Doctor Archive

Thread: Doctor in the CU: Comparision between the new heals, and further testings

MsNiL
Thu Apr 28, 2005 1:21 pm
#1

















Updates: 2005-05-06 [Better info regarding Revive/Resusitate, thanks to Saxmahoney for the info.] {Improved healing with Advanced Bactashot thanks to the latest publish.] [You now heal yourself if you have a non-hostile creature targeted.] [Revive extended to 30min.]
Updates: 2005-05-11 [Added combat information for doctors.]
Updates: 2005-05-16 [Addeddistance for Revive.] [Addedfood combos.] [Added macros.]

I am a Master Medic, Master Doctor, Master Riflewoman
I found the amount of healing powers confusing at first, but here are the results of my testing.
The Combat Medic values (for master combat medic) was tested on TestCenter.

* You are not healed if you try to heal a target that are not in combat with you, unless its a friendly player.
* Itested this with my +25 Injury Treatment Shirt, and itseem to give no additional effect.
* None of the skills tested seemed to use stimpacks from my inventory.
* The effects listed was my lowest and highest success after using the ability 20-30 times.
* "Ranged Healing" does not effect the range of the healing abilities, not even Bactatoss or Bactaspray.
* Bivoli was not used for theese tests.

BUG: Improved Countertoxin does not appear in Abilities & Commands and can therefore not be used.
BUG: Stabilizers give no combat spam in the Combat log.
BUG: Revive and Enhancement are limited by GCW status. This was not how it was told to work pre CU.
ISSUE: The spam for Bacta Infusion is annoying,especially on macro.Force Infusion do not have this spam.


Healing in the CU (Short Guide)
There are 3 Healing Powers in the CU for a Doctor, including 2 extra if 4440 or master medic is taken.
The Doctor heals are Bactashot, Bactajab and Bactainfusion. At x4xx Medic you also have Bactatoss and Bactaspray.
Bactajab and Bactashot have the same feature: Heal yourself or a single target. Theese replaces /healdamage from the old system. When writing this, Bactajab have no purpose however, which might be due to a bug.
Bacta Infusion is a Heal Over Time ability that will heal someone over time. Unless the condition is critical, take it when you feel you take too much damage. It will even out the damage you take (becouse you heal back a bit) and further improves other heals.
Bacta Toss is granted with x2xx Medic and are really a Combat Medic skill, but can be used with Doctor as well. It heals a small amount of damage, but works up to 35m!
Bacta Spray is granted with x4xx Medic and are really a Combat Medic skill, but can be used with Doctor as well. It heals a small amount of damage, but on ALL other players within 15m!

Doctor Heals in Detail:
Bactashot (Basic at Novice Medic, Improved at 2xxx Doctor, Advanced at Master Doctor)
Effects: 817-852
Range: 10m
Recharge: 9,5 seconds


Bactajab(Basic at Novice Doctor, Improved at 3xxx Doctor, Advanced at Master Doctor)
Effect: 266-313*
Range: 10m
Recharge: 6 seconds

Bacta Infusion (Basic at 1xxx Doctor, Improved at 4xxx Doctor)
Effect: 125-149 (after 4 seconds, then each 4th second 8 times)
Recharge: 36 seconds (9x4)


NOTE: By swapping quickly between Bactashot + Bactajab you get a really quick healing.


Combat Medic Heals in Detail: (Available with Master Medic or 4440 templates)
Bacta Toss (x2xx Medic, Advanced at 4xxx CM)
Effect: 358-400 (666-695 for Master Combat Medic)
Range: 35m
Recharge: 15 seconds

Bacta Spray (x4xx Medic, Advanced at 3xxx CM)
Effect: 203-248 (505-548 for Master Combat Medic)
Range: 15m (Area)
Recharge 15 seconds

NOTE: You canqueue both Bacta Spray and Bacta Toss, making it possible to queuing an extra heal right after your last one.


Other Doctor skills in Detail:
Disinfect
(Basic x2xx Doctor, Improved at x4xx Doctor)
Range: 10m
Effect: Cures Disease

Decontaminate (Master Doctor)
Range: 20m (Area)
Effect: Cures Disease (Area)*
* I would like to know if the effect of this one is stronger or weaker than Disinfect.


Countertoxin (Basic x1xx Doctor, Improved at x3xx Doctor*)
Range: 10m
Effect: Cures Poison
BUG: Improved Countertoxin does not appear in Abilities & Commands and cannot be used.

Countertoxin Spray (Master Doctor)
Range: 20m (Area)
Effect: Cures Poison (Area)*
* I would like to know if the effect of this one is stronger or weaker than Countertoxin.


Bandage (Basic x1xx Doctor, Improved at x3xx Doctor)
Range: 10m
Effect: Cures Bleeding

Extinguish Flames (Basic x2xx Doctor, Improved at x4xx Doctor)
Range: 10m
Effect: Removes Fire

Stabilizers (Basic 2xxx Medic, Improved at x3xx Doctor)
Range: 10m
Effect: Removes States
BUG: This one gives no combat spam in the Combat log.

Heal Wound (Basic at Novice Doctor, Improved at 3xxx Doctor)
Range: 10m
Effect: Heals Wounds

Revive (Master Doctor*) (Credits to saxmahoney for testing this one)
Range: 10m, up to 30min after death
Effect: Revive a dead player and restores 1k health, 30 seconds of grogginess.
* Master Combat Medic have /resusitate instead.
Resusitate restores 250-300 health and have 60 seconds of grogginess.
The cool-down timer on Resusitate is somewhat faster, making it faster to use when resusitating a larger amount of players at once.


Buffing in the CU (Short Guide):
New to buffs is that you can buff without buffpacks. On the other hand, buffs dont have the same effect they used to have. A +10% boost (which gives +300) compared to the old +2500 buffs makes them feel"not worth it"... But in a group with a doctor, and for yourself, they do increase your chances, even if its not enough to make a certain victory.
NOTE: "Buffpacks"; the items that are supposed to "Enhance" the above specials, have no effect. Dont buy Nutrient Injection packs thinking they will give you a better buff. They wont.
Nutrient Injection, Endorphin Injection & Serotonin Injection are your new HAM buffs. They will give you up to +10% boost in health and regeneration.
Poison and Disease Inocculation buffs your Poison/Disease defense, and also absorbs portion of the taken damage.
Adrenal Boost is supposed to give a boost to "Combat Speed". I didnt notice a difference really.

Doctor Enhancers in Detail
Adrenal Boost
(xxx2 Doctor, Improved at xxx4 Doctor)
Effect: +40 Speed for 15min*
* If this is true to combat speed, goingRifleman with Doctor might be a good combo.


Endorphin Injection (xxx1 Doctor, Improved at xxx3 Doctor)
Effect: +10% Action Regen for 40min20sec

Nutrient Injection (Basic at 4xxx Medic, Improved at xx3x Doctor, Advanced at Master Doctor)
Effect: +10% Health, +10% Health Regeneration for 40min20sec


Serotonin Injection (xxx2 Doctor, Improved at xxx4 Doctor)
Effect: +10% Mind Regen for 40min20sec

Poison Innoculation (xx1x Doctor)
Effect: +80 Poison Resistance, +25 Poison Absorbtion for 40min20sec

Disease Innoculation (xx2x Doctor)
Effect: +80 Disease Resistance, +25 Disease Absorbtion for 40min20sec


Earning Money in the CU
As for now the most effective way for a Doctor to earn money is to do the same thing as everybody else - join a group.
For each Level 80 mission a group takes on, they will earn about 8k money. In a group of 8 people, missions go down fast.

Keep people buffed, this makes them strike faster and use more specials, which speeds up the pace.

If 1-2 people takes some damage (often the tank), hit her with Bacta Infusion.
If 4-8 people takes some damage, do a Bacta Spray.
If 1-2 people takes major damage, after applying Infusion, use BactaShot and BactaJab quickly after one another. While BactaShot recharges you can do a BactaJab. Both will be free to use again after the old recharges.


Foods for Doctors
Lets look at the healing food:
Aitha, +10 Healing Efficency, 5min, 15 filling
Citros Snow Cake, +19 Healing Efficency, 2,5min, 23 filling
Thakitillo, +19 Healing Efficency, 1-2min, 40 filling

IMO, this isnt worth it. There are some foodstuff that gives bonus to heals, but what will really hold you down is your mind.

Combo 1
Light, Long Lasting Stuff: (10 Fill, 45min)
Bofa Treat: H: +170
Blob Candy: AR: +170
Spiced Tea (Drink): MR: +170
Light, Long Lasting Stuff: (16 Fill, 45min)
Caf (Drink): H: +170 MR: +100
Kanali Wafers: H: +170 HR: +100
Teltier Noodels: H: +170 AR: +100


Conclusion: Thanks to long duration/low filling, all theese are useful. You should take Combo 1 along with the Doctor buff before taking on something heavy (Corellian Corvette, DWB, Mellichae, PvP...). It also works for grinding purposes.

Combining the bonuses above gives:
+680 Health
+100 Health Regeneration
+270 Action Regeneration
+270 Mind Regeneration
For 45min, about 50 food filling and30 drink filling.


Combo 2
"Buff" (50fill, 7min)
Breath of Heaven (Drink): H: +400, HR: +200, AR: +200, MR: +50
Mandalorian Wine (Drink): H: +400, HR: +50, AR: +200, MR: +200
Vercupti (Food): H: +400, HR: +200, AR: +50, MR: +200


Conclusion: This is a heavy food. They can be combined with other foodstuff, and all 3 can be combined for a massive boost. The duration is not long though.

Combo 3
By combining Combo 2 together with thelong lasting low-filling food (not caf/tea) in Combo 1, a Neutron Pixie and a Doctors Buff, you get an extreme health. You can use that combo before extreme challenges.

Combining the bonuses above gives:
Health: 6217
Health Regen: +650x120%x110%
Action Regen: +620x80%x110%
Mind Regen: +450x120%x110%

Mindfoods...
Use Mind Regen foods, as many as you can get your hand on. As long as your mind is good you have an edge.

Accaragm (Drink, 37fill) gives a7 minutes +200 boost to Mind Regen (and pretty decent boost to action)
Ahrisa (Food, 33fill) gives a 20 minutes +200 boost to Mind Regen (and a minor healthboost)
Caf (Drink, 16fill) gives a45 minutes +100 boost to Mind Regen (and pretty decent boost to health)
Mandalorian Wine (Drink, 50fill) gives a 8 minutes +200 boost to Mind Regen (And a pretty decent boost to everything else!)
Spiced Tea (Drink, 7fill) gives a long lasting (50min!) low fill boost to Mind Regen.
Vagnarian Canape (Food, 33fill) gives a 13 minutes +200 boost to Mind Regen (and a healthboost)

With Spiced Tea in your stream you can actually have all theese stacked in your system at once, giving a +900 boost to mind on top of your Serotonin Injection. With that you can heal until kingdom comes... but you might want to be tactic about when to take them. See theese as a "refiller". Use foods when your mind is starting to run low, not before combat. If the situation doesnt get better, stack another, if it doesnt get better, stack another etc. This will save food, and stomach, until you need it. The total of theese will fill up your entire mindbar and 2/3 of your foodbar, giving some room for something else...

And in the worst case scenario:
Moun Gold (Spice) gives a +20% Mind Regen (and a boost to health and a penalty to action)

And when things really, truly stink:
Parwan Nutricake (Food, 23 filling) gives an instant and improved burstrun. This might end up to be the remaining 1/3 of your foodbar.

If you are in a good group however, maybe with another healer around... you might want to try some of the following instead:
Vegaparsine (Food, 27 filling) gives +100 Melee Defense for 16 minutes.


Weapons for Doctors
Since the CU, Doctors can have weapons. Yeah, that is... weapons that doesnt require anything to use but their Level 54.

Vibrolance: A slow but high damaging melee weapon to be used on short range. If you dare.
Featherweight FWG5: A ranged, 35m weapon, that do high-speed kinetic damage with a +5 accuracy bonus.
Laser Rifle: A long range (65m) slow weapon that do high energy damage.

If you intend to assist in combat like this, and want an additional (but not required) boost, help yourself to a crate of:
Crispic (Food, 16 filling), gives a +70 Melee Accuracy/+40 Ranged Accuracy for 16 minutes.



Macros

Just some simple macros.

Bacta Infusion Self "BIM"
/bactainfusion self;
/pause 38;
/macro BIM


General buff: "Buff"
/nutrientInjection;
/pause 8;
/serotoninInjection;
/pause 8;
/endorphineInjection;
/pause 8;
/adrenalBoost;

General buff: "BuffMe"
/nutrientInjection Self;
/pause 8;
/serotoninInjection Self;
/pause 8;
/endorphineInjection Self;
/pause 8;
/adrenalBoost Self;

Jedi/PvP/Endor buff: "Buff2"
/nutrientInjection;
/pause 8;
/serotoninInjection;
/pause 8;
/endorphineInjection;
/pause 8;
/poisonInnoculation;
/pause 8;
/diseaseInnoculation;
/pause 8;
/adrenalBoost;

Jedi/PvP/Endor buff: "BuffMe2"
/nutrientInjection Self;
/pause 8;
/serotoninInjection Self;
/pause 8;
/endorphineInjection Self;
/pause 8;
/poisonInnoculation Self;
/pause 8;
/diseaseInnoculation Self;
/pause 8;
/adrenalBoost Self;

Message Edited by MsNiL on 05-16-2005 02:55 PM



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
TheJediDoc
Thu Apr 28, 2005 1:45 pm
#2

How does this compare with Combat Medic healing? Because I heard that they also have very good healing powers making Master Doctor almost usless (I'm still debating whether to keep MD/MCM or swich to Carbineer/MCM).






Teldenon Tenton
Co-Leader of the Hyperspace Outlaws
Master Doc/Master Combat Medic
MsNiL
Thu Apr 28, 2005 2:51 pm
#3

Doctor are very far from useless.


Doctors are the only profession in the game except jedi who can heal wounds.
Doctors are the only profession in the game except jedi who can can cure poisons and diseases and remove fire and bleeds.
Doctors are the best medic profession in the game except jedi for removal of states.
Doctors can groupcure poisons and diseases.
Regular stimpacks dont get near the doctors healing, they are simply to o slow.


I assume most Doctors will take up Master Medic for their profession. This give them access to Bactaspray and Bactatoss that can be boosted by Bactaspray Enhancers and Bactatoss Enhancers. While their total healingpower cant be compared to Master Combat Medic, I doubt they will be far from it.
Doctors are given +85 Healing Efficency at master, Combat Medics get +75.


Also, doctors have exclusive access to Enhancers.
Default Enhancers without using packs or bivoli:
Adrenal Boost +40 Speed for 15min
Nutrient Injection +10% Health, +10% Health Regeneration for 40min20sec
Serotonin Injection +10% for 40min20sec
Poison Innoculation +80 Poison Resistance, +25 Poison Absorbtion for 40min20sec
Disease Innoculation +80 Disease Resistance, +25 Disease Absorbtion for 40min20sec



Speedbuff + Rifleman is a nifty combo that currently sounds overpowered.


In short, Doctors have an unique role in Starwars Galaxies, that are not to be compared with Combat Medics. Combat Medics are about chemical warfare, dotting, and have 2 "different" healingpowers to go with them, of which Doctors receive a weaker version.


What you want to know is if Advanced Bacta Spray or Advanced Bacta Toss are compared to Improved Bactashot. Have someone trying it out for you and post the results.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
MagenShae
Thu Apr 28, 2005 2:53 pm
#4


actually...they have food now that cures disease and poison..


im still waiting on the gajillion hour download (12 hours yesterday, 3 today?!?! ) so I havent been able to play the new system at all


Im a Master Doc/Master CM.. which means.. nothing, from what I've read...we'll see when I play though







~The good you do is never remembered... The bad you do, is never forgotten~
TheJediDoc
Thu Apr 28, 2005 4:39 pm
#5

Thank you for the replies. I will be able to try it out tomorrow afternoon. I realize that docs won't be "usless" but the main reason I want to keep doc is for their healing power so I can heal myself in battle. My question is does CM have the same healing power docs have. If they do, I have no real reason to keep doc. Unless buffs will still alow me to make some sort of profit.






Teldenon Tenton
Co-Leader of the Hyperspace Outlaws
Master Doc/Master Combat Medic
MsNiL
Thu Apr 28, 2005 10:00 pm
#6


Combat Medics have:

Bactaspray (Seem to work on 15m distance)
Heals: 505-548


Duration between heals: 15sec

Bactatoss (Works on 35m distance):

Heals: 666-695

Duration between heals: 15sec


I found no Countertoxin/Disinfection annoying

Message Edited by MsNiL on 04-29-2005 07:04 AM



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Zaax
Thu Apr 28, 2005 10:49 pm
#7

as sorta osted inthe other post, i tested both last night.


unless they increase doc's heal powers, we are useless.


Ill admit i was not stacking jab and shot. i was stacking spray (medic 0040?) and jab using enhances. maybe it would have imporved my mood.


WE NEED /COMMANDS for all theses....



p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
MsNiL
Fri Apr 29, 2005 3:57 am
#8




Drevar wrote:

I noticed the lack of a couple of Improved version icons. The patch going in this morning is supposed to make them available, though.


Did they ever fix the issue of the lvl 60 D stims being able to heal better than a Master Doc?



As far as I know, they heal great, but have like 60 seconds downtime afterwards...

Use Bacta Infusion, BactaJab and Bactashot on top of eachother and you heal anything in notime.



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
VemaGara
Fri Apr 29, 2005 5:13 am
#9

From my experience on TC, my pistoleer got owned. My swordsman/novice doctor would have gotten owned, but kept surviving due to her self-healing ability.

Do not underestimate doc. Healing is still healing.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
Chek
Fri Apr 29, 2005 5:56 am
#10

Doc heals are way too underpowered to be effective in combat (PvE or PvP). No one wants the object of the combat to be "keep the doc alive" when a doc can only heal a measley 675 points damage per heal. And the mobs/NPC's don't stop hitting the doc (used to be able to /peace and the mob would aggro elsewhere) so a doc in combat spends way too much time healing themselves.


All heals/buffs drain way too much mind.


I agree the default for heals should be 'self' when no valid PvE/PvP target is selected.


Players do not like the improved bacta infusion, they want to see instant results. The improved healwound takes numerous applications to heal all but the most minor wounds.


There is no such mod as injury/wound treatment in the CU and our clothes should have been updated to the new mod (but weren't).


Foods provide heals for poison, disease, and bleeding, making a doc unnecessary.


All in all, unless heals are made more effective and faster, doc is a pretty useless profession now. With the exception of being able to revive player, it may be a more effective use of skill pointsto be a CM.






Myralana
Master Spy
Outer Limits Emporium
Theed, Naboo (-4987 5323)
MsNiL
Fri Apr 29, 2005 6:21 am
#11


Well, the 'Free' heals heal for 700 damage.

Now I wonder what a +800 Bactajab Enhancer do once they are 'enabled'.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
DrNeek
Fri Apr 29, 2005 11:28 am
#12

I do agree that Doc is usefull on the field, but they completely destroyed the crafting Doc.


Pre-CU, I was MasterDoc and MasterSwords and I had a great time. I could log and if I felt like crafting, I would craft. If I felt like fighting, I could buff myself, go out alone or with a group and play a support role.


Now, if you want the support and the crafting, you can't master a combat profession because BE 0004 costs you 29 points.


So, the devs gave me a choice. Either continue crafting and abandon combat (or take novice TK for example), or abandon crafting and make me sell all my ressources and my 12 point suit. I really didn't appreciate that. If I still want to fight and continue using all those ressources I paid so much money for, I need another toon and this is a very cheap way of asking for more money.


My account is paid untill June 4th, i'll give master doc/medic/swords a shot but I really doubt i'll renew after that



____________________________________________
Cancelometer:-
Satisfied Customer ----------------------------------------------|Cancelling Accounts
Accounts cancelled, Nov 17th 2005, after more than a year.
World of Warcraft
Drevar
Fri Apr 29, 2005 12:34 pm
#13

I noticed the lack of a couple of Improved version icons. The patch going in this morning is supposed to make them available, though.


Did they ever fix the issue of the lvl 60 D stims being able to heal better than a Master Doc?


Drev
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