By: Anonymous Score: Good [4.00] | Timzai here, I've given up on the medical profession for the time being, while I already have a half updated version, it sadly will not be completed.
If you wish to complete the guide under your name you're welcome to, but please contact me before hand: kamikazi_pilot@hotmail.com
Timzai's guide to the Doctor profession
Version 1.3
Revision date: 6/23/03
Patch Version: Beta 52277.0
INTRO
This will be the final version of the guide, I was hoping to add more medicine statistics but with a lot of experimentation changes as well as lack of time left in beta, I've given up on that. I apologize in advance for any incorrect information.
This guide is intended for aspiring Doctors and I assume those who read will have some fundamental knowledge of the medical profession and game mechanics. I will try to cover as much aspects from this elite profession as I possibly can. Some general information that I cover may also be helpful to Medics and Combat Medics in general. A lot of personal opinions and examples were also included for reference. The purpose of this guide is for those who wish to become a Doctor to get a feel of what the Doctor actually does, as well as to point out issues with the current Doctor profession. This guide is quite long so skip to the last part if you wish to skip some details.
The recent patches has removed the medical revocation, we now can craft StimAs. While not really helping the doctors much, since, the advance medicine is much better, an additional option is always helpful.
Medicine charges are also dramatically increased, less crafting is needed, but also leading to either a grind or selling lots of components as Doctors needs med crafting to advance past medic.
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PART 1: General Profession Overview
If Medics are the damage specialists, then Doctors would clearly be wound specialists. Not only do they get better wound treatments, Docs also get superior Stimpacks and Woundpacks, more experimentation points, cures to diseases and poison, buffs, and the kickass skill: Resurrection. A Doctor has a wide variety of choice of what type of medicine to use and can be played many different ways such as a wound healer, a combat doctor, a buffer, medicine retailer, or combinations of those.
Many has thought that Combat Medics should be in the field and Doctors stay in hospitals, this is a huge misconception. Think of doctors as high level medicine users, and combat medics as bio-warfare combatants.
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PART 1A: Tree/Skills
Here's a rundown on the doctor skill tree:
Wound Treatment Speed is now fixed. At Master Doctor level, I was able to heal wounds about ever 13 seconds, roughly.
Wound Treatment. This branch also affects the heal enhancement buffs values. If you want to buff or revive, go up this tree.
Doctor's Medicine Knowledge, this branch should depend on how you play. If you're content with C packs, then this branch is not very useful. However if you wish to use D&E medicine, or buff meds, you'll have to advance in this branch.
Doctor's Medicine Crafting is the most useful tree, and is advised to advance whenever possible. They give us more experimentation points which is the core of doctor profession as well as more schematics, which never hurt.
Novice Doctor also gives the skill "Cure State" which allows you to cure abnormal states such as dizziness, stun, and blindness.
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PART 1B: Medicine/Schematics
Here's a rundown of ingredients and description on schematics obtained by being a Doctor along with some notes. Please note that all D and E packs require identical factory components. Please note that I don't have all the resources in the world avaliable, and experimentation data might be lowered with the high level packs as ingredients become specific.
StimE:
24 berries, 16 fiberplast, 3 bio, 1 liquid, 1 chem
Base 10 charge,
Wound C:
18 seeds, 18 inorg, 1 bio, 1 chem, 1 solid
Wound D:
20 seeds, 20 chemicals, 2 bio, 2 chem, 1 solid
7 charges, and 156 base.
Wound E:
24 tubers, 24 polymer, 3 bio, 2 chem, 1 solid
All Enhance A:
15 org, 15 inorg, 1 bio, 1 chem, 1 solid
18 org, 18 inorg, 1 bio, 1 chem, 1 solid (for health)
All Enhance B:
18 avian meat, 18 gas, 1 bio, 1 chem, 1 solid
18 org, 18 inorg, 1 bio, 1 chem, 1 solid (for action)
22 avian meat, 22 gas, 1 bio, 1 chem, 1 solid (for health)
All Enhance C:
20 avian meat, 20 reactive gas, 2 bio, 2 chem, 1 solid
20 org, 20 inorg, 2 bio, 2 chem, 1 solid (for action)
26 avian meat, 26 reactive gas, 2 bio, 2 chem, 1 solid (for health)
All Enhance D:
22 avian meat, 22 reactive gas, 3 bio, 2 chem, 1 solid
22 org, 22 inorg, 3 bio, 2 chem, 1 solid (for action)
28 avian meat, 28 reactive gas, 3 bio, 2 chem, 1 solid (for health)
Resurrection Kit:
16 org, 10 inorg, 1 bio, 3 liquid (it current requires 50 some med use, which every basic doctor has, maybe a bug but oh well)
Cure Poison A
12 flora, 12 inert gas, 1 bio, 1 liquid
Cure Poison B
14 fruit, 14 inert gas, 2 bio, 1 liquid
Cure Poison C
14 flower, 14 inert gas, 1 bio, 1 liquid
Cure Disease A
15 flora, 15 inert gas, 1 bio, 1 liquid
Cure Disease B
19 vegetables, 19 inert gas, 2 bio, 1 liquid
Cure Disease C
23 greens, 23 inert gas, 2 bio, 2 liquid
Cure State (blind/stun/intimidate/dizzy) Stims:
2 metal, 10 org, 10 inorg, 1 bio, 1 chem, 1 liquid
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PART 2: Character Setup
Species and Stats: My Master Doctor is a Zabrak, and I choose them because they have superior willpower and I love the spikes! Personally, the one most important stat for a Doctor is their willpower. The ability to regen and heal nonstop is very much needed when hunting with groups. My strength, constitution, stamina, and quickness are almost minimal since my mind pool regenerates fast, I can always use a stim on myself.
Equipment: As for clothing and equipment, armor is generally not needed as you already should be avoiding hits in combat as much as possible, they also reduce stats and may be more of a hassle than benefit. Helmets are a BIG nono, they kill your willpower.
Combat: Picking up a combat class is also desirable as there's nothing worse than standing helplessly against a mob, I would suggest the Marksman tree as meleeing as a healer just doesn't work. Range support also gives you a skill called "warning shot" and is extremely useful to get rid of aggroing mobs.
Faction: (Thanks to Traigus) "Coverts should be able to heal everyone except the overts of the direct opposite side. Healing an overt on your side will result in a TEF though." There's currently a faction feature/bug that allows you to heal everyone. Refer to Appendix C for details.
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PART 3: Poison and Disease
Check Appendix D for Poison and Disease table (very incomplete, help me with this!)
Have yet to test Poison and Diseases much, this will be a short section for now. DOTs will stay until your character dies or until it wears off, ouch.
Poison deals damage per tick, Diseases deal wounds per tick. Both are equally painful and equally annoying. Good that I haven't recieved this first hand in an uncontrolled enviornment :)
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PART 4: Getting Experience
A lot have changed since last version of this guide. Hospitals are now the heaven for doctors to get experience. Craft a few Cs or Ds... Those will last you pretty much forever. Yes... Go to the hospital to get experience. Damage healing on the new planets is also not to shabby, and you can also get combat experience if you so wished.
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PART 5: Crafting Related
Crafting is now much less troublesome. With the increased charges, I've not put my face into the crafting screen for more than 10 minutes in the past few days. Experimentation is still equally fun (explains why I have 20 unused medicine sitting on the floor of my clinic). To make crafting even easier, here's a few things that you can do to help it. In the [misc] menu under options, there's a check box which disables crafting confirmations, skips 2 steps, great!
Crafting tools also become buggy and unusable at times. Refer to Appendix C for details.
If you want to craft anywhere, get an R5 or R3 droid, add a medical module in it so you can heal wounds and apply enhancement anywhere as well! They're supposed to fix the crafting station bug internally, but my old droid still does not work. Will have to get a new one to see.
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PART 5A: Obtaining Resources
There are 2 main ways to acquire resources, first being the bazaar, and the second being harvesters. Since the bazaar is not always functional, and resources still being pricey, I decided to run harvesters instead. One of each type of harvester usually is enough to supply you resources for your medicine.
You do not need to be an artisan to create your own harvester, they can be purchased and placed by yourself. Placement should not matter so much as of now since resources get drained faster than you know it, so I recommend putting them in convenient places. When you first start out, it's always a good idea to select the highest resources to harvest so that you're not going to be short on resources, but after a while, where you have enough resources to last a while, try switching to some other resources and see if you can make better medicine off of them. Any 50%+ spot should do fairly well in supplying you with resources. Water is the tough one, as I have yet to see any spot higher than 41%.
The lot restriction and mission payouts makes it difficult to maintain all sorts of harvesters and power generators, and now that medics need less resources, I recommend having 1-2 harvesters and find some other medics to trade resources with.
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PART 5B: Experimentation
Many veteran medics have stated this, and I will repeat after them: experiment is your best friend. You will be able to double, triple or sometimes even quadruple the outcome of the final product. If you think that resources are hard to come by already, this is the best way for you to use them up slower. Let's take a StimC for example, it can be experimented and requires components (which can also be experimented).
Components does not necessarily need to be experimented, back when I had 6 or 7 experimentation points I found it better when I don't experiment on some of them, why you ask, I don't know. It may be a bug, but I am not sure about it, so spend some time experimenting with different combinations of experimented components (lol). Either way, for the components, the effectiveness is pretty much the only thing you need to worry about.
When you put the final product together, it is definitely more favorable to have more charges to more heal points, of course, when it takes 3 points to get 1 more charge, sometimes it might be better to devote those 3 points to the power of the medicine, it is up for you to decide.
A few points to remember when you experiment:
[list]
[*] Never experiment in more than 1 category, it will always fail.
[*] Experiement will rarely fail as you progress in the Medicine Crafting branch.
[*] But don't spend all the points at once! the % of the result seems to round UP and it gives the best results if you use only a few experimental points at a time.
[*] There's a maximum % to which you can experiment a category to, the limit is the bar underneath each category, once you reach it, it's pointless to waste more points.
[*] Heavily experimented components will allow less experimentation points needed to reach maximum% in final product.
[*] Similarly, ingredients for the final product is crucial, use the best that you got!
[*] I sometimes get an internal error from crafting, it is very hard to reproduce (not even sure if I just got lucky or what) but it reduces the category you try to experiment on to 0%, or sometimes doesn't change it. Refer to Appendix C for details.
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PART 5C: Factories and Manufacturing Schematics
When you do get rich (I don't see that happening for the current system unless you run a few missions a day), get enough resources, or get enough good friends to help you out, you might want to consider building a food/chem factory. Although it requires quite an upkeep, it is definitely worthit as most advanced medicine needs it.
You can create a manufacturing schematic next to a crafting station, of course remember to experiment on the item before you actually create the schematic. Steps creating one is pretty much intuitive but there is one thing to keep in mind; you must use the exact ingredients as your schematic when you finally feed it into the factory. Meaning if you created the schematic off resource X, a Nabooian wild rice, you cannot use resource Y even if it another type of Nabooian wild rice.
When you select number of items to produce, the slider bar maxes at 100, but if you type in the number instead, it can go up to 1000, very useful when you try to mass produce StimAs or components. The factory interface is very intuitive as well so I will not go into great details.
Using the factory to produce components perhaps is the easiest if you do not plan to carry too much medicine at once. Since there is no way to rename your crates currently, it is a good idea to drag them to one of the hot bars and remember which is which (things gets shuffled around in inventory). In that case if you ever need to craft meds in the field, you can always just pop some components out of the crate and save a lot of time and space for trying out each crate.
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PART 6: Tips, Hints, and a Summary
[list]
[*] Try to put a harvester on a good overall quality organic.
[*] Experimentation is your friend
[*] Sometimes player locations get out of sync with your client making it difficult for you to pinpoint his location to heal. Server will tell you "no valid medicine" and actually the victim is just too far away, spiral out from your current location and hit /healdamage from time to time.
[*] If you expect tips, tell your patients beforehand, this will reduce frustration afterwards
[*] Big game hunts often demand intense medic action, quite stressful sometimes, but also very rewarding in the experience department
[*] When have access to resurrection kit, remember to tell your group mates to not clone when dead or to give consent if you're not grouped
[*] Craft when you have free time; waiting for shuttle? craft a few components.
[*] Make good use of macros during combat, saves a lot of hassle
[*] Hotkey all the common commands like healdamage or firstaid
[*] Once you have resurrection kit, remember that your life is the one that matters, run away when in danger of death, other people can come back alive, you can't
[*] Anything above a C packs is usually overkill for the task... Cs seem to be the most efficient in terms of use and cost
[/list]
While Doctors don't seem much more than an enhanced medic with the necromancy abilities at the moment, buffs may play a more important role in the future. There's not a lot more to ask from a medic which can bring one back to life and do full heals. Well, maybe a mind stimpack, but that's asking for too much. It may not seem like a good time to be a doctor as wounds need to be addressed, but resurrection is definitely very worth it, and needed in many trips.
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APPENDIX A: Some Questions Answered
Q: I don't have enough money! What should I do?
A: Money is a big problem as there're many that doesn't tip and also the lack of patients. One way, of course, is to run missions till you are bored enough to give up. Another way, is to charge for your service, which leads to the next question. Or you can find an in game job... such as me being a part-times salesman to a tailor.
Q: How do I get people to tip me? What's a fair price to ask for?
A: The best way I found, is to directly ask for credits for your service. I would charge a credit per wound damage using C packs now, elaborate yourself :). This is a fair price I believe, since using C packs reduces your patients down time by many times, which they could spend running a mission. When at times you run into patients that claim to have no money, suggest to them to go do a mission and come back, or have them sit and auto heal.
Q: If the DEVs are going to implement NPC Doctor, does that mean we're screwed?
A: Not necessarily, it totally depends on how they implement NPC Doctors. If NPC Doctors heal wounds at a slower or competitive rate compared to Doctors, and charge more (which should be the case if they would like to preserve the Doctor profession), it would actaully benefit us as combat classes would get out of the habit of expecting free heals.
Q: Is resurrection kit useful? Shouldn't it belong to the Combat Medic profession?
A: Revive is extremely useful on long trips and it greatly reduces down time for your patient. As to if it belongs to the Combat Medic tree or not, I would say that it would be better leaving it in the doctor skill tree as CM has much better schematics already (area stim pack, need I say more?).
Q: How did you advance so fast? I'm still working on master medic!
A: You have a life, I don't! If you don't as well, make a bunch of stims, and join up big groups on the new planets for some mad damage healing action.
Q: If you were to do this all over again would you rather be a combat medic? Why be a doctor ? The only advantage seems to be the ability to resurrect but since you do not loose skill points with death cloning does not appear to be such a big deal.
A: If I were to pick doctoro again, then it would be because of buffs and resurrection. If those 2 becomes more needed and a steady source of income, I would most definitly pick up doctor again.
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APPENDIX B: Useful Macros and Commands
[list]
[*] /fo or /follow is very good for getting to a target, toggle off by /stopfo or /stopfollow
[*] for species that have equilibrium, I use this macro: /healdamage;/equilibrium used when mind pool is running low
[*] /peace;/healdamage: it seems to me that the peace beforehand will ignores the combat lag if you're not being targed by anyone (combat icon disappears), have not done extensive testing on this, but it doesn't hurt
[*] /peace;/healdamage self: this is very useful especailly when you are the only healer. Nothing worse than the group healer getting incapped not being able to help others
[*] /firstaid: for the occasional bleeder which almost doesn't happen at all
[*] /tip [player] [amount] bank: when other people say they don't have money and would love to tip you, teach them this command!
[*] /mourn: got to mourn for the dead :P
[/list]
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APPENDIX C: Known Bugs/Issues
[list]
[*] Stats bug. Revived players (using resurrection kits) still suffer stat lost
[*] Crafting bug. If you press enter when the crafting station says "Assembling item", you will lose your ingredients and the item will not be crafted.
[*] Crafting bug. If you are attacked you will get he message "do you want to quit crafting all materials will be lost Yes/no"... Twice. Clicking "no" on both boxes will still make you lose crafted items and materials.
[*] Factory bug, does not accept crates as ingredients. Only way around this currently is to remove all items from crate and hand load them in one by one.
[*] Faction bug. It seems that joining a faction and then resigning will let you heal everyone. However once you heal an overt, you'll get a TEF, targetable by opposing faction as well as other medics will get the "unwise to heal target" when trying to heal you. Apparently no fix to this yet, but I prefer staying bugged as I'd love to heal everyone I see that's needed and don't mind the TEF. It may also be that I have more than 200 faction points for both factions.
[*] Schematic bug. Enhance Health & Action schematics are inconsistant with others (don't know if intentional or not).
[*] Schematic bug. Deleted manufacturing schematics won't be gone until next login.
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APPENDIX D: Disease and Poison Table
These are the known cause of disease and poison other than by combat medics. I do not have the time to go to all planets to test these, so please let me know when you've found ones that I haven't listed yet.
Disease:
Diseased Vrelt, found in Corellia
Screechers, found in Endor
Poison:
Snakes, found in Lok
Crystal Snakes, found in Yavin 4
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APPENDIX D: Acknowledgement, Links, References and Thanks
Thanks to:
All that involved in developing the beta, for the effort and patience with us testers.
The Medic Forums regulars: thanks for the past support... love you all.
Jon, for all the loans and resource help, as well as allowing me to use his house and modifications of this guide. And making me my pimp clothes of course ;).
Kiranie and Zorlon for resources help when my first harvesters went poof.
Enea and the many Entertainers in Kaadara cantina during the first week after p-wipe for constant need of action pool healing.
Macross, for the many questions answered and numerous suggestions.
Traigus, for many corrections and suggestions.
Amya, for confirming one of the factory bugs.
velanya, TwilightScout for pointing creatures with poison/disease attacks.
Schwanenfeldii, for additional solutions to the factory display bug.
All the Endor monsters for beating up on my group members.
And all the others that helped out and debated with me throughout beta.
Forgive me for not listing your names.
Morven's Novice Medic Guide 2.3: A detailed guide for those new to the profession. Some information here were taken his guide.
Any corrections, constructive criticisms, questions or feedbacks are welcomed. Please post here as a reply or contact me in game, I play on Bria as Timzai. I will update the guide as more feedback is gathered.
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