Doctor Archive
Thread: How can I be the best Doctor?
I orginally started out becoming a doctor during a hologrind. I have found that I prefer it along with TKM and plan on keeping it for quite some time, if not forever. I however am looking for a bit of advice. I have scanned the forums and all the information I am looking for seems hidden. I am looking for a few things to help me become the best doctor I can.
1. Best recources for buff creation/poisin/disease healing. I want to find the best resources so I can make the best buffs possible. I was given premade buffs by a guildmate who suggested I just buff the guild while leveling up in TKM. The thing is, I don't want to just borrow, I want to create! I want to take the time. I read something about Janta blood but Im lost as to the best things to have to craft with.
2. What does a good doctor carry around with them? I saw a previous post that listed quite a bit. I have a 110 Medicine bot that allows storage (a gift from a guildmate). I am looking for a good list of things to carry around so I can still just level up in TKM but be able to heal and buff others (especially when fighting voritors [nasty things lol]).
I have been blessed to have guildmates give me +25 wound/injury healing, and a bot (as mentioned above).
I am a newb to SWG, only my 3rd week. Any help would be appreciated.
I am asking here because my guildmates have done soo much for me, I am trying to do some research on my own so as not to make them sit and explain it all to me lol
If I find, through more of my searches, a good solid list of everything here, I will post it on the board for others who are looking for this information.
Kush'iel
Master Doctor/Leveling TKA
------- Intrepid --------
Guild: SF
First go to http://www.swgmedic.com - read all they suggest about crafting, look at the resource charts and get to know what you need. Then keep an eye on the resource filter and get these resources when they spawn at high OQ / PE. Make friends with a ranger for hunting avian meat and herbivore meat. Get some survey skills so that you can find your own resources. Even Novice Artisan will do, although the higher on the survey tree you are the better in terms of range.
What does a doc carry ? I always have 2 Stim D packs on my toolbar, charged at 40+ uses. This is for those n00b encounters where he has decided to take on a Sharnaff cos it looked fun. 1 heal and you restore his HAM (less the M of course).
1. 2 Stim D's with a crate of them in my backpack
2. Full set of buff packs, best I have, with crates of them as back up.
3. Cure Poison A , Cure Disease A , Cure Dizzy A. These are the 3 I find most useful. I have never not cured any of these states with an A pack, so I see no need to waste advanced resources on them. If I was going as a support doc for a hunt, then I may make the higher ones, simply because you get more uses from them.
4. +25/+25 Dress / shirt / pants etc. (Only 1 of them is needed as long as it's 25/25)
5. My trusty Droid. (110 med ) , Droid repair pack (Just in case) and a crate of batteries.
Other docs may carry other things, they can post here as well. In fact there is probably a thread already somewhere that deals with this, but seeing as you asked I felt compelled to answer.
It's actually pretty straightforward. Here's a copy and paste of an earlier post I made which should cover most of what you were asking about.
AgentDib's ShortGuide to playing a Master Doctor
I.Setup
First,you need to do is find a place to craft at. Specifically, you want a crafting station (preferrably 42.00+ effectiveness). These can be dropped inside any player structure, so you don't need your own house if you have a guildmate that will give you access to his, or you are part of a PA with community crafting stations in the PA hall for example.
Second, you need food and chemical crafting tools. You will want 2-3 with 14.00+ effectiveness and you can get these from just about any master artisan using good materials.
Third, you need factories to store resources, adv components, and to run factory batches of meds. You need a LOT of these, I personally use 10 (always full) but you may be able to get by with as few as three if you are just starting your business.
Finally, you need a place to sell your goods. While you are starting out, you will want to find a mall (a collection of vendors) who have excellent weapons and armor but are lacking a vendor to sell meds. PA malls are great if your guildmates are good crafters.
II. Gathering Resources
Unless you are very rich, you will want to have at least a few BER13 harvs of each type (mineral, chem, water, flora, gas). Use one of your crafting tools while in range of a crafting station and look at the resource requirements for what you want to craft. Once you know what resources are needed, use www.swgcraft.comto check for them on your server (or www.iootnega.com if you care only about doc resources). As a usual rule of thumb you will care mostly about OQ and PE, with the exception of DR for avian meat and reactive gas (very important for buff packs). The two resources you cannot gather via harvester are Avian Meat (required for enhance D's), and Herbivore Meat (required for ACRDM's). The best way of gathering these are by doing missions for the specific creatures you are looking for and getting your guildmates to help out. You'll need about 16k herbivore meat per factory runof 1000 ACRDM's.
III. Crafting (what to craft)
For personal use you will want to make Woundpack C's to heal wounds (D's and E's use adv comps and you never need to heal that many wounds), Enhance D's for your buffs, Dizzy State packs if you PvP, Stim E's for healing guildies, and Rez kits for helping your guildmates cheat death. If you want to make money selling meds,you'll want to specialize in90 med use Enhance D's (for 0440 docs), Stim B's and Wound B's. The most difficult thing to make by far are buff packs and it will take several months before enough good resources rotate around on your server to enable you to make premium buffs. You can speed things up by purchasing premium components from other doctors, but expect this to be very expensive.
When crafting using subcomponents, you have the choice of using either normal or 'advanced' components. In most cases you will always want to use ABEC's experimented towards charges, regardless of what it is going in. Good ABEC's are around 20+ charge/14+ power. The other three brands of components only need to be the advancedversion if you are making buffs or stimpacks, for everything else you can use the normal version (which is much cheaper to make).
IV. Playing
The easiest way to play a master doc char is to simply drag your meds onto your hotbar. If you want to set up a button on the hotbar to heal yourself, make a macro named 'HealSelf' and either bind it to a key on your keyboard (under keymap) or put it in an easy spot to hit on your toolbar.
HealSelf
/ui action clearCombatQueue;
/healdamage self;
You can similarly automate things like wound healing and buffing by either using the command to click on a certain spot on your toolbar, or placing the meds in your main inventory and then using the command for each item.
Macro Type 1
/healwound health; /pause 16;
/healwound action; /pause 16;
/healwound strength; /pause 16;
/healwound quickness; /pause 16;
/healwound constitution; /pause 16;
/healwound stamina; /pause 16;
/healenhance health; /pause 16;
/healenhance action; /pause 16;
/healenhance strength; /pause 16;
/healenhance quickness; /pause 16;
/healenhance constitution; /pause 16;
/healenhance stamina; /pause 16;
Macro Type 2
/ui action toolbarSlot00; /pause 16;(health woundpack in first slot of toolbar)
/ui action toolbarSlot01; /pause 16; (action woundpack in second slot of toolbar)
/ui action toolbarSlot01; /pause 16; (strength woundpack in third slot of toolbar)
etc..
V. More about Buffs
When buffing, you will want to use a 110 med droid (make sure it is powered & buy batteries in crates of 25) while outside of a medical center. Wear +25 wound/injury treatment clothing and eat +25 wound treatment food (bivoli). All together this will increase your total buff power by about 1.65x as much as it would be without these bonuses. I also recommend buying a crate or two of vasarian brandy to drink when your mind is low from buffing, if you have a line of 10 people to buff you will run out of mind very fast without brandy to keep it up.
Using all these bonuses with 850 base enhance D's you should expect to buff for a little above 2300 power. Power is fairly unimportant for quickness and strength buffs but is highly desirable for health and constitution packs especially. However, the most important thing for buffs is often the duration.750 base 12000 duration buffs will usually sell for significantly more than 850 base 9000 duration buffs to savvy docs, so if you are making them for sale do not skimp out on the DR of your avian meat and reactive gas. Using the premium resources on your server and your 10 experiment points, you should aim for final buff packs that have a length of about 3 and a half hours with 850+ power.
The price you charge for buffingsomebody will depend on the server, but is usually around 10k for a complete set or 2k per stat. Some doctors i know spend a considerable amount of time visiting cantinas and charging 3-5k per quickness buff for dancers and musicians.
Finally, you will want to manage when you have your Master Doctor title showing carefully. Generally if you are not interested in buffing others, you should turn your title off or you will be flooded with unwanted requests asking for buffs. If you do want to have your master doc title up but do not want to buff, I recommend setting an afk message using '/afkmessage I am not currently buffing. Please leave me a mail and I will get back to you.' This is especially important if you are in a large city such as theed or coronet, where I have received 30 tells in as many seconds before asking how much I charged for buffs.
Message Edited by AgentDib on 06-08-2004 02:26 AM
AgentDib wrote:
It's actually pretty straightforward. Here's a copy and paste of an earlier post I made which should cover most of what you were asking about.
AgentDib's ShortGuide to playing a Master Doctor
I.Setup
First,you need to do ...
<snip>
Nice email AgentDib!
Combat-type meds:
Stim E: No reason to mess around, you want as much healing power as possible. Why heal more than once, when you can do it in one shot
Cure Poison C: ALS and ABEC are just too easy to come by to not make these. There are a few beasties that would require the C level heal...not a lot, but why carry multiple poison cures. You have a lot of meds to carry, space is at a premium
Cure Disease C: See above
Cure States: Dizzy is a given, intimidate is a close second, but stun and blind are also worth carrying around
Fire Blanket: Unless you fight in water, a necessity
Rez Kit: self explanatory
Non-Combat meds:
Wound E x 6 states: Some may disagree, but I feel the greater expense is worth it. I hate having to use a med twice to get the job done.
Enhance D x 6 stats: Self explanatory
To save toolbar space, most of these can be grouped together in a macro. For example, I have all the states in one macro and disease/poison/fire/firstaid in another
i.e. (syntax may be off on these...)
State Macro
/ui action clearCombatQueue;
/healstate dizzy;
/healstate intimidated;
/healstate blinded;
/healstate stunned;
DOT Macro
/ui action clearCombatQueue;
/curepoison
/extinguishfire
/curedisease
/firstaid
Now you've taken what would normally take up 8 toolbarslots and compressed them into 2. Not only is inventory space at a premium, but toolbar space is as well. I'd put the enhances and wound packs on new tab, and run whichever of the two macros AgentDib suggested that you like better.
I'd recommend getting crates of everything. To save space, store most of your crates in droids - wounds and enhances definitely - the others are up to you. Since you have to be out of combat to remove an item from a crate, what's the harm in calling a droid as well. Probably the only one I would say definitely have the crate in a backpack would be the stim E, but depending on your playstyle, you may want others.
-tae