Low Level Doc implant suggestions

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Posts: 339
Joined: Tue Nov 22, 2005 1:39 pm

Low Level Doc implant suggestions

Post by plugsz » Fri Nov 03, 2006 2:38 pm

OK folks

I'm playing my 1st doc, used to playing advy, engie and keeper

I would like some insight on implant setup for the doc itself.

I do want the doc to be able to do combat as well as be an effective solo and team healer

even a nano nanny link similar to what is found in the MA guides would be appreciated.
220/22 Adventurer RK1
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" A Leader is only defined by those he surrounds himself with..." Plugsz 2006

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Post by naideck » Fri Nov 03, 2006 4:30 pm

in order 2 be combat and healer doc, you'll have to gimp yourself alot (not a great idea, trust me, i know from experience)

just go full healer, cuz if ur combat doc, an advys wayyyyyyy better.
Imp setup should be head imp: BM shiny and faded and bright clusters for MM (forgot which slots they go into though). for weps later on (125+), go for 1he gelids.

the combat/healer doc, like i said b4, is gimp. however, i happen to have one with twinked on phase blades (still 75% OE at lvl 61) (needed 2 dynaboss to the exorbint amount of money our nanos cost O_O).turned out alright, although if u do this pre-lvl 40, ur screwed for as far as IP goes. anyways, that was my 2 creds

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Post by lpx » Fri Nov 03, 2006 5:21 pm

imo go get a weapon.. and do it asap.. there is no reason you can't have a weapon and still be a great healer.. all it takes is some thought & custom implants to strike a balance.. focus on heals first but there is plenty of room even at early levels to fit a weapon in there.

you can have your cake and eat it too.. 1he is nice for a doc later levels but earily on you might wanna go with 2he.. you can use the 3 2he weapons in totw.. then later reset to 1he if you want.. they share the same skills so its' only 1 skill you'll need to reset.
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