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Stats:
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  • Doctor - Timzai's guide to the Doctor profession v1.0
    By: Timzai, Posted at: Wed, Jun 4th 8:17 PM 2003, Last Edited: Sun, Apr 4th 9:45 AM 2004
    Rated 4.50 by 8 people

    Timzai's guide to the Doctor profession
    Version 1.0
    Posting date: 6/1/03
    Patch Version: Beta 45577.15
    In game contact: Timzai, Bria. Usually at Kaadara, Naboo, Rori or Endor.

    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.

    ------------------------------------------------------------------------------
    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.

    ------------------------------------------------------------------------------
    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.

    ------------------------------------------------------------------------------
    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.

    ------------------------------------------------------------------------------
    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.

    ------------------------------------------------------------------------------
    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!

    ------------------------------------------------------------------------------
    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.

    ------------------------------------------------------------------------------
    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.

    ------------------------------------------------------------------------------
    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.

    ------------------------------------------------------------------------------
    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.
    ------------------------------------------------------------------------------
    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.

    ------------------------------------------------------------------------------
    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. Using C packs, I charge 5 credits per every wound damage. 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.


    ------------------------------------------------------------------------------
    APPENDIX B: Useful Macros and Commands
    * /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
    * /mourn: got to mourn for the dead :P

    ------------------------------------------------------------------------------
    APPENDIX C: Known Bugs/Issues
    * Skill bug. Wound healing speed as well as damage healing speed does not work yet; the timers count down correctly but tell you to wait anyways.
    * Skill bug. Resurrection kit currently uses combat medic medicine use, and not regular medicine use which is granted in the doctor tree.
    * Skill bug. When using an enhance medicine, the base value of the medicine is always stated instead of the actual value.
    * Stats bug. Revived players (using resurrection kits) still suffer stat lost
    * Crafting bug. Craft station sometimes gets screwy and gives you error messages, check the output hopper if it says it needs to be empty, or dump it in a bag and pull it back out otherwise.
    * 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.
    * Factory bug. where sometimes items inside hoppers will appear invisible. This problem could be fixed by moving items in and out of the hoppers or starting the factory.
    * 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. Action Wound Pack E is currently named as Action Wound Pack A, and there's no way of creating it.
    * Schematic bug. Enhance Quickness and Constitution B are listed twice in Advanced and Expert Doctor's Medicine Crafting.
    * Schematic bug. Enhance Health and Action B's schematics are missing.


    ------------------------------------------------------------------------------
    APPENDIX D: Acknowledgement, Links, References and Thanks
    Thanks to:
    All that involved in developing the beta, for the effort and patience with us testers.
    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.
    Amya, for confirming one of the factory bugs.
    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 1.2: 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.

    SWG: Profession: Doctor - Timzai's guide to the Doctor profession v1.0, by Timzai
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    18 threads, 1 page(s) long 
       Bivoli and such Reply...
      Posted @ Wed, Dec 15th 6:09 PM 2004
      By: doccobalt
      1 posts
      Score: Decent [3.00]

      Long time lurker; first time poster...

      Anyhow, I snack on bivoli when buffing, but I noticed a master doc buffing extremely quickly.  Is there another foodstuff you can eat/drink to decrease the wait between enhancements or wound treatments?

      Thanks for any help.                         

       
      0 Replies
       Buff Bots Reply...
      Posted @ Wed, Aug 11th 10:18 AM 2004
      By: whitestarr
      3 posts
      Score: Decent [3.00]

      What are Buff Bots and what do they dispense?                                                                             

       
      0 Replies
       Doctor Tips Reply...
      Posted @ Tue, Mar 2nd 12:45 PM 2004
      By: EnderWiggins
      1 posts
      Score: Decent [3.00]

      There have been varried opinions on this but I'll throw this up. Two of the best ways to get XP fast in healing is:

      1. Find a buddy with Ranged Support 2 and have them tumble to stand for a while.

      2. Find a buddy with Novice Brawler and have them Warcry a lair over and over.

      Some people see this as cheating the system but personally I dont. I got Master Doc in just under 4 days and it was because I had help from guild mates that were willing to do these things for me. And because of this, I got to Master and I am now able to help my guild back by healing them and providing buffs for them. Doctors are very important to a good group out in the field. TKMs cant medictate to heal or power boost without us to remove state effects. And because of the fact that people almost always max out their mind stats Doctors are needed to buff all the other stats.

      If you ever need advice send me a G-Mail in game and I can help you out as best I can.

      Ganer Starsider Tempest

       
      1 Reply
         RE: Doctor Tips Reply...
        Posted @ Mon, Apr 19th 11:44 AM 2004
        By: usrname
        1 posts
        Score: Decent [3.00]

        Quickest way to get master medic and doctor is to make alot of stim packs, have your buddy make a macro to tumble, then you make a macro to heal. It took me only a couple hours to get master medic and I started last night on doctor and am already 3/4 of the way done.

        Heal macro=

        /healDamage
        /pause 17
        /macro heal

        the amount of pause time depends on how strong your stim packs are. mine are 620/620 so thats why i have to wate so long.

         
        0 Replies
       quick medic xp Reply...
      Posted @ Tue, Jan 20th 2:41 PM 2004
      By: agile
      5 posts
      Score: Decent [3.00]

      it you want to get quick medic exp i recommend you make about 20 stims and goto fort tusken on tatooine... i got about 50k exp in a day                                                   

       
      ----------------------------
      Athmour <SAS> Master Swordman and Jedi Padawan
      Ataep <CRUE> TKM
      0 Replies
       Doctor Question Reply...
      Posted @ Thu, Oct 23rd 4:34 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Does anyone know how long you have until u have " been dead too long" if u wnna be revived? PLZ! I really wnna know :)                                                   

       
      0 Replies
       ummmm Reply...
      Posted @ Sun, Oct 12th 2:34 PM 2003
      By: waheeb
      1 posts
      Score: Decent [3.00]

      When it comes to your problem kenzo, you need Pharmacology. When you make stims notice it says like Medicine Knowledge ## or something. You have to get that ammount of knowledge through Pharmocolgy (Medic) Support (CM) and Knowledge (Doctor). Greyhare, If you just want rez and buffs then you have to get Master Wound Treatment, and the medicine use for any decent rez pack requires knowledge 1. My suggestion for getting Medic exp is the cantina (for doctors, CM should never) and most of the time you can go in and tell the dancers they can burn all their action and youll heal. If its a popular day youll get beautiful ammounts of exp

       
      ----------------------------
      WaHeEb :)
      0 Replies
       Minimum Skill points to use Stim-B Reply...
      Posted @ Tue, Oct 7th 8:04 PM 2003
      By: KenzoDarkron
      1 posts
      Score: Decent [3.00]

      My question is when is it possible for an aspiring doctor to use B & C stims?  I have each of the first level medic boxes but I get a message saying I need more training when I try to use C stims on myself. Basically I would like to use the minimum amount skill points to heal others and myself with Stim-Bs. Right now my medic tree is 2,1,1,1            

       
      0 Replies
       crafting failures Reply...
      Posted @ Mon, Sep 29th 9:45 AM 2003
      By: zerrion
      5 posts
      Score: Decent [3.00]

      hi im ron wolverine on the sunrunner server and i would like some advice plz .i dont understand why i get so many crit failures while crafting ( and i do get alot ) i have a very good food and chemical crafting station in my house also (29 is the rating on it ) also have a crafting tool (rating on it is 12.48)and i cant believe at the lvl of crafting that i am at i have all these crits (very close to master doc ) i use very high quality stuff and i just dont know what is wrong bad rolls a bug . i was told to move my crafting station to another part of my house that didnt work ,i even moved the house and that didnt work either .i  only craft 1 at a time so any help in this frustarting matter would be helpffull thx so much ron wolverine

       
      0 Replies
       Buffs? Reply...
      Posted @ Sun, Sep 7th 12:12 AM 2003
      By: Greyhare
      8 posts
      Score: Decent [3.00]

      If I am primarily interested in buffs can I take the Wound Treatment line first so that I get the buffs and rez fastest or do I need to mix it with the Medicine Knowledge line to be effective.  I have someone willing to craft the packs so that isnt currently the issue, I would just like to run the buffs up for now.                         

       
      0 Replies
       Component Quality Reply...
      Posted @ Tue, Aug 26th 3:21 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Something that has not been mentioned that is rather important:

      The quality of your materials directly relates to the maximum possible experimentation levels.

      I.E. Use avg materials, and you may only get an Experimentational Effectiveness max of 20%. Use mxceptional materials, and it can go up to 75%.

      So *if* you are going to experiment, then using better materials is important.

      -Jett Artemis, Tempest

       
      0 Replies
       Stims Reply...
      Posted @ Mon, Aug 25th 4:07 PM 2003
      By: Anonymous
      Score: Default [2.00]

      would just like to say that the mentioning of stim D' only giving 12 charges is bad components. i create stim D's constantly with 700 base heal and 32 charges                                                   

       
      0 Replies
       Resources Reply...
      Posted @ Mon, Aug 18th 5:57 AM 2003
      By: Nym
      3 posts
      Score: Decent [3.00]

      I'm just curious to what some others opinions are to as the best resources to use for crafting meds. I find that solid petrochem works well for inorganic but I'm not sure about organic.                                                   

       
      1 Reply
         RE: Resources Reply...
        Posted @ Wed, Aug 27th 2:41 PM 2003
        By: Anonymous
        Score: Default [2.00]

        Fruits, fungus, and berries.                                                                             

         
        0 Replies
       Good XP Reply...
      Posted @ Mon, Aug 18th 5:55 AM 2003
      By: Nym
      3 posts
      Score: Decent [3.00]

      Regarding medical xp, I find that you get it a lot quicker healing wounds in the med centers. It's just a question of where you are at. I've recieved almost 20k xp in just a matter of 10 min before. The best places to be are where your faction comes back to after attemping to raid a city. This is a jackpot for wounded players.                         

       
      0 Replies
       Usefull guide Reply...
      Posted @ Sat, Aug 2nd 9:58 PM 2003
      By: Slvrwolf
      1 posts
      Score: Decent [3.00]

      That's a very useful guide, since I'm going to be a Doctor. Very good work!                                                                

       
      0 Replies
       Correction Reply...
      Posted @ Tue, Jul 22nd 11:58 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Combat medics in PVP are not the only ones that poison or disease. You can get poisoned on yavin and darthmir. You can get diseased on Endor. You must have a doc with you on these plants to survive these ailments.                                      

       
      0 Replies
       A few additions... Reply...
      Posted @ Sat, Jul 19th 10:04 AM 2003
      By: Anonymous
      Score: Default [2.00]

      I just recently Mastered the Doctor tree on the Scylla Server (look me up if you ever need training) and would like to comment/add a few things if I may.  

      First, crafting the higher level medicines requires different tools. The run down has been listed elsewhere (although I can't seem to find it now) but it goes something like 1-10 difficulty: basic crafting tool, 10-15: food/chem crafting tool, 15-20: food/chem crafting tool and a public station....well, you get the idea. Eventually you will need your own private crafting station (a good place to put it is inside your home) for any of the better medicines.

      Second, if you're really loaded up with cash you can do what I did and get yourself an advanced probot equiped with a med chip (which allows for experimentation and crafting anywhere), this bot can take on a dewback alone and come out on top. And any droid is capable of allowing you to heal/enhance anywhere when equiped with a med chip (a 300 credit mouse droid should be one of the first things any medic/doctor buys).

      Third (and last), enhance packs are amazing! With enhance D's (and heavy experimentation), I have gotten 1300-1400+ bonus health, action, str, stam, quick, and constitution, this equats to almost over 2k on all 6 body attributes for the average fighter. The only difficulty with these lies in the very extreme difficulty in obtaining sufficient quantities of resources (avian meat, specifically) and the VERY high rate of critical failures on both combines and experimentations. In the case of both you either lose all your resources or bomb a certain attribute of the medicine making it not even worth using. But, trust me, tanking a rogue faamba yourself and living through it is a very worthwhile cause for sticking with these packs.

       
      2 Replies
         RE: A few additions... Reply...
        Posted @ Wed, Aug 27th 2:47 PM 2003
        By: Anonymous
        Score: Default [2.00]

        Go to Dathmor(sp) the outpost to the South.  There are some large dragon looking guys that drop 40+ a harvest depending on your scouting skills.                                                    

         
        0 Replies
         RE: A few additions... Reply...
        Posted @ Mon, Aug 18th 6:05 AM 2003
        By: Nym
        3 posts
        Score: Decent [3.00]

        If you are having trouble getting avian meat, visit Rori. Vur Vir's give 20+ each and easy to kill because they are so slow you can run circles around them. I've gotten 500 units in a 20 min period if even that. I believe Squalls give the same type of meat which are as equally easy to kill.                         

         
        0 Replies
       On updates and future versions Reply...
      Posted @ Wed, Jun 25th 8:32 PM 2003
      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.

      ------------------------------------------------------------------------------
      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.

      ------------------------------------------------------------------------------
      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.

      ------------------------------------------------------------------------------
      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


      ------------------------------------------------------------------------------
      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.

      ------------------------------------------------------------------------------
      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 :)

      ------------------------------------------------------------------------------
      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.

      ------------------------------------------------------------------------------
      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.

      ------------------------------------------------------------------------------
      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.

      ------------------------------------------------------------------------------
      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.
      [/list]

      ------------------------------------------------------------------------------
      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.

      ------------------------------------------------------------------------------
      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.

      ------------------------------------------------------------------------------
      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.

      ------------------------------------------------------------------------------
      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]

      ------------------------------------------------------------------------------
      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.
      [/list]
      ------------------------------------------------------------------------------
      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


      ------------------------------------------------------------------------------
      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.

       
      0 Replies
       Out of Date Reply...
      Posted @ Thu, Jun 19th 7:53 PM 2003
      By: The One and Only Bogak
      18 posts
      Score: Decent [3.00]

      This is a Pre Launch Beta Guide. There has been some changes, since this is written and most of the bugs have been fixed and there is plenty of wounds to heal. Plus Charges on Packs have been inscreased as well. So a Doc is a very needed and appricaited profession.  I am sure we will get a more up todate Guide once the game launches...            

       
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      Heluvah, Ahazi SWG
      Fezz Dissonance EQ2
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