Doctor Archive
Thread: Price check on TONS of doctor supplies
docs dont use crafted stuff to heal/buff anymore, so i would offer you 1 credit if you were on my server.
there are enhancements that increase doc skills, made by BE's. not sure if they use those components though, so you should check on their board. docs dont craft anymore.
16 crates of 50 Advanced Liquid Suspensions (power 117)
1 crate of 17 Advanced Liquid Suspensions (power 117)
1 crate of 50 Advanced Chemical Release Duration Mechanisms (power 61)
1 crate of 49 Advanced Chemical Release Duration Mechanisms (power 61)
1 crate of 7 Endorphine Injection Enhancer (effectiveness 800, uses 18)
2crates of 4 Endorphine Injection Enhancer (effectiveness 800, uses 19)
1 crate of 17 Endorphine Injection Enhancer (effectiveness 800, uses 19)
1 crate of 16 Endorphine Injection Enhancer (effectiveness 800, uses 19)
1 crate of 8 Endorphine Injection Enhancer (effectiveness 800, uses 20)
1 crate of 4 Endorphine Injection Enhancer (effectiveness 800, uses 20)
1 crate of 5 Endorphine Injection Enhancer (effectiveness 800, uses 25)
1 crate of 5 Endorphine Injection Enhancer (effectiveness 800, uses 26)
58 total uses of loose Endorphine Injection Enhancer (effectiveness 800)
2 crates of 5 Nutrient Injection Enhancer (effectiveness 800, uses 17)
1 crate of 4 Nutrient Injection Enhancer (effectiveness 800, uses 18)
1 crate of 15 Nutrient Injection Enhancer (effectiveness 800, uses 18)
1 crate of 17 Nutrient Injection Enhancer (effectiveness 800, uses 19)
1 crate of 18 Nutrient Injection Enhancer (effectiveness 800, uses 19)
1 crate of 4 Nutrient Injection Enhancer (effectiveness 800, uses 20)
31 total uses of loose Nutrient Injection Enhancer (effectiveness 800)
You might find someone interested in the Advanced Liquid Suspensions as they're a bit more powerful than what we can craft these days. But they're only a little more powerful. The new cap on them is 75 (I can get 74 with 'server best' resources), though we can add charges to them now, and I can get 74 power/2 charges. If you had really good pre-CU ALS's (180 power and up) you'd definately get some interest (if only for use with Janta stims, given the limited quantity you have), but it'll be iffy.
The ACRDMs aren't too bad in power, but good resources will beat that in power and again, we can now add charges. So those are probably less useful than the ALSs.
The converted enhancers are essentually useless. Sorry. On Valcyn those would go for 1-1000 credits per pack. But as even the best converted (or newly crafted, if anyone cared to do so) Doc enhancers will only add a few minutes to the new buffs I think most docs wouldn't even bother at 1 credit a pack and save the room in their inventory for loot, foods, or something useful.
Anyway, like everyone elsepointed out, they're not going to get you much (if any) money.
With that said, many of us (the left-over Doc crafters) 'feel your pain'. I don't think any pre-CU med crafter avoided taking it in the 'shorts' to some degree. I was able to close-out most of my buffs before the CU and ONLY lost a couple million credits worth of resources from the conversions. And as I had some really nice pre-CU components, I was able to make it back selling "pre-nerf stims" like crazy right after the CU.
In any event, welcome to hell.
the enhancers dont do anythign at all so you msiewell jsut detroy em like i did hehe