time effects by 50% for 30seconds.
    
    Perk Specials:
    Inflamatory Disease
    at 3 perks -> 200-350 poison damage, -50 nano resistance for 30 seconds.
    at 4 perks -> 300-450 poison damage, -150 nano resistance for 30 seconds. 
    at 5 perks -> 400-650 poison damage, -350 nano resistance for 30 seconds.
    at 6 perks -> 600-850 poison damage, -500 nano resistance for 30 seconds.
    at 7 perks -> 800-1000 poison damage, -700 nano resistance for 30 seconds.
    at 8 perks -> 1000-1300 poison damage, -1000 nano resistance for 30 seconds.
    at 9 perks -> 1300-1600 poison damage, -1200 nano resistance for 30 seconds.
    at 10 perks -> 1600-2000 poison damage, -1500 nano resistance for 30 seconds.
    
    Immediate Response.
    at 6 perks -> +600 nano initiative for 30seconds.
    at 7 perks -> +1200 nano initiative for 40seconds.
    at 8 perks -> +1800 nano initiative for 50seconds.
    at 9 perks -> +2400 nano initiative for 60seconds.
    at 10 perks -> +3200 nano initiative for 80seconds.
    The idea is to make the doc a specialist of viral toxins, a master of disease and poisons. But in order to become this, he must give up his most valued ability, the ability to heal.

    /Wylde
    Why play melee when crat pets can do your job?
    Quote Originally Posted by Wyldebeast View Post
    Simple, why the melee hate?
    Quote Originally Posted by Means View Post
    ...Melee people/pets are needed...

  14. #134
    Retired Doc Professional
    Quote Originally Posted by lyzor View Post
    I absolutely love that idea =D This way people would start looking for specific faction doctors to help with all the different encounters =D
    i dont like the idea at all, tbh. the general idea of diversity is what i want, but i dont want it limited to specific factions.
    Invincible1 - 220/22 - Opi doc...................OneBullet - 76/5 Opi agent
    Mmba- 175/12 - Soli fix.............................Pownstar - 120/9 NM NT
    ....................Omni-RK1..........General of Hands of Fate....................

    Doctor Wishlist/Doctor Buglist

  15. #135
    I like that Wylde... but... you do realize that perkline adds up to -125% heal?


    If a perkline totally removes a doc's ability to heal, it'd better be **** powerful though. Possibly an Alien perk?
    It'd also kill the doc's survival, being unable to heal at all. Maybe turn that nanoinit buff into a hostile aura around an enemy that puts a HoT on every nearby friendly that heals them for whatever Doc A B and C DoT strains damage them for? Seeing as I don't think FC likes giving Doc's nanoinit?
    Last edited by 3leftfeet; Jan 23rd, 2008 at 21:34:10. Reason: Typo; additional thought

  16. #136
    Should add a TS capability to add Doc tag to Tigress
    220 Doc ~ "Dr." Ittledoc As of 1 DEC 07 setup || 218 Trader ~ Ittletrad (TL7 gimpage on Trader profession) parked... TS monkey no reason to go any higher
    220 Enf ~ Ittlejohn (1HB FTW!!!) [E] || 146 Fix ~ Johnittle
    216 NT ~ Nanoblender || 11 Crat "WTB" Spellbot
    ~~~Pheonix Rising is Recruiting~~~
    YMMV; Guaranteed 5 min or 5 miles... whichever comes first

    Quote Originally Posted by BIGMANFORCE View Post
    and i umm also think that we should have a special nano that u can only cast on froobs,that turns them into lil monkeys and forces their char to work the APF elavator!

  17. #137
    Quote Originally Posted by Ittledoc View Post
    Should add a TS capability to add Doc tag to Tigress
    And silverback

  18. #138
    Quote Originally Posted by 3leftfeet View Post
    I like that Wylde... but... you do realize that perkline adds up to -125% heal?
    Double the dot damage with heals completly sacrificed - at least it'll shut rezi up.

    I think it was more meant as total effects 20%/25% and we read it wrong.
    Deadly Whisper - RK1
    too many alts for to little space

  19. #139
    Quote Originally Posted by XenonDe
    Double the dot damage with heals completly sacrificed - at least it'll shut rezi up.
    Yus! Gief plix!
    Reziukas 220/30 Soldier Equipment Screenshot Epeen
    Squad Commander of Riders of the Lost Org
    First omni owner of Superior Rebuilt Perennium Blaster on RK1
    Aide Rezidoc 220/25 Doctor Equipment Screenshot Epeen++
    The first and only doc on RK1 to do 200k DPM on LoTV!
    First owner of Alien Combat Directive Controller on RK1
    First doc to OD a clan zergbot twice.
    First TL7 doc to get 3rd and 4th solo titles.
    [Jagfixarinte]: think u got lootrights:P
    [Questra]: did you just get loot on Libra?

  20. #140
    Was totally meant to bring dot dmg to over twice the number we do today, and healing efficieny to less than 0%. I mean everyone today has over +25% efficiency, so with -125% we can still heal a very small bit. And with a setup with +35-45% heal efficiency, ICH will still work as a complete heal, healing for 10-20k every 20sec. I think that is a fair trade off for the increase in dmg.

    This idea is more or less a reaction to all the posts about docs not being needed for their healing in mishes any more. With a VWE doc, docs could come a long for UBT and dmg and the occasional ICH. Advies, keepers and such can take care of the lower healing needed.

    /Wylde
    Why play melee when crat pets can do your job?
    Quote Originally Posted by Wyldebeast View Post
    Simple, why the melee hate?
    Quote Originally Posted by Means View Post
    ...Melee people/pets are needed...

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