Physician subclass for Rogue

Started by sharkinajar, December 03, 2014, 06:50:53 AM

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sharkinajar

Hello,

After having played this for a bit, I feel that the pure bonus the physicians receive just doesn't really fit the character. Right now, it cures disease upon resting, however it doesn't really fit into a "healing" role. I think instead it should increase the healing of herbs by an additional 1 per tick.

Your guys' thoughts?

(whoops, dunno why I didn't put this into suggestion, however I have no idea how to move this)

Kinslayer988

I suggest we move this to suggestion :p

But I would suggest it be changed to give superior herbs on reset or a medical herb per rest.
<SkillFocuspwn> no property developers among men only brothers

sharkinajar

Quote from: Kinslayer988;417115I suggest we move this to suggestion :p

But I would suggest it be changed to give superior herbs on reset or a medical herb per rest.

That would also work, but unlike other perks (such as locksmith), you are using herbs, the item you would get from reset, a LOT more. So maybe a few of them, like a pack or something. Or make herbs heal faster.

Pigadig

SF: Heal does increase the rate at which herbs heal already.

3 per tick would probably be a bit crazy if it stacked.

sharkinajar

Quote from: Pigadig;417122SF: Heal does increase the rate at which herbs heal already.

3 per tick would probably be a bit crazy if it stacked.

At early levels, yes. But once you get higher, with cure serious wounds and the like, they kind of fall off for being useful in battle, as they heal either a bit too slowly or not enough. They are great for the end of battles, but I think they should be a bit more useful during. There at least needs to be some buff/change to using them for physicians, though.

Pigadig

2 hp per round herbs are amazing what are you talking about? Especially in the middle of fights.

sharkinajar

Quote from: Pigadig;4171262 hp per round herbs are amazing what are you talking about? Especially in the middle of fights.

I'm not saying they are bad. Especially with Skill Focus, it becomes quite good. It's just playing a perk highly focused on healing, and when you are getting in the 30+ for an herb and facing hard hitting enemies, it seems a bit slow. Plus, this is for the pure bonus, so you would REALLY only be focused on healing. And I wasn't saying that adding an extra tick is the only way to do it. I just feel that the bonus needs to be changed as it doesn't really fit well nor is strong enough, and is completely invalidated by tonics.

Another idea I had is that they could have a small flat amount on initial heal based on like 1/4th heal or something.

Zango_Unchained

The perk is rather strong simply based on the free heal skill it gives you. Helping get past that combat lump and letting you do CQC herbing to your allies.  The perk is fairly balanced. Not all perks are created equal and some have greater use than others.

If it were to be changed, I would suggest that once a reset a tonic and antidote is given to the perk holder.

Kinslayer988

It has a lot of boons and let me assure you that using Medicine during battle IS viable.


During combat you can put out 20-30 hp regen using herbs and having that go twice as fast with 2Hp and being able to reapply it over and over again actually makes it very useful.
<SkillFocuspwn> no property developers among men only brothers

sharkinajar

That was just my opinions about using herbs with this class so far. The real issue I'm trying to get at is that his pure bonus right now is kind of useless. You're rarely going to get diseased, and when you do, you already have great heal, so you can just pop a tonic. There's no incentive for staying pure, and I think that should change. I do like your idea of giving a superior herb on reset (or what I said about giving a pack of herbs), because the herbs do drain your money after a while.
Again, I am just trying to give ideas for a change to the pure bonus. Because currently I  feel no reason to be pure.

Spiffy Has

Quote from: sharkinajar;417201That was just my opinions about using herbs with this class so far. The real issue I'm trying to get at is that his pure bonus right now is kind of useless. You're rarely going to get diseased, and when you do, you already have great heal, so you can just pop a tonic. There's no incentive for staying pure, and I think that should change. I do like your idea of giving a superior herb on reset (or what I said about giving a pack of herbs), because the herbs do drain your money after a while.
Again, I am just trying to give ideas for a change to the pure bonus. Because currently I  feel no reason to be pure.

The incentive to staying pure are those sweet level 8 rogue perks. :P

sharkinajar

Quote from: Spiffy Has;417205The incentive to staying pure are those sweet level 8 rogue perks. :P

There's a couple useful ones that I might go for, but I wish there was a healing one :D.

bobofwestoregonusa

2 hp per herb easily makes tanks way more awesome and made your rogue far more valuable contributing to the party at low levels. Heck I scarcely remember seeing Rand drop past barely injured because of you that one night on your rogue.

sharkinajar

Yeah, going back on it, probably increasing the herb heal rate or amount is too good. Having thought about it now, probably the best change to the pure bonus would be getting herbs every reset. Because herbs drain your money. Either what they said above of getting a superior herb on reset or my idea of getting an herb pack on reset would be great.

Again, I just want the physician to be changed a bit, as that pure bonus isn't useful in any way.

Spiffy Has

Perhaps making it so individuals in the proximity of the Physician garner a minor +2 poison/disease saving throw as to represent his immediate on handedness when it comes to dealing with such toxins/contagions?