Doctor Archive
Thread: How to finish Doc Medicine Crafting?
OK I've had it easy until now. I had a factory and the crates of BECs and Liquid Suspensions were levelling me nicely up the crafting line. But now they've fixed/nerfed factory XP and added a "practice"option,I haveto grind the last 22k XP so I can call myself Master Doctor.
What I'm wondering is, what's the most efficient way to do this? What's the best bang for buck item to craft for XP at this level? Should I just stick with BECs or should I be grinding out lots of Cure Poison Medpacks or something? Any recommendations?
I know that's prolly not what gives the more xp, but I crafted tons of stim Bs to fill up the last doctor crafting box. They are easy to make and I could sell them on the bazaar. That really depends, if you don't mind destroying the item or loosing the ressources in practice, then go for a subcomponent... But it might be very boring to make just one type of item over and over, if you make stims at least you get different crafting options, and if you go for stim Bs you will even be able to make some money as they sell very fast. And needless to say you will never ever want to see a stimB again ![]()
Vegaa
Action Wound B and Health Wound B packs sell like HOTCAKES on the bazaar. There's an armyof Novice Medics out there who can use them but can't make them themselves. If you hand-make the components, you get pretty good XP for each complete wound kit manufactured.
Ug I wish I only had 22k left. All of us who were behind the curve have a lot of work in front of us to get to master. Especially if we want to master doc & combat.
I think in terms of grinding, BEC's are pretty fast. It's a simple rythm to get into, use 3-4 crafting tools & practice if you don't mind killing the resources. It will take a while but I think anything else will take as long or longer.
I think I might see how stim B's go in terms of grinding and just dump them on the bazaar and a low price since I'm not going to be expirementing on them. I'll try that and see how the xp is and what kind of money comes in, otherwise it's just more grinding BEC's until my eyes bleed and my wrist falls off.
I think that's about how much I needed as well. I was content being master at everything else, and just kept making what I needed as it was needed. But one night I was maybe 1/4 of the way done with the final box and a friend pretty much locked me down in my house and I crafted a TON of stimpack Cs and ground it out. I think when it was all done I had over 100 stims on the floor of my house, but it was done. Now I don't have to many anymore for a long time and I can work on other things ![]()
Holo said back in beta that medic xp to craft Xp was 'working as intended' on a 3:1 ratio.
We had evicence, that is was not on Stim C and higher meds. I personally did several tests where it came out about 15:1 (a little over 6x more medical experience than the ratio suggested).. You are supposed to go up evenly.
If yo Buy al lyour I boxes, yuo should ahve enough craft XP to buy your I box of crafting.. same with II's.
This isn't the case at all. it is very easy to get All IV's and still need XP to get Craft III and Craft IV in doc (which is a lot of Craft XP).
Not such a big issue in medic, since Stim B's do come very close to 3:1.. But using stim C's will throw you off a lot.
Self use XP for components was just removed, makign this problem even worse. you get XP for making the components ,and for the final combines, but not using the components in final combine. Meds are not really big resource users (lots of component crafting rather than 100's of materials in final combine)... so it is very hard to grind medicine effectively (for 2x the materials in crafting XP).
Huge, huge, issue for Docs and CM's... since effective meds throw you off.
If you let a armorsmith max his skills faster then the market would be flooded with padded armor.
I understand how everyone feels about med crafting we all had to do it. But I also see where the devs are coming from with the requirements.
Also to answer the original question I remember that what some of the first doctors did to get crafting xp right after the cap was raised was to cashout faction points for med crafting xp.
not exactly true...
there is the UXP issue...
the problem with our classes is the higher we go the less people that can use our stuff. in fact the higher we go,the more likely it is the the peoplewho can use our stuff is making it themselves...
limits the UXP we can get....unless we grind lower packs for people to use which means wesacrifice the xp from higher packs
d a m ned if i do and d a m ned if u dont...
wealso have 2 types of xpunlike elite crafters...we also need to go heal and stuff which mean we can notbe crafting while stiming in the field ina fight...
crafter never have to leave their crafting stations...
the fact is the other 3 tree are outof sync with the crafting tree..this needs to be fixed. either lower the crafting xp requiredor raise the med xp needed toadvanced...or do a little of both to bring them in line...
I finished up the last 26k I needed in one day, the day when "practice" gave 25% extra instead of the intended 5% =)
Anyway, all I did was use 3 crafting tools, position windows so I only had to move the mouse once per craft, and make biological effect controllers until my eyes bled. These go faster than Stimpacks because you're just making one item over and over and over again, so you get into a nice rhythm. Also, using 3 kits, by the time you finish the 3rd, the first kit is empty and ready for crafting again. You should get your last 22k in a day if you want, tho I'd suggest doing it in two days, as the head trauma caused by that much crafting in a day is still affecting me.