Post by tarthur1
Alright, so by popular demand (or, because I saw two people on my
Elementalist post comment about one), I decided to make a Physician class. I imagine that they would be cloth wearers, but maybe leather could be an option? I can't say that I could see them wearing anything heavier than leather though. So many words!
To those who care, the Elementalist post (linked above) has been updated with its other two specs...but no one probably cares T_T
Table of ContentsGeneralSpecsPetsTalentsSkip to Comments ->Race Distribution- For Sure: Human, Gnome,
Orc, Undead, Troll, Goblin - Maybe: Blood Elf, Dwarf, Worgen
- Probably Not: Pandaren, Night Elf, Draenei, Tauren, Orc
The Physician is all about healing with medicine and bandages (not like First Aid bandages mind you), and has little "magic" to aid in healing. As such, any race that has no access to Druid magic seems a natural candidate for this class (
Gnomes,
Humans,
Dwarves,
Orcs,
Undead,
Blood Elves, and
Goblins). In the case of the
Worgen, well, they used to be human, so they likely have the skills preserved in some way.
Trolls have access to Druid magic, but I still feel like they could have the skills for this class.
Night Elves and
Tauren both seem to be races that wouldn't be very quick to accept this "unnatural" healing and rely on natural healing from Druidic magic or probably Holy Light.
Pandaren likely have their own way of healing in their unique culture (see Monks), while the Draenei have their heads too far up the Naaru's...crystal depositories to have anything to do with such a non-spiritual healing.
Back to the top ->WeaponsBow (primarily for Allergist and Pharmacist)
Gun (primarily for Allergist and Pharmacist)
Dagger
Sword (1h, 2h)
Mace (1h, 2h)
Shield
StatsMedicHoly Priest
PharmacistHunter
ChiropractorHunter
AllergistHunter
MedicThe Medic is a melee healing class, with many heals requiring you to be close to your targets. Uses mana as a resource.
Back to the top ->Leaps:
Range: 10-40 yards.
- Hippocratic Leap: You leap to the target, instantly healing them for x and decreasing their damage taken by 50% for 3 sec. The next heal the target receives within 10 sec is increased by 25%. Adds one stack of Fatigue to you. Fatigue lasts for 20 sec and stacks up to three times. One stack of Fatigue falls off every 20 sec, ie gaining another stack doesn't refresh the original stack(s) duration(s). When you reach 3 stacks of Fatigue, you gain the Worn Out debuff, preventing any leaps for 25 sec. While Worn Out, you gain the Panicked buff, increasing movement speed while in combat by 70% for the 25 sec and reducing your chance to be hit by 20%, but increases damage taken by 20%.
- Startling Leap: You leap in front of the target, removing any fear, sleep, or charm effects, and preventing them from occurring again for 5 sec. 30 sec cooldown. Adds one stack of Fatigue, but your next Hippocratic Leap ignores any Worn Out debuff you may have and does not add a stack of Fatigue. Can be cast on dead targets.
- Momentum Leap: You leap to the target, transferring 50% of your movement speed to them for 3 sec. Your next heal cast on them within 10 sec heals you for 50% of the healing. Adds one stack of Fatigue. Can be cast on dead targets.
- Smash Leap: You leap to the target, smashing into the ground. The impact stuns all targets within 8 yards for 2 sec and heals all targets within 20 yards for x, and an additional y damage over 10 sec. 1 min cooldown.
- Quickened Leap: You leap around for 7.5 sec, leaping to a new target every 1.5 sec, hitting a total of 6 targets. Each leap heals the target for x and reduces damage taken by 25% for 6 sec. Prioritizes lower health targets. If the lowest health target is the last target leaped to, you will not leap for the next tic, but instead bandage the target, instantly healing them for the same x amount, plus an additional 30% over 6 sec. Causes 3 stacks of Fatigue; only useable if you have 1 or fewer stacks of Fatigue. 1.5 min cooldown.
Back to the medic ->Direct HealsRange: 15 yards.
- Bandage: Fast, expensive heal. Channeled; mana cost and healing divided between 10 ticks for the cast time.
- Stitch: Slow, moderate heal. Channeled; mana cost and healing divided between 8 ticks for the cast time.
- Full Body Cast: Slow, massive heal. Channeled; mana cost and healing divided between 8 ticks for the cast time.
Mitigation:
Range: 15 yards.
- Pain Pill: Reduces damage taken by 15% for 20 sec. Stacks up to two times. When at two stacks, the damage reduction is a total of 50%, but the target gains the Dizzy debuff, preventing them from being the target of Pain Pill or Morphine Shot for 40 sec.
- Morphine Shot: Administers pain medication directly into the blood stream, reducing damage by 10% and an additional 10% each second for 5 sec, staking up to 6 times (initial 10%, plus another 10% for the 5 sec channel time). Lasts 15 sec, causing Dizziness for 30 sec. 1.5 min cooldown.
Mastery:
- Thighs of Steel: Every Leap made by you has an x% chance to not cause Fatigue. Additionally, upon hitting 3 stacks of Fatigue, you are blessed with Final Leap, allowing the next Leap made within 25 sec to ignore being Worn Out. There is a .33*x% chance that this Leap will not consume Final Leap.
Back to the medic ->Misc:
Range: 15 yards (unless otherwise specified).
- Caffeine Shot: Awakens Stunned targets. 45 sec cooldown.
- Anti-biotic: Removes one disease and one magic effect from the target.
- Surgeon's Warning: Reduces the damage and healing caused by the target by 60% for 5 sec, but reduces their threat level to 0 for 5 sec. No additional threat is caused for 5 sec, but when the 5 sec is over, the damage and healing reduction fades and all original threat is returned over 10 sec. 1.5 min cooldown. 40 yard range.
- Emergency Surgery: You perform surgery on the target, healing them for 100% of their health over 6 sec and an additional 50% over 25 sec. Cannot be cast on self. Channeled for 6 sec. While channeling, you and your target have 0 threat and cannot be targeted by attacks. When completed, you and your target instantly regain all threat, increased by 20%. The target's armor is reduced by 15% for 25 sec while your healing is reduced by 15% for 15 sec. 6 min cooldown.
- Defibrillate: Shocks the target, returning them to life at 15% health and mana. Healing cast on the target is increased by 50% for 10 sec and all threat caused by healing during this time is transferred to the target at a 100% increased rate. Castable while in combat.
- CPR: Resurrection.
Passive:
- War Training: Meditation.
- Swift Healing: Increases your haste and healing by 30% of any movement speed increases you are under.
- Preparation: Every Leap gives you a stack of Preparation, reducing the channel time and mana cost of your next direct healing spell by 25%. Stacks up to 5 times.
- Low on Time: All direct heals can be cast while moving, but their channel times and mana costs are increased by 25% and their healing is decreased by 30% when moving. Standard times, costs, and healing when standing in place. Spells are interrupted when the Medic moves out of range of the target. Does not affect spells made instant by Preparation.
Notes:
I was immediately swept away with this spec. Not only is this healing spec suited for on the run healing, but it's arguable that this spec EXCELS in it, doing its best when you are moving. It has a unique playstyle and could prove to be the best healing class in situations where it's dangerous for you to stand in one place. However, miscalculations can prove to be deadly if you waste your leaps and can't get to a player in time to heal them.
Back to the medic ->RangerThe Ranger is similar to the Feral Druid in the sense that there are two different specs within this spec: Pharmacist and Allergist. Pharmacists are a second healing spec while the Allergist is a dps spec. Both use mana as a resource. I'd originally wanted to include the Pharmacist as a spec, but after making the Allergist, I decided that the allergist is too cool of a spec to allow a fourth spec to take its thunder. It is in the spoiler if you want to see what it would've been, but I don't care so much for it, so I nixed it.
PharmacistThe Pharmacists focuses on using instant-cast spells to prevent damage, as well as gases and poison spills to prevent enemies from causing as much damage. They can also cause powerful effects from casting certain combinations of pills, but are capable of casting effective bandages when the time calls for it.
Back to the top ->Direct Heals:
Same as the Medic, only they are actually cast rather than channeled and have a 40 yard range.
- Bandage: Fast, expensive heal.
- Stitch: Slow, moderate heal.
- Full Body Cast: Slow, massive heal.
Damage Reduction:
- HCl Spill: Spills Acid around the targets area, reducing the speed of all enemies within it by 40% and causes x damage every sec while standing in the acid. Lasts 30 sec. 20 sec cooldown.
- Lead Exposure: All enemies within 10 yards of the target gain Lead Exposure, reducing attack speed by 20% and damage dealt by 10% for as long as the original target has the Lead Beacon buff. The Beacon buff itself simply spreads the exposure to nearby targets.
- Poison Coating: Coats the target with poison, causing melee attacks made against the target to cause x damage over 6 sec to the target and reducing damage caused by 15% for 6 sec. DoT aspect of the spell is stackable. Threat caused by this damage is transferred to the target with the coating (however, for all other intents and purposes, the damage is considered to have been done by you). Only one Poison Coating can be active per Pharmacist at a time. Poison Coating lasts 30 sec.
- Hallucinogenic Cloud: Creates a cloud of Hallucinogens around the target, causing all threat caused to other targets within 15 yards of the original target for 10 sec to be transferred to the original target. While hallucinating, attack and casting speed is reduced by 50%. Original target is unaffected. 1.5 min cooldown.
Back to the pharmacist ->Supplements:
All supplements can be cast on enemies, but their effects are reduced by 50%.
- Testosterone Supplement: If cast on a male, attack and casting speed and damage caused is increased by 15%, but 1% of all damage caused is reflected back to the target. If cast on a female, she will become Oddly Masculine, reducing all threat caused by 50% and reducing casting and attack speed by 30% and reducing damage caused by 10%. Lasts 1 min. 15 sec cooldown. +S.
- Estrogen Supplement: If cast on a female, all threat caused is increased by 25% while chance to dodge is increased by 10% and damage received is decreased by 10%. If cast on a male, he will become Oddly Feminie (not that there's anything wrong with that), reducing damage caused by 20%, chance to hit by 5% and increasing chance to dodge and damage received by 15%. Lasts 1 min. 15 sec cooldown. -S.
- Potassium Supplement: Increases melee damage and casting time by 10%. While under the effect of this, the target is swarmed with mosquitoes, causing .2% damage every second for it's duration. Stacks up to 3 times. Lasts 1 min. +K.
- Sodium Supplement: Reduces casting time and melee damage by 10%. While under the effect of this, every sec, the target's blood pressure has a 1% chance to surge, interrupting spell casting for 1 sec. Interrupting in this way may only happen once every 5 sec. Stacks up to 3 times. Lasts 1 min. -K.
- Mercury Supplement: Decreases chance to hit by 5% but reduces spell damage taken by 10% for 20 sec. Stacks up to 3 times. Upon the third stack, the target is afflicted with Hydrargyria (mercury poisoning), increasing damage taken by 50% and causing 5% damage every sec for 15 sec. After 15 sec, the target returns to two stacks of Mercury Suppliment for it's full duration of 20 sec. +H.
- Selenium Supplement: Causes the target to become irritable, reducing damage taken by 10% and increasing damage caused by 5% for 20 sec. While irritable, the target receives 25% less healing and 5% of all damage caused is reflected back to the irritated target. Stacks up to 3 times. Upon the third stack, the target is afflicted with Pulmonary Edema, which reduces casting speed by 50% and each spell cast causes 6% damage to the caster. Lasts 15 sec. After 15 sec, the target returns to 2 stacks of Irritated at it's full duration of 20 sec. -H.
Pills- Caffeine: Awakens a Sleeping or Stunned target. 45 sec cooldown. +5.
- Hydrocodone: Reduces damage taken by 5% for 20 sec. Stacks up to 3 times. 15 sec cooldown. +2.
- Prednisone: Reduces duration of stun, charm, fear and sleeping effects by 15%. Lasts 30 sec. 1 min cooldown. +2.
- Lithium: Increases damage taken and casting and attack speed by 10%. +3.
- Ibuprofen: Heals x damage, then causes .5*x damage over 30 sec. DoT is negated if the target is Well Fed. 10 sec cooldown. +1.
- Antihistamine: Attempts to remove one poison or disease effect every 5 sec for 25 sec. Reduces casting and attack speeds by 5%. All sleeping effects last 200% longer for its duration. 30 sec cooldown. -5.
- Melatonin: Heals x damage every sec for 15 sec. The target has a 3% change of falling asleep for 1 sec each sec for its duration. If the target falls asleep, the healing from the tic is increased by 200%. -3.
- Anti-Depressant: Reduces the duration of all magic effects on the target by 50% for 15 sec. 45 sec cooldown. -2.
- Cough Suppressant: Target's next spell cast or attack made has a 100% crit chance rate. Does not affect auto-attacks. 30 sec cooldown. -2.
- Placebo: Increases max health by 3%, stacking up to 6 times. Lasts 10 sec. -1.
Back to the pharmacist ->Combos:
The Pharmacist has a lot of pills, but many of them are situational. The + or - number at the end of each applies on the target it was cast onto. Causing a target to have a number that is not 0 causes an imbalance. The number is visible as a red debuff on the target, but has no effect on the target other than helping you keep track of the target's combo number. The target has a max and min of 6 and -6 which is reached with pills. The supplements are each in pairs, and these pairs have their own unrelated debuff counters.
- Negative Combo (going negative 1-5 to 0): Instantly heals x, increased by the counter number returned from.
- Negative 6 Combo: Heals x instantly and .5*x over 6 sec.
- Positive Combo (going positive 1-5 to 0): Heals x over 20 sec, increased by the counter number returning from.
- Positive 6 Combo: Heals x over 20 sec, and .5*x instantly.
- S+ Combo (going +S to 0 on males or -S to 0 on females): Attack and casting speed and damage caused is increased by 15% while all threat caused is increased by 25% and the chance to dodge is increased by 10% and damage received is decreased by 10%. Lasts 20 sec.
- S- Combo (going +S to 0 on females or -S to 0 on males): Reduces all threat caused by 50%, casting and attack speed by 30%, all damage caused by 20%, chance to hit by 5% and increases chance to dodge and damage received by 15%. Lasts 20 sec.
- K+ Combo (going +(1-3)K to 0): Increases melee damage caused by 15% per point returning from. Lasts 20 sec.
- K- Combo (going -(1-3)K to 0): Decreases casting speed by 15% per point returning from. Lasts 20 sec.
- H+ Combo (going +(1-2)H to 0): Decreases spell damage taken by 20% per point returning from. Lasts 20 sec.
- H- Combo (going -(1-2)H to 0): Reduces damage taken by 15% and increases damage caused by 10% per point returning from. Lasts 20 sec.
- Deadly Combo (Causing Pulmonary Edema while under the affect of Hydrargyria, or vice versa): Heals all raid members within 20 yards of the target for 15% health. The target is cleared of all debuffs caused by pills and supplements.
Mastery:
- Pills, Pills, Pills: When being refunded pills in any way, you have an x% chance to receive double the pills in return.
Back to the pharmacist ->Misc:
- Defibrillate: Shocks the target, returning them to life at 15% health and mana. Healing cast on the target is increased by 50% for 10 sec and all threat caused by healing during this time is transferred to the target at a 100% increased rate. Castable while in combat.
- CPR: Resurrection.
- Magic Pill: Only usable when you gain excess pills. Max 10 charges. Heals the target for x, then jumps to the lowest health ally within 40 yards and heals them for .5*x. Costs one excess pill.
- Anti-biotic: Removes one disease and one magic effect from the target.
- Refill: Channeled. Over the next four sec, you gain 1 pill every .5 sec. Benefits doubly from haste. Not usable if you have >6 pills. 30 sec cooldown.
Passive:
- Concentration: Meditation.
- Dedicated Healer: Increases spell power by 100% of Attack Power at a cost of 70% of your attack power. Increases intellect by 100% of your agility at a cost of 70% of your agility.
- Full Bottles: Natural Insight.
- Pills: A second resource. Supplement and Pill abilities cost one pill. Generated over time and with abilities. Combos generate a number of pills equal to the absolute value of the combo reached. Supplement combos refund 4 pills. You carry 8 pills before needing a refill.
- Dissolving Tablets: Your auto-attack can be cast on allies. When it is, you through dissolving tablets to them, healing them for 50% weapon damage each hit. Every Tablet has a 10% chance of granting you a pill.
Notes:
Although I nixed this class, the idea was to give great buffs to the team and consume them with combos when healing is necessary (of course direct heals can always be used instead). In fact, if a raid doesn't need the dps or healing, a Pharmacist would fill a very unique role in that you would ONLY spread buffs to your most important party member that could actually prove to give a higher dps increase than it you were actually dpsing as an Allergist or Chiropractor anyway. Regardless, this is an unstable spec and would need balanced to prove to be effective.
Back to the pharmacist ->AllergistAllergists focus on DoT's to take down foes with their own immune systems.
Back to the top ->DoT's:
- Hay Fever: Causes Hay Fever on the target, dealing x damage every 2 sec over 16 sec. Hay Fever is contagious, causing all targets within 15 yards to have a 10% chance to catch it. Diseases caught this way will have the duration of however many sec were remaining on the original at the time it was caught.
- Streptococcus: Causes Strep on the target, dealing x damage every 3 sec for 21 sec. If not dispelled within 12 sec, the target gains Scarlet Fever, increasing infection rates of all spells by an additional 10% and increasing damage received by 10%. Streptococcus has a 15% contagion rate for all enemies within 15 yards. Scarlet Fever's contagion rate is 10%.
- Influenza: Infects the target with the Flu, dealing x damage every 2 sec over 12 sec. Each tic has a 10% chance of causing the target to vomit, stunning them for 1 sec and causing that tic to deal an additional 200% damage. Vomiting has a 9 sec cooldown. The Flu has a 30% contagion rate to all targets within 15 yards. Vomitting increases the contagion rate to 80% for 4 sec and refreshes the duration of the Flu on the vomiting target.
- Ebola: Causes the target to bleed x damage over 15 sec (1 tic every 3 sec) and increases the damage of all diseases on the target by 15% for its duration. Ebola has a 50% contagion rate for all targets within 15 yards. 2 sec cast.
- Common Cold: Gives the target a cold, giving the target a 5% chance per sec to sneeze, interrupting the current spell cast and causing a lockout of that school of magic for 3 sec. Sneezing has a 6 sec cooldown. Lasts 12 sec. The Cold has a 5% contagion rate to all enemies within 15 yards. Contagion rate increases to 80% for 1 sec when the target sneezes. Some restrictions apply.
- Black Plague: Causes the target suffer the plague, dealing x damage every 2 sec until the target dies. When the target dies, its corpse becomes a breeding ground for diseases, causing all enemies within 15 yards of the corpse to have an 80% chance to catch the diseases the corpse had when it died. The contagion rate is calculated separately for each disease for each target at a rate of once every 2 sec. All diseases spread this way have the full duration of the original disease. The contagion rate of the Black Plague is 10% while alive, but 50% when dead. 3 sec cast. 30 sec cooldown.
Shots:
- Histamine Shot: Deal x damage and an additional 2*x damage over 6 sec. Damage increased by 100% if the target is afflicted with Hay Fever. 15 sec cooldown.
- Pox Shot: Reduces damage caused by 10% for 12 sec, then deals x damage after 12 sec. 25 sec cooldown.
- Anemic Shot: All bleeding damage done to the target is increased by 20%.
- Heavy Shot: Shoots the target with a wide needle, causing the target to bleed for x damage over 25 sec.
- Clotting Shot: Causes all wounds on the target caused by the allergist to stop bleeding for 6 sec. After 6 sec, the clots explode, dealing all the damage the wounds would have caused during that time instantly with a 50% increase. After exploding, the bleeding effects resume from where they had been paused. 30 sec cooldown.
Back to the allergist ->Mastery:
- Jagged Needles: All shots cause the target to bleed over 15 sec for x*mastery damage. Additionally, all shots and abilities have an x% to cause an infected would, causing the target to take increased bleed and disease damage for 20 sec.
Passive:
- Epidemic: Every time another Disease is cast or refreshed, you have a 5% chance that all diseases will instantly tic.
- Immuno-Spike: Whenever you are targeted by a disease or poison effect, you are are instantly healed for 20% of your health. This effect has a 25 sec cooldown. You are still afflicted with the disease/poison effect after being healed.
- Critical Care: When a Disease or Poison effect deals critical damage to you, you heal for 150% of that amount over 10 sec.
- Critical Diseases: Contagion rate on all diseases is increased by your critical strike chance.
Notes:
The Allergist is similar to the Warlock, only with less control as the contagion rate is spotty at best; however, with investment in Critical Rating, the rate increases, and in turn, it offers you more stable disease spreading and you can focus on dealing bleed and burst damage with your shots.
Back to the allergist ->ChiropractorThe chiropractor is similar to the Windwalker Monk in the sense that their attacks and abilities do not use weapons. Most of your abilities focus around hitting pressure points and weakening the target's body. Uses rage and knowledge as resources.
Back to the top ->Hits:
Hits generate knowledge and generally do weak damage for debuffs. These debuffs are situational and do not have a particularly cohesive necessity to the spec's performance aside from generating knowledge. All hits generate .5 knowledge (1.5 when the damage crits) for a maximum of 5 knowledge. All excess knowledge enrages you, increasing your damage caused by 5% per point of overage, up to a 25% increase. These abilities cost rage.
- Rib Hit: Punches the user in the rib, causing x damage and increasing the user's cast time by 50% for 8 sec. Cast time reduction has a 30 sec cooldown.
- Concussive Hit: Smack the target's head, dealing x damage and causing a concussion that lasts for 20 sec. With a concussion, the target has a 5% reduction in hit chance, 10% in cast and attack speed, but a 10% increase in healing received. 30 sec cooldown.
- Knee Hit: Breaks the target's knee for x damage every 5 sec. Until the target receives a heal of some sort, their movement speed is reduced by 60% and they will continue receiving the periodic damage. All rooting spells made against the target while their knee is broken will have a 20% increase in duration.
- Spine Hit: Jabs the target's spine, dealing x damage and rupturing a disc, interrupting spell casting for 3 sec. 15 sec cooldown. Must be behind the target.
- Neck Hit: Deals x damage and reduces the target's chance to dodge attacks by 10%.
Damaging Attacks:
These abilities cause a lot of damage, generate rage, but cost knowledge.
- Shoulder Dislocate: Deals x damage and disarms the target for 4 sec. 25 sec cooldown.
- Neck Crack: Interupts spell casting and deals x damage over 12 sec. 20 sec cooldown.
- Power Jab: Deals x damage and causes Internal Bleeding, a bleed effect that makes the target take an additional x damage over 10 sec. 15 sec cooldown.
- Pressure Jabs: Jabs 1 pressure point every .5 sec for 2.5 sec, dealing x damage per jab. Refunds .5 knowledge on each critical jab. Channeled.
- Happy Ending: Deals massive x damage. Only usable when the target has >20% health. Never misses ;D
- Chakra Jab: Jabs each chakra, hitting the opponent 6 times over 3 sec, dealing x damage on each jab. If uninterrupted, after 3 sec, the target's spirit begins to leave their body for 5 sec before settling back into the body. Reducing damage caused by 25% and increasing damage taken by 30% while the spirit is unsettled. 1 min cooldown.
- Final Jab: Hit's the target's final chakra, dealing x damage and causing their spirit to split into five shards, each stabbing into a nearby enemy, dealing x damage. Over 3 sec, another x damage is dealt to all affected targets as the spirit rips out of their body back to the original target. Each shard deals x damage to the original target over 3 sec as they re-enter the body. For this 3 sec, the original target's damage is reduced by 30% and their damage taken is increased by 40%. Only usable within 3 sec of finishing Chakra Jab.
Back to the chiropractor ->Mastery:
- Insurance: All abilities that generate rage have an x% change of causing the next rage using ability to cost 0 rage. Conversely, all abilities that use knowledge have an x% change of causing the next knowledge using ability to cost 0 knowledge. Both effects are represented with different buffs and stack up to 3 times each. Insurance lasts for 1.5 min and is refreshed with all additional procs.
Misc:
- Post-Trauma: You remember old battles, generating 100 rage instantly. 1.5 min cooldown.
- Meditate: You meditate for 3 sec, generating 16.33 rage every .5 sec. Only usable out of combat.
Passive:
- Punchy: All hits have a 5% chance to reset the cooldown on Post-Trauma. This effect has a 20 sec cooldown.
- Rage Aura: When at or above 90 rage, you exude and aura that deals x damage per point of rage you have over 90 every sec as long as you stay above that level of rage. Damage caused is calculated every sec.
- Berserker: Deals x damage for every point of rage generated past 100 to all targets within 8 yards.
Notes:
For the Chiropractor, you are given the opportunity to deal a lot of damage, a lot of which is through your passives; or, you could be a utilitarian, focusing on balancing knowledge and rage. Effective management of your resources and a long-sighted outlook are necessary to be effective at dealing massive damage in this spec.
Back to the chiropractor ->PetsTwo words: Humanoid. Pets. Say you have a place like Moonglade, let's call it "Better Future Hospital", and this acts as the Moonglade of Physicians. In this hospital, which is a maze of halls and rooms with patients, there are hundreds of NPC's of all races that are rushing around giving care to the patients. Well, this is where the "pets" would come from. The reason I bring this up is because I'm sure a lot of people would be like "THAT'S SLAVERY AND IT'S WRONG AND I HAVE NOTHING BETTER TO DO THAN HAVE AN ISSUE WITH THIS!" But you see, they aren't slaves. They work for the hospital and travel between there and the Physician to do work wherever they are needed.
Now, from here, I figure there are two options: be able to "tame" pets (npc humanoids only) the way Hunters do, or have them be "summons" like the Warlock. For the prior, which of the four types of pets it becomes will be determined by the target's class and their actual race. Tamable humanoids would be any NPC of the same race as a playable Physician, Gnolls, Murlocs, Pygmies, Broken Ones, Ravens, and Kabolds (maybe more).
Types of PetsBack to the top ->NurseNurses are the cleric pet. They heal and do next to nothing else. (all races - casters)
Spells- First Aid: Heals x over 6 sec. Channeled. Short range.
- Cauterize: Deals 5% damage to remove up to 2 magical effects. 2 sec cast time.
- Pain Pill: Reduces damage taken by the target by 20% for 10 sec. 30 sec cooldown. 3 sec cast.
- Hustle: (passive) Increases movement speed by 10% for 20 sec each time a spell cast, stacking up to 6 times.
- Urgent: (passive) Decreases the channel time on First Aid and the cast times on Cauterize and Pain Pill by 1 sec when Hustle is at 6 stacks.
InternInterns are the muscle, but they can be fragile. They do the highest DPS along with the Chemist. Melee. (playable races - melee)
Spells- Punch: Deals x damage. Adds stack of Pumped to the Intern, increasing damage caused by 5%. Stacks up to 5 times. 20 sec cooldown.
- Kick: Deals x damage. Adds stack of Pumped. 15 sec cooldown.
- Headbutt: Deals x damage, and an addition x damage to both the target, and the Intern. Adds 2 stacks of Pumped. 20 sec cooldown.
- Analize: Studies the target on each auto attack, adding a stack of Understood to the target. Understood increases the damage done to the target by the Intern and his Physician by 10% per stack. Stacks up to 3 times.
- Pressure Hit: Consumes all Pumped stacks, hitting the target at a calculated pressure point to deal x damage per stack of Understood on the target, and an additional x damage over 12 sec for each stack of Pumped consumed. 35 sec cooldown.
- Pumping Iron: (passive) All auto-attacks have a 20% to add a stack of Pumped to the Intern.
Back to the pets ->TherapistTherapists take a lot of damage, but don't deal as much in return. They are the tanking pet. (playable races - have pets)
Spells- Insult: Forces the target to attack the Therapist for 6 sec. 10 sec cooldown.
- Condescending Pressence: (passive) Increases the chance that targets will attack the Therapist.
- Lithium Toss: Incapacitates the target for 10 sec. 40 sec cooldown.
- Mind Link: (passive) Links minds with the target. All damage to the Therapist is calculated as if the Therapist's armor is increased by an amount equal to the targets armor, up to a 200% increase.
- Bad Advice: Deals x damage over 12 sec and increase damage taken by 30% for 25 sec. 40 sec cooldown.
- Mental Surge: (passive) Instead of physically striking, the Therapist's auto-attack surges the target's mind with brain waves to do damage. Each auto-attack adds a stack of Damaged Psyche, which slows attack speed by 5% and increases damage taken by 2%. Stacks up to 5 times. Lasts 15 sec.
ChemistChemists do a lot of damage, but can also aid in damage mitigation. More fragile than Interns. Ranged. (other races - non-casters)
Spells- Bottle Toss: Throws a bottle of poison at the target, dealing x damage and an additional x damage over 15 sec. 20 sec cooldown.
- Pill Toss: Adds a stack of Dose on the target. When the target reaches 3 stacks, x damage is dealt. 5 sec cooldown.
- Overdose: (passive) When the target receives the damage from the 3 stacks of Pill Toss, they receive an addition x damage every 2 sec for 6 sec. During this time, they cannot be affected by Dose.
- Vitamins: Tosses a vitamin to a friendly target, reducing damage taken by 10%. Stacks up to 3 times. Upon reaching the third stack, the target is healed for x over 6 sec. When healed, the target gets the Healthy debuff, preventing Vitamins from being thrown to them for 15 sec. 5 sec cooldown.
- Acid Spill: Tosses a vial of acid to the target, spilling acid on the ground, dealing x damage every sec for 6 sec to all enemies within 10 yards of the spill. 30 sec cooldown.
- Endless Knives: (passive) The Chemist throws knives instead of physically attacking for auto attacks. Each knife causes the target to bleed for 15 sec. The target can bleed for up to 10% of their total health over 15 sec.
Back to the pets ->TalentsBack to the top ->Level 15:
- Glove Snap: You slip into some gloves, snapping their rubber seductively, causing the target to tremble in fear for 6 sec. Damage may interrupt the effect. 1.5 sec cast. Combat range.
- Fake Grenade: You pull the pin out of a fake grenade, causing all targets within 15 yards to run in fear for 3 sec. 30 sec cooldown.
- Feint: You dodge the next three attacks made against you. Some restrictions apply. 1 min cooldown.
Level 30:
- Emergency Leap: Leaps forward 30 yards. 25 sec cooldown. Does not cause Fatigue.
- Adrenaline Shot: Increases speed by 60% for 15 sec. 25 sec cooldown.
- Defibrillator Shock: Propels you 10 yards forward and increases your speed by 40% for 10 sec. 25 sec cooldown.
Level 45:
- Field Survival Guide: Heals 10% of your health instantly and another 30% over 20 sec. 3 min cooldown.
- Immunity: All non-bleeding DoT's against you have a 5% chance to heal you for 150% of the damage it would have caused. Some restrictions apply. Healing has a 10 sec cooldown.
- Thick Skin: Reduces damage caused by 60% for 15 sec and prevents all magic, disease, curse, and poison effects for its duration. Some restrictions apply. 3 min cooldown.
Back to the talents ->Level 60:
- Stiffening Poison: Prevents the target from performing any actions for 30 sec. Damage will interrupt the effect. 3 sec cast time.
- Dillation: No, that's not a real word. Disorients the target for 6 sec. Damage caused will interrupt the effect. 25 sec cooldown.
- Pressure Exploit: You gain control of the target after jabbing them in their sweet spot, dealing x damage. The target can't perform any abilities or attacks for 3 sec. After 3 sec, they regain control and your threat drops to 0. For 30 sec after, the target deals 50% less damage. Some restrictions apply. 1 min cooldown. Combat range.
Level 75:
- Understudy: Your assistant forgets their training and instead becomes a mirror to you, gaining all of your abilities. Your pet will perform all actions that you do at decreased strength. All healing is done to lowest health team members rather than the Physician's target.
- Brush Up: You brush up on your studies with your assistant, gaining one of their abilities, an increase in power based on your spec, and dismissing them back to the hospital. Effects are canceled upon summoning an assistant. Lasts 1 hour.
- Specialize: Your assistant gains additional knowledge, gaining more health, spell/attack power, and a useful passive ability based on the Physician's active spec.
Level 90:
- Medical Precision: Increases your hit rating/spirit by 5% of your spec's primary stat (Agility/Intellect), depending on which is more useful to you.
- Defibrillator Discharge: All abilities you perform have a 5% chance of sending a shock out to the nearest enemy within 40 yards, dealing x damage to the target and healing all friendly targets within 15 yards for the same x, divided evenly between them. Healing is increased by 50% if more than 5 targets are healed. This damage and healing cause no threat and will only target enemies you are currently in combat with.
- Critical Treatment: All critical strikes and abilities heal/damage for an additional 50%.
Back to the talents ->
Post by tarthur1
Pet AlterationsThese are the details from the different Level 75 tier talents.
Specialize PassivesAs stated, with Specialize, all pets gain an upgrade that lends them extra power for their spells, but also useful passives.
Doctor:
The Nurse transforms into a Doctor. While the Doctor will still primarily be a healing pet, he/she will be able to offer a little bit of damage for the dps specs.
- Medic -> Double Time: (passive) All spell casts by the Doctor have a 20% chance to heal a nearby target for x.
- Pharmacist -> Medical Sensitivity: (passive) Healing done by the doctor is increased by 15% if the target is affected by a combo stack of any kind. Decreases damage caused by Cauterize by 25% on said targets.
- Allergist -> Allergy Rub: (passive) All targets healed by the Doctor have an allergy rub on them that causes attackers to take x damage over 12 sec when melee attacks are made to the target of Allergy rub.
- Chiropractor -> Pressure Rub: (passive) Gently rubs pressure points with each heal, reducing damage taken by 2% and reflecting 1% of all damage received back to the attacker. Lasts 25 sec. Stacks up to 5 times.
Engineer:
The Intern transforms into an Engineer who remains to be a pet for the dpsers, but also offers some healing capabilities for Medics.
- Medic -> Energy Release: (passive) 10% of all damage causes dissipates into energy, healing the lowest health ally within 15 yards for that amount.
- Pharmacist -> Proactive Refills: (passive) All abilities used by the Engineer have a chance equal to half of the Pharmacist's mastery of generating a pill to be tossed to the Pharmacist. Pills can only be generated in this way once every 10 sec.
- Allergist -> Immune Suppresion Gas: (passive) When the Engineer reaches 5 stacks of Pumped, they release a gas that suppresses ther immune systems of all targets within 15 yards, increasing the contagiguity (nope, not a word either) of all diseases by 50% for 6 sec.
- Chiropractor -> Shared Understanding: (passive) Increases the knowledge gained by the Chiropractor by 15% for each stack of Understood on the target of knowledge gaining abilities.
Back to the specialize ->Psychotherapist:
The Therapists takes a dark turn to become a Psychotherapist and remains the tank of the pets. The Psychotherapist's abilities have to do with healing the Psychotherapist or offering threat boosts to it.
- Medic -> Psych Link: (passive) All healing done by the Medic increases the Psychotherapist's damage by 70% for 10 sec. Damage taken by the Psychotherapist is increased by 50-150% for 10 sec, starting with a 50% increase in damage taken then gradually increasing to 150%. These effects cannot be refreshed by another heal for 8 sec.
- Pharmacist -> Double Dosage: (passive) Instead of having a cooldown of 40 sec, Lithium Toss has a cooldown of 8 sec, but causes an Immunity debuff on the target that prevents them from being incapacitated in this way again for 40 sec. While immune, Lithium Toss causes x damage, and an additional y damage over 5 sec.
- Allergist -> Forced Reactions: (passive) All tics of diseases caused by the Allergist have a 5% chance of instantly killing the target. Only works on non-elite NPC targets. Effect has a 1 min cooldown. While on cooldown, this effect transforms into the Mental Strength, giving all tics on the diseases spread by the Allergist a 25% chance to heal for 50% of the original damage.
- Chiropractor -> Energy Feed: (passive) All abilities that generate rage heal the Psychotherapist for 20% of the damage dealt.
Bio-Chemist:
The Chemist concentrates on biological chemistry when they become a Bio-Chemist, sticking around to serve as stiff competition to the Engineer for top dps pet.
- Medic -> Pilliards: (passive) When the Bio-Chemist's Overdose takes effect, two magic pills fly off of the target and heal the two lowest health group members within 25 yards for x, split between the two. From these two targets, another 8 magic pills fly out (four from each of the prior pills) to another eight group members, healing for the same amount split between the eight pills. If fewer than eight targets are available, a target may be hit with more than one pill,
- Pharmacist -> Happy Pills: (passive) If the Pharmacist is not targeting an enemy (or anything at all), the Bio-Chemist's Pill Toss will target lower health allies. Pill Tosses on allies have no cooldown and Overdose heals instead of damages.
- Allergist -> Histamine Serum: (passive) Drops serum onto the ground around the target, increasing reactions (damage) from Hay Fever, Common Cold, and Influenza to all targets standing in the serum.
- Chiropractor -> Reflex Suppressant: (passive) The target's dodge rating is decreased by 50% for 15 sec. There is also a 30% chance every sec that the target's spell casting will be interrupted. Interrupt effect can only occur one every 45 sec. 30 sec cooldown.
Back to the specialize ->Brush UpThese are the abilities Gained and the power boosts from using the Brush Up Talent.
Nurse:
- Medic: +20% Movement Speed
- Pharmacist: +20% Spirit
- Allergist: +20% Healing Received
- Chiropractor: +20% Healing Received
Gained Ability: Cauterize; -50% damage effect
Intern:
- Medic: -20% Worn Out duration
- Pharmacist: +20% Supplement damage
- Allergist: +20% Agility
- Chiropractor: +20% Agility
Gained Ability: Headbutt; -50% damage to physician
Back to the brush up->Therapist- Medic: +10% Healing (performed and received)
- Pharmacist: +20% Combo Healing
- Allergist: +20% Contagion Rate
- Chiropractor: -20% Damage Taken
Gained Ability: Lithium Toss; cooldown decreased to 30 sec
Chemist:
- Medic: +20 Range on spells with >20 yard range
- Pharmacist: +2 Pills
- Allergist: -20% Auto-Attack
- Chiropractor: +20% Knoledge Gained
Gained Ability: Vitamins; removes cooldown (only on Vitamins; Healthy buff remains unchanged)
Back to the brush up->Lore:
As far as the lore goes, it makes sense to have a healing class that doesn't focus purely on magic; I mean, not all human-er-oids are born with magical capabilities, and in times of war, It would be understandable that a Medic class would be needed so that they would have enough healing for those who are being injured. The physician would be the class that exploits this necessity to become a very effective healer.