Doctor Archive
Thread: Buffs on Wound Timer Useless for groups?
This has worked for me while my group and I are hunting Endor:
Rather than spending half an hour or whatever buffing up everyone in the group on every stat, I find it's far more useful to simply buff during downtime.
Roughly, it goes something like this:
Make a health/action/quickness/whatever buff pack. We all usually use /followon the leaderas we're running around, so I'm usually 0m away from *everyone* any time we pause (which, admittedly looks very goofy, but works very well for this) and with my med droid following me, I can simply buff as we run along. I can usually burn through one buff pack getting everyone's whatever up between battles. Not only that, I can usually craft a few experimentedstims in prep for the next battle since I don't really have to pay that much attention to where we're going (thanks to boththe med droid and the leader, respectively). This has the addedbenefit of keeping everyone else who wants buffs also following the Squad Leader.
With the sped up wound time, I can usually burn off at least one buffpack per downtime. Doing just this (and only using buff A/B and StimC since I don't have a factory and med crafting goes up like a snail) I have pulled off 60k + MedXP in one four hour hunting trip. I'm quite certain that there are true powergamers out there who would merely scoff at this XP pittance, but I think it was a nice cherry on the top of an evening of fun running around with friends.
Hera -- Master Medic who was just going to take a few points in Doctor until they got Combat Medic working and will now hit Master Doctor before the first CM fix.