Carbineer Archive
Thread: The Carbineer Doc... a guide
Greetings all!
Nova asked me to write up a short FAQ on the Doctor/Carbineer Template, and I'm happy to do so! Here goes...
First, lets look into the doctor's bag of tricks to see what we can do...
Wound Treatment Speed
Here you get your ability to cure poison (2) and disease (4) -- very useful in PvE and PvP
Wound Treatment
Here we find HealEnhance aka Buffing (2) and Rezzing (4) -- an absolute MUST! THE reason for being a doc!!
Knowledge
Here is your Medicine Use tree... the higher the Med Use, the more powerful med you can use. +100 at Master
- rez packs can be experimented down to Nov Doc level (look for these in your early doc career until you can make your own)
- Buff D's can be experimented down to the 90 MU range (less powerful, but you don't have to be a master to use)
Doc Crafting
It's your typical crafting grind, but you can knock it out quick with a decent macro and a hoard of Lokian Wild Wheat and Tatooine Fiberplast... Adv Bio Effect Controllers are the grind of choice here
Doctor and Carbineer compliment each other in several ways, providing many interesting playstyle options.
It's been said that Carbineer is the "thinking-man's profession" As a Doc/Carbineer, this is taken to the next level, and mind-bar management becomes a whole new world... not only do you have to watch your own mind bar from spamming specials, you need to know how much mind it takes to heal/rez somebody AND how fast you regenerate! PLUS you need to watch your groupmates' HAM...
1. Group Combat Doc
With the ability to buff, rez, heal states, cure poison/disease, and drop full heals on even highly-buffed targets, you will be worth your weight in gold... and thats just on the Doctor side! Add Carbineer, and you'll be able to open the battle with states , kd's, and posture downs... then pour fire into the target (always keep an eye on your party's HAM's and have /peace hotkeyed... you'll need it) You can act as designated kd'er, or freeze targets with posture down, all the while pounding away with FAS2/Cripple/Scatter/Burstshot (pick your favorite flavor). MIND BAR MANAGEMENT!!! If you are low on mind and can only heal/rez a couple times... make the decision on who lives (the main tank for instance) and come back to heal/rez later once the crisis is past. Remember, who's gonna rez the Doc?? A well-timed heal/rez can make the difference between a successful hunt and a dead party! And above all, have fun. This is VERY rewarding when hunting with a good group.
2. Solo Combat Doc
I've said it before, and I'll say it again... self-buffing is the only way to fly!! Here's where your use of tactics as a Carbineer is magnified... once again, states, kd, and posture down are your best friends... the ability to full-heal yourself (no crappy Stim B's for you anymore) make you a force to be reckoned with, and no having to drive back to town to stand in line when your buff expires!!! Again, mind bar management plays a big role here, especially when fighting things that like to hit you in the head... a Doc + Brandy is an instant bad mo fo... no matter what the combat class. Make sure to have the right gun for the job, and only pull what you can handle... that mind bar is only so big...
Doctor Crafting
When in doubt, making your own meds is cheaper than buying from somebody... it may take a while to get the good materials... as Class 4 Liquid Petro and Dolovite Iron are quite rare, and the good avian meat always seems to be on Tatooine... (Dwarf Nuna farming, anyone??) ![]()
Miscellaneous Other Stuff
As a Doctor, you will be perpetually in need of more inventory space (and toolbar space as well)
- From Stims, Buffs, Cures, and Fire Blankets to Brandy, Guns, Armor, etc... you'll have to make some serious choices on what you carry!
As a Master Doctor/Master Carbineer you only have 18 skill points left... and a VERY narrow selection of options in which to spend them
any other questions/concerns, PM me, or I'll be around on the Carbineer/Doctor/Radiant boards... ![]()
/salute
I switch my remaining points around on atleast a daily basis if not many times a day.
It is only 1000 credits to change so I go with what is needed:
artisan 0001 when i need a resource.
scout 0010 when i am killing for avian or herb meat
scout 1000 when I need to move better (common hunting setup)
entertainer 0001 if the group needs someone along to heal minds
Master Doc/Master Carb is an incredibly flexible build!
I keep doing the same as Nova ![]()
And even though i havent made master doc yet (too lazy to grind
) i have allready noticed a nice increase in my abilities to solo (i usually solo anyway)....
I highly recomend Doc/Carb combo for solo/explorer type players ![]()
Sixdays wrote:
I keep doing the same as Nova
And even though i havent made master doc yet (too lazy to grind
) i have allready noticed a nice increase in my abilities to solo (i usually solo anyway)....
I highly recomend Doc/Carb combo for solo/explorer type players
Get a fews Droids with storage comparments. You'll want at least one with a food & chemical crafting station and another with a medical unit for buffing. I have a spare one I can take in to combat with me, that I dont have to worry if it gets destroyed, again.
My crates of spare items go in the storage droids. Freeing my inventory. I can always pull out the droid and grab what I need.
My crafting resources & tools are in a backpack in my house near my factories. (Virtually anything worth making needs factory components). I have had to make things in the field from time to time, but now find it far more covenient to seperate that from my adventuring.
As you can self buff I strongly recommend you prioritise mind stats, especially focus.
As a carbiner you can spam specials if your strenth/quickness/focus are over 1500. Buffs, Brandy + Canape let you achieve this. Keen a Muon Gold handy for mind heal emergencies.
For buffing, get yourself BE Clothing (+25 Wound Treatment) and if possible use the Bivoli food.
Bind a macro to a key so that you can "/peace; /healdamage self". Preferably using a powerful Stim-E.
In group PvP, you probably arent going to get the deathblow. You are likely to get the stun, dizzy or KD. (/wildwhot2, /fullautoarea2, /chargeshot2). When you die, it's probably a mind incap that got you, or KD+Dizzy
+25 Carbine Speed from Skill tapes really does make an amazing huge mindblowing -wow- of a difference.
thanks... I guess I kind of assumed that a Master Doc would have the BE Clothing/Droid/Bivoli route covered...
as for a storage droid, thats a great idea... I'll pick one up in game this week!! ![]()
I'll add these to my FAQ entry and re-post it next week sometime
Message Edited by atimes on 03-31-2004 03:39 PM
Hi... I'm newer to carbines but I've been a doc for quite awhile. So since someone else started this guide, I thought I'd add a few points....
(1) If you dont' have a lot of time to craft, don't bother.
- Most of the time in crafting is spent trying to find resources.....and can be quite time consuming even if you aren't picky about your ingredients.....
- if your server has good med stores thenyou mighthave more fun just doing missions for cash and buying the products or some products....
- If you can make it to 4440 doc, or 0440 doc youll have a few more points to possibly pick up more combat and you will be able to buff almost as well (25% less) than a masterand your heals will be fast and furiious... The main difference between the two is whether you want to heal poison or disease. In PVP its probably essential...and its useful in PVE too.
(2) Getas many droids as you can... you'll need the space. Here are the things I suggest you always try to have (besides your carbines of course):
- buff kits,
- stim d or e (I prefer to heal early and often, so I use D's, and often can share those with people who have Pharm IV) plus they're cheaper to make )
- dizzy cures,
- rez kits,
- droid batteries,
- advanced wound pack B' or C's for health/action. To be honnest, its kind of rare someone gets so wounded you need something bigger and the lower ones are easier to find b/c novice med can use b's.
- poison and disase cures (if you pvp then get the highest c level pack, otherwise the lower level ones usually do the trick)
The following are nice but you don't use quite so often: the other state cures (blind, stun intimidate), other secondary stat cures. bivoli.,...its expensive to get and only adds about 200 pts at most when applying buffs. I dont' PVP alot so I can't say whether the fireblanket is of any use...but no natural critters cept maybe the geo cave one have fire attacks. The reason I dont' generally cure these other states is that most people can survive being hit with them, and Im usually conserving mind (esp b/c those states get inflincted so fast esp if your enemy is a carbineer
). Dizzy with KD is death, so you kind of have to cure that immediately.
(3) Learn how to keep track of your group. Obviously, watch the bars on the screen, but finding people to heal on the field can be harder. If youhit control + the number the person is inthe group list you should be targetting them and gettheir name highlighted with a blue arrow to help you find them. If they're down, use /drag to pull them to you....often itsa melee person next to something you don't want to go near. Unfortunatley, carbine's don't give much melee defense, so if you have to heal someone next to something using melee moves, go for a quick run in and heal at the edge of your 5m range....or have people run back to you (if they're up or if you couldn't KD it first
). Now the weirdest thing with healing is that it heals your current target..whatever that is. So when you heal someone, you have to stay targetted on them til its done....then switch back and throw more specials in your cue.
Switching your remaining points is a good suggestion....in fact, If you were 0440 doc with master carbine you could probably also toggle with some combat medic (you'll need the ranged support line in addition to the master medic)....just something to think about.