I have the following ideas to enhance the role of docs and their playability.
* More to cure
- add teamnano's to cure all various debuffs, dots, roots/snares
- add more damage debuffs and other nasty stuff to most mobs
- add various curable effects to certain area's
- add antidote nano's to give team immunity or resistance to various nasty effects
* Change damage output
- add nukes - working better with one or more dots running
- have dots and nukes working like malpractice - keep getting better if one can keep it up
- give option to use two of various cyberdecks, allowing several setups.
Possible mods are:
> boosted dots and/or nukes
> requirement for dots and/or nukes
> boosting cure-chance or increasing resistance chance of antidote
> requirement for using certain cures or antidote
> boosted healing, nano init, nanocost reduce and/or skills
- have several dots/nukes work partially on tradeskills (chemistry/pharmacy/nanoprogramming) and partially on nanoskills
- add some nice tradeskillable stuff to the game based on high stats of these skills
* Add a minor pet
- even though docs are already the best pet-class in the game (5 pets, and wow they can be ubah!), one more is always nice
- a small flying sort of drone comes to mind
- other option would be some mutated labexperiment vaguely resembling a leet. A poison cloud working as a pet could also work
- various options to to give docs even more dilemma's (healing, various curing versions, an offensive drone)
- pet could have a certain tradeskill, cyberdeck or perkline as requirement
These changes could give a doc a more tech-oriented feel. It should also challenge docs to balance time and nano spend on healing, curing and damage. Last but not least it should give docs a chance to adjust their playstyle and setup to the encounter.