The mass pvp environment in AO is something that has changed drastically compared to the way things were initially prior to LE. Now there are more debuffs, more damage, and with the introduction of LE procs, there are even more hostile buffs placed in this setting than there were before.
“Well, we still do not consider 1v1 to be a focus for balance in any way, …”
– Silirron
(All I could find. Unfortunately, I could not find the original post by Sil where he went into detail and elaborated on why they cant balance 1vs1 pvp)
According to this and other previous posts, it is stated that 1vs1 pvp is not what FC is going to try to balance, but mass pvp instead. Moreover, Doctors in a 1vs1 pvp situation is a completely different subject (or in this case, a different thread ), but in a mass environment for a doctor, there are many disadvantages (too many in fact), that a doctor faces.
Having 20k+ hp is great, but 20k+ hp is nothing in all honesty with all the damage and capping specials that we experience. A ma, agent, adventurer, enforcer, fixer, keeper, and shade can 75% - 120% us in a rather quick amount of time and being full agg does not help this at all needless to say.
Currently there are plenty of debuffs in the game that can hinder the doctor toolset, and more recently, some can even reduce us to a body just waiting to die, literally… but that isn’t the argument of this thread. What is however, is the doctors ability to go full defense and effectively use our toolset at full defense to at least have the chance to resist these debuffs like everyone else. Doctor nano resist is absolutely beautiful, but there is no significance in having such high NR only to be forced full agg to insta our heals, rendering it useless.. We don’t mind you putting the debuffs in here because some professions needed that boost and we understand that. Just give us a way to resist them.
Currently there are 9 out of 14 professions that can pose to be a potential nemises to a doctor (and you can make that 10 if you wish to include some engineers due to the huge nano drains and freak strength stuns):
• Trader – GTH/Stun/Drains/Nanodrains
• Agent – Stun & Alpha power.
• Adventurer – Alpha + Healing effeciency debuff
• Bureaucrat – Nano init debuffs, Perk Stuns, Nano Stuns, and Proc stuns
• Enforcer – A lot of NR, Alpha power & Stuns
• Fixer – AS/FA + Stuns (Jarring burst has 100% chance of stun and working as intended now)
• Martial Artist – Stuns, Crits, and Alphapower
• Meta Physicist – NSD, various other nanoskill debuffs, proc debuffs, and healing effeciency debuffs.
• Shade – Perk stuns, proc stuns, and nano drains in addition to alpha power.
It goes without saying that a doctors defense are heals, and ultimately, we are a profession dependent on the *instant* casting of our heals in order to survive and outlast. However, with the current way the doctor toolset is arranged, we have to play 100% full agg (or close to it) just to instant cast our top SL heals. On full def, yes we can heal, but we are seriously disadvantaged due to the slow cast time of our SL heals (not to mention that the dots are even slower – but I wont go there); Because of this, some may argue that we can indeed go full defense and use CH as an instant heal, but then we would literally be reduced to an Agent in FP doctor minus the crits, alpha power, and capping AS – which obviously does not benefit us as much as the agents.
In a mass environment, a doctors chances of resisting the many debuffs thrown at us are slim to none due to the fact that again, we are at full agg (or close to it) to effectively use our toolset. If this is, “working as intended,” and the fate of the doctor profession is to forever remain full agg to effectively use our toolset, then please give us an official response and at least tell us (so I can roll an alt that doesn’t have to live on full agg to effectively use my toolset), and disregard all text after this.
I have spoken with countless TL 7 Adventurers who are very avid pvpers and all of them have told me that most advys on average will have between 1.8k-2k+ nanocasting initiatives, and to instacast the top Adventurer heal, Beauty of Life, you would need around 2.3k Nano casting initiatives. So lets take a brief moment to look at the adventurers top heal:
Profession: Adventurer
Quality level: 213
Nano Crystal (Beauty of Life)
Description: Nano Crystal - Heals the target of 2352-3528 points damage.
Compared to:
Profession: Doctor
Quality level: 212
Nano Crystal (Revivification)
Description: Nano Crystal - Heals the target of 2607-3527 points damage.
As you can see these two heals are very close to each other (not including the temp hp), but for the sake of the argument, I will go down a heal, to the next doctors heal, Restorative influx (ql 209), and compare that to BoL (ql 213) instead because the 1500 hp bonus added with the actual heal from restorative influx will heal for roughly the same amount (so 2097 minimum and 2837 maximum +1500 = 3597 health restored at the least, while 4337 health restored at the most which is also including the health that’s restored from the temp hp also when using this 209 heal). So what we have is:
Profession: Adventurer
Quality level: 213
Nano Crystal (Beauty of Life)
Description: Nano Crystal - Heals the target of 2352-3528 points damage.
Compared to:
Profession: Doctor
Quality level: 209
Nano Crystal (Restorative Influx)
Description: Nano Crystal - Heals the target of 2097-2837 points damage.
Again, although Restorative Influx heals for less than Beauty of Life, it will be compared because when you include/factor in the actual temp hp (which also heals/restores health for those who didn’t know), they will heal for very close to the same amount.
So going a bit more into detail on these two nanos:
The Advy top heal requires 2.3kish nano casting initiatives to cap the speed time on Beauty of Life, and instacast it on full def. In contrast, the Doctors lower heal, Restorative Influx, is not even instacast with as much as 2.8k nano casting initiatives needless to say this is a 209 heal of all heals. I find it extremely biased that Adventures, the second best healers, can instant cast their top heal with only 2.3kish nano casting initiatives while doctors, the *masters* of healing, cant even get the 209 heal (of all heals) to instacast on full defense with nearly 500-600 more nano initiative (depending on doctors set up), needless to say they both almost heal close to the same amount.
Its time the doctors get a boost to allow us to effectively pvp with our toolset on full defense like everyone else. The fact that doctors pvp on full agg and have a slow-casting toolset on full defense is nothing new (especially to the doctor community), but all we would really need is something (or a nano) that would give us the nano casting initiative we need to pvp effectively on full defense with our toolset. Many ideas have been thrown around on how to fix this sorta small, but very annoying for a doctor, problem. It is a topic that has been brought up countless times and I am optimistic that this could be the thread to help FC acknowledge this issue and fix this.
Personal insults and flames for whatever reason are never acceptable when trying to get feed back so just keep that in mind. I ask that all the readers and especially the doctors, discuss their reaction on this and share possible solutions for fixing this issue. Just please keep it civil, on topic, and more importantly, keep it constructive.
My ideas for fixing this lean mostly towards either a new improved heal that’s instacast on full def, or a nano that gives us enough nano casting initiatives to go full def and insta our current heals. Here are a few *examples* of what I think:
Zerg Magnet
Description: After several near-death encounters with Tanius Corbinson, the top-ranked trader, Dr. Blaze decided to create a formula that would attempt to help provide a defense against humidity extraction. Though it does not eliminate the hostile effects of humidity extraction, at least this would prepare him with a better defense for the next encounter.
Nanocrystal (Zerg Magnet)
Target: Self
QL: 220
Nanocost: 890
Duration: 8 minutes, 20 seconds
Attack time: 3.32s
Recharge time: 5.97s
Attack skills:
Biological Metamorphosis: 36%
Matter Creation: 32%
Matter Metamorphosis: 32%
Requirements:
To Use: User Biological Metamorphosis >= 2051
User Biological Metamorphosis >= 2051
User Matter Creation >= 1751
User Profession = Doctor
User Level >= 220
User Specialization & Fourth
User Expansion sets & Shadowlands
Effects:
On use: Target Modify Nano init 600
Target Modify Run speed 100
Target Hit Healing Effeciency -25%
Target Hit Nano Cost -10%
-or-
Improved Renewal of Being
Description: Heals the target of 4817-6517
Nanocrystal (Improved Renewal of Being)
Nanocost: 1157
QL: 220
Range: 25m
Attack time: 5.5s
Recharge time: 4s
Attack Skills:
Biological Metamorphosis 52%
Matter Metamorphosis 48%
Requirements:
To Use: User Biological Metamorphosis >= 1901
User Matter Metamorphosis >= 1901
User Profession == Doctor
User Level >= 220
User Specialization & Fourth
User Expansion sets & Shadowlands
Effects:
On use: Target Hit Health 4817 .. 6517
Target Cast Renewal of Being