Doctor Archive
Thread: Doctor CU FAQ
gamergirlx wrote:
If you need a rez, you don't have to look far these days. Your CM friend could have done that. Oh, so could your jedi friend or anyone else who has finished the quest for the new cybernetic arm that allows anyone to perform a rez.
The cybernetic arm, what a joke! Why is it that our profession has virtually been elimiated? With other professions and now eqipment being able to do what we used to do best is in effect an elimination of the profession. But I will say, that I don't think I have ever gotten as much xp in one shot has dropping a jab on one guy one time...I mean 3500xp, wow!!
In one form or another, this may have been answered. However, it would help me a great deal if I could get a full summary.
I noticed there were these typesof healing:
For CM:
Bacta Shot (received as Medic), Bacta Toss, Bacta Spray
For Doctor:
Bacta Shot (received as Medic, later Advanced), Bacta Jab, Bacta Infusion
Could someone tell me what exactly these do, and how do they compare to each other? In some of the messages, I saw that they basically did the same, except for things like Bacta Spray being an area heal, and Toss being a ranged heal. Yet I'm a bit confused on how the Doc heals play into it. Are the Shot, Jab, and Infusion strong close-range heals to balance the CM's ranged Toss and Spray heals? And what exactly is the difference between Shot, Jab, and Infusion?
Thanx,
Ahazi - Panthra Za'Teer
Currently I have found the following:
Healing Wounds takes too long - please shorten the refresh cycle
Bacta shot and bacta infusion - what is the difference?
Message Edited by zizi_mystic_healer on 05-28-2005 05:19 PM
I have been grinding out Master Doctor for the last few weeks and here are my observations:
1. The Grinding Tree. Go for 4/1/1/4 initially. That is the Heals and the Buffs trees. The two middle trees are currently useless except for making your way to Master. I havn't seen anyone on Fire or Poisoned and I have only bled once and had to use a bandage.
2. Combat Levels. Each time you gain a Skill Box your Combat level increases by 1. Currently I am 4/2/2/4 Doctor with Master Fencer and I am level 69. I would imagine making Master Doctor increases by more than 1 as I will be a Level 71 as 4/4/4/4, will be level 80 on completing Master Doctor (with Master Fencer). I will edit this as I find out.
3. Max XPs. When in combat: If you want to get FULL Medical Experience points do NOT Attack. Just HEAL members in your group. You only need to Heal a group member once to recieve full xps (once the creature is dead). Ideally, if your group attacks one creature at a time and you apply one heal to anyone in your group you will recieve max xps. If your group is spread out and attacking 2 or 3 creatures at once, you must run to within 10m or less to each person and apply heals. This way you will get 2 or 3 times the xps.
3a. NOTE: I said 1 heal will give you xps, but it will not necessarily help your teammate. You may have to keep healing him to keep him alive. Some teammates I have been with have great melee defence and hardly ever need to be healed, but 1 heal point given to them will give you max xps. So as soon as I see their health bar go down even just the tiniest bit I give them a heal and I get max xps.
3b. If you attack a creature you will only get a percentage of med xps. (I don't know how that is figured out) Sometimes you have no choice, so you must attack and heal yourself. It seems your weapon xps will be double your med xps when you attack. So if you only want to grind your Master Doc profession do not attack.
3c. Your Ranged players seem to be the ones who will need healing first and more frequent, so stay close to them. Creature Handlers never seem to get hurt. Your melee players get hurt a little but usually can handle themselves unless they are mobbed (but again 1 heal on them and you get max xps).
4. Fastest Heals. If a teammate is losing it, I find if you do a Bacta Infusion and then a Heal your buddy's health will improve much faster. A few times I have just kept hitting those 2 over and over to help out my desperate buddy. (please note I warned my group I will only be conducting heals in order to grind my MD) (I usually get the LOL and ROFL and get razzed when my mentor Master Doc's health drops more than 3/4 without me healing him).
5.High Xps. This is my observations. Only group with Level 80 players. Only take Level 79 - 82 missions. As a general rule these are approximations on my part. Level 79 = 4300 xps, Lvl 80 = 5200 xps, Lvl 82 = 5600 xps. I understand you may get a 10% increase on those xps if you have Entertainer buffs, but I haven't paid attention to closely to that. It dosn't hurt to have it.
6. Faction Healing. You need to be the same as most of the people in your group, i.e. "On Leave", "Combatant", or "Special Forces". If you or anyone in your group is different, forget about it, they are on their own. You can't heal them. You will get "Invalid Target". Even if you are grouped with them. (If you are "On Leave" and try healing someone who is "Combatant" it will not make you "Combatant" in 30 seconds (pre CU) You just will not be able to heal them at all.
7. Good Deals. As a Doc you will always be invited to a group to help hunt. You will always be asked "Can you cure my wounds?". You do not need to be in a Hospital to do that. I made over 100K just healing wounds outside of the mining outpost and in the cantina. (I didn't even ask for any credits, players just /tipped me). It really helps being able to cure oneself when soloing.
Message Edited by RofraAgra on 06-07-2005 09:35 AM
Message Edited by RofraAgra on 06-07-2005 12:20 PM
I just spent over 2 hours healing people (one with over 1000 wound points, two others with over 700 each, all from Space Combat) because they simply can't find anyone willing to do so anymore as there is no XP in it. I accept tips, but as I'm just a Novice Doc it takes forever to get that many Wound points healed. Some of these are new players who can't afford to even tip really, so I am loathe to even consider charging stupidly large amounts to end up spending all my online time healing wounds.
I dont understand most of the complaining. But wil sketch my profile and please help me out a little:
Im still respeccing so i have riflemaster and masterdoc. Why doc? Because yesterday i was at the krayt graveyard hunting krayts when i met an old friend that is a masterdoc. I was amazed as he told me he would be an even better healer then a jedi and could tank even the biggest krayts. I told him i was astonished and didnt believe it. But he then showed me. He tanked some juves without being close to getting killed, and then he tanked a big one, without gettin less then 50% health!
Am i missing something? Cause i was kinda hoping to finally choose my 2 profs: Master Doc and Master Rifler.
Any hints or suggestions!?!?
So far i havent seen this issue posted anywhere, there is a double removal of the same hindrance for battle armor in doc003 and doc0004, there is no hindrance removal for the 40 percent accuracy because of this!!
what this means is that docs cannot wear good battle armor without a hindrance, and this was clearly not intended.
To the person posting about the adrenaline buff, it maxes out combat speed on most weapons even for a lame prof like smuggler, and yes there is a max combat speed.(a regualr round is 2 secs you can often work in a special with only a 1 sec gap), like before it depends on weapon speed so a slow rifle will be harder to max out, even using a doc buff, but for normal weapons you are normally maxed with any prof with the buff(for that classes weapon at least)
the upshot is there is no need to improve it except for use time and that would be questionable to docs like me who use doc as a major part of their combat template and not to help others at least as far as buffs go, im not a $%^&% buffbot and dont wanna be.
RofraAgra wrote:
I have been grinding out Master Doctor for the last few weeks and here are my observations:
1. The Grinding Tree. Go for 4/1/1/4 initially. That is the Heals and the Buffs trees. The two middle trees are currently useless except for making your way to Master. I havn't seen anyone on Fire or Poisoned and I have only bled once and had to use a bandage.
I disagree -
With one of my toonsI am doing a lotof imperial missions from mission terminal across from the Starport in Kaadara, Naboo - I regurarly get set on fire (
)by nearby RSF Commando's who carry flame throwers. Since my Imp toon is a master doctor, I find Improved Extinghish Fire invaluable in these cases becasue it is the counter move to very annonying NPC DOTs!
As for Poison - so far post-CU I have never got poisoned, but pre-CU I did get poisened by the Sarrlac Pit on tattooine and also by some of the creature mobs on either on Dantooine or Yavin IV if I am not mistaken.