Timzai's Guide to the Doctor Profession

 

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Timzai's guide to the Doctor profession v1.0
By: Timzai




INTRO
This guide is intended to 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 part 5 if you wish to skip some details (which are important).

This version will not cover poison and disease.

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PART 1: General Profession Overview
If Medics are the damage specialists, then Doctors would clearly be wound specialists. Although the Doctor tree is filled with wound related boosts, there're a few extra perks than simply wound treatment. They 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.

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PART 1A: Tree/Skills
Here's a rundown on the doctor skill tree:
Wound Treatment Speed: Grants faster healing wound speed, however, currently bugged. Refer to Appendix C for details. Cure Poison and Cure Disease is also avaliable at advanced and master.
Wound Treatment: Increases your wound healing power. Buffs and Revival are avaliable at advanced and master.
Doctor's Medicine Knowledge: Allows you to use more complexed medicine.
Doctor's Medicine Crafting: Gives new schematics as well as experimentation points. This branch uses Medical Crafting xp.

As healing speed is not yet fixed, the only reason to advance in Wound Treatment Speed is because of the 2 skills. However, the only way to be affected by poison and disease right now is PvPing with a Combat Medic. There is not many high level combat medics yet and I have yet to use these 2 skills other than for testing purpose. This branch is the least useful of them all.

Wound Treatment branch is also not quite useful as wounds are still quite hard to come by. But it's very impressive when you heal people for 270+ wounds when a novice medic can't even heal 270 damage with a stim =). This branch also affects the heal enhancement buffs.

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 better medicine (overkill for most situations), 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.

I would recommend advancing in Wound Treatment and Doctor's Medicine Crafting first, then work on others if you intend to be a Master Doctor... Speaking of which, Master Doctors aren't much different that just those 2 trees as there're still issues and bugs with the current patch.

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.

I've given up on this section because resources will be wiped, will take a while before I can start experimenting with stuff again. Next version will cover more on these. Listed are some of the results I had so far.

StimE: ?
After experimentation I got 12 charges and 700 some base heal, with ingredients that were good at most. The heal damage is definitly overkill especially since Master Medic have the potential to increase heals up to the 2000 levels. Would find ingredients that help increase charges if you even bother with this as opposed to StimC.

Health or Action Wound C:
18 seeds, 18 inorg, 1 bio, 1 chem, 1 solid
Reached 7 charges, and 105 base wound heal with this. Very solid and IMO the best wound packs excluding the As.

Health or Action Wound D:
20 seeds, 20 chemicals, 2 bio, 2 chem, 1 solid

Enhance Health or Action A:
Was unable to increase charge (2) due to poor ingredients, but base was around 50.

Enhance Health or Action B: schematics missing

Enhance Health or Action D:
28 avian meat, 28 reactive gas, 3 bio, 2 chem, 1 solid.
Reached 400 some base (up to 1k at least if used, wound healing boost) and lasts almost one and a half hour!!!!

Resurrection Kit:
Was able to reach 6 charges, and sets player HAM bar to 100-200ish.

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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 should avoid getting hit in combat as much as possible, they also reduce stats and may be more of a hassle than benefit. Like other characters, bags and travel packs are priceless. Medicine takes up a lot of space and you could only fit 10 in a travel pack, 4 in a looted bag.

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: Most doctors will probably want to remain as a neutral unless they belong to certain faction aligned PA, or frequently grouped with aligned players. However you will not be able to heal an overt at all, unless you are struck by a faction bug like me. Refer to Appendix C for details.

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PART 3: Getting Experience
As of the game system now, relying on wounds will get you nowhere. If you stay in a hospital, you'll maybe see a patient or two ever 15 minutes or so, and most of them will not have enough wounds to make use of your complex wound packs. I suggest (for now at least) grouping in the newer planets where high level medics are generally much appreciated as well as needed to get your experience. Stack up a bunch of well experimented stims, enough to last a few hours (60 StimCs lasted me 6 hours resulting almost 100k medical experience) and watch your experience go ten-fold than what you get in a hospital.

In general, damage healing is much more effective that wound healing for many reasons:
* Huge damage is generatable, as well as very common.
* Wounds are very rare now, and very dependent on combat classes (any dealings with combat classes during their down time generally results in frustration and anger).
* With a decent willpower and mind pool, one can heal damage nonstop for quite a while before stopping for a short break.

Now, it's just like stimming an entertainer for experience when you were back at organic 1 (no better way really), except now you use bigger stims and you actually save some lives!

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PART 4: Crafting Related
Crafting can be dreaded and loved. I hate it for it's redundancy, yet I love it simply because it allows much customization over items crafted. I like to look for the best possible combination to create better and better medicine to use. Those that find crafting annoying 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! Now there's also this little trick that works for me: the enter key. Enter key brings you to the next step of the crafting procedure and reduces a lot of mouse moving and clicking. Here're the steps on how I craft:

* Boot up device
* Click desired crafting thing
* Enter to proceed
* Double click all ingredients
* Enter to proceed
* Enter to proceed (don't do this too fast, if you press enter during "assembling item" you'll lose the resource and no item outcome!) Refer to
Appendix C for details.
* Enter to finish

Crafting tools also become buggy and unusable at times. Refer to Appendix C for details.

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PART 4A: 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. Maintenance is not yet too expensive; a few missions a day should be sufficient to maintain them if
you have no other need for credits.

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%.

For reference, I have access to 2 floral farms, a chemical one, 2 water and a mineral harvester. They get me enough resources to sometimes sell or donate extras to other medics.

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PART 4B: 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:
* Never experiment in more than 1 category, it will always fail.
* For some reason, experimentation never fails, so don't worry about spending a lot of points in them.
* 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 one experimental point 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.
* I have also noticed that ingredients for components almost don't play a role in the final product, weird.
* 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 4C: Manufacturing Schematics and Factories
When you do get rich (I don't see that happening for the current system unless you run 1 million 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 worth the time saved in the end as it pops things up really fast.

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 is a 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 rename some bags and dump the crate inside. 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.

Sometimes you will not be able to see all the contents inside your ingredient hopper and output hopper, in that case, putting something in the ingredient hopper, or taking something out usually will fix it. Starting a manufacture process also seems to help if you keep those windows opened. Refer to Appendix C for details.
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PART 5: Tips, Hints, and a Summary
* Bags, lots and lots of bags, and name them too
* Try to own at least one of each harvesters except gas
* Damage xp is almost always greater than wound xp
* 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

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.