Doctor Archive
Thread: Can a Doc Spend a few moments to help me out plz???
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DarthBigglesworth
Fri Jun 11, 2004 4:48 am
#1
I am a newby doc, i am having problems with crafting good buffs, i want to make the most of the proffession and make my own to buff people, rather than buy them off vendors just to make a quick buck. so i need to know what stats of resources i should be looking at for the advance med components and what resources should i be using when crafting the actuall buff pack. plz help as all this is an example of 16! conversations i had last night
me: hi can u possibly help me plz?
doc: sure, its 12k 2500+ for 3 1/2 hours
me: not after a buff sorry, but i do need help with makin them
doc: ah sorry
me: np, can u tell me how to make good buffs?
doc: lol dont know sorry i buy them
Rincewind-101
Fri Jun 11, 2004 5:02 am
#2
I look for very high OQ 900+ and a good PE 600+ at least, this stuff is normally rare and if you buy it its very expensive. Then i use a good crafting station in the research city where i live. Experiment on charges in the bio effects controller and then power with left over, power is the only thing in the other sub components. Also always use the advanced sub components. 
Rincewind
Master Doc
Farstar
Luciee_Depri
Fri Jun 11, 2004 5:02 am
#3
I always hate it when I have questions and some smart ahhh person says, "please read the FAQ stickied at the top of this forum". But I've gotta tell ya, the doctor FAQ stickied at the top of this forum is one of the most comprehensive and helpful guide I've found in any game for any profession. It explains exactly what you need and it even gets crazy and tells you why. So, take a look at it for an easy to read, easy to navigate, indepth look at how to be a doc and make the best buff packs your server resources will allow.
From the FAQ found at http://www.iootnega.com/doctor/faq.asp:
Here's the grocery list, along with a few notes. You should be aware that just about anything can me made with nothing but plain organics and plain inorganics, but in order to make anything powerful, you're going to need plenty of the things on this list. This list is really designed for people that would like to gather resources for a doctor, not so much for the doctor him/herself.
These are the items for basic medicines:
These are the items for basic medicines:
- Organic - Just plain old organics. Any will do so docs are usually looking for something with high OQ and PE
- Inorganic - Same as the organics above except they also want things with high malleability.
- Water - Most medical items require a liquid suspension unit, which is requires water.
- Avian Meat - Used in enhancement packs, which are always a popular item made by doctors.
- Seeds - Used in a number of upper level meds which require seeds rather than plain organics.
In addition to what is listed above, doctors will need these following resources if they want to make advanced subcomponents and, with those, more powerful medicines:
- Lokian Wild Wheat - This is used to make advanced biological effect controllers which are, in turn, used to make nearly everything a doctor can make. Docs need tons of this.
- Tatooinian Fiberplast - Use with the Lokian Wild Wheat. Need tons of this, but it's not as difficult to get.
- Dantooine Berry Fruit - Used for stimpacks, enhancement packs, and resuscitation kits
- Talusian Water Vapor - Same as Dantooine Berry Fruit
- Herbivore Meat - As most doctors aren't great fighters, this is one that they almost always need.
- Class 4 Liquid Petro Fuel - Don't get this mixed up with any of the others. It must be CLASS 4 LIQUID PETRO FUEL. Nothing else will do.
- Dolovite Iron - Usually not as high in demand, but this is used to make medpacks and enhancement packs.
- Domesticated Oats - Goes along with the Dolovite Iron
Best of luck to you!
Darkatrina
Fri Jun 11, 2004 5:04 am
#4
Havent got alot time as im at work but i can recommend a couple of good webbies that will provide u the info u r looking for in detail
www.swgmedics.com
www.swgcraft.com
Hope it helps
VelRahn
Fri Jun 11, 2004 5:40 am
#5
Luciee_Depri wrote:
I always hate it when I have questions and some smart ahhh person says, "please read the FAQ stickied at the top of this forum". But I've gotta tell ya, the doctor FAQ stickied at the top of this forum is one of the most comprehensive and helpful guide I've found in any game for any profession. It explains exactly what you need and it even gets crazy and tells you why. So, take a look at it for an easy to read, easy to navigate, indepth look at how to be a doc and make the best buff packs your server resources will allow.
From the FAQ found at http://www.iootnega.com/doctor/faq.asp:
Here's the grocery list, along with a few notes. You should be aware that just about anything can me made with nothing but plain organics and plain inorganics, but in order to make anything powerful, you're going to need plenty of the things on this list. This list is really designed for people that would like to gather resources for a doctor, not so much for the doctor him/herself.
These are the items for basic medicines:
- Organic - Just plain old organics. Any will do so docs are usually looking for something with high OQ and PE
- Inorganic - Same as the organics above except they also want things with high malleability.
- Water - Most medical items require a liquid suspension unit, which is requires water.
- Avian Meat - Used in enhancement packs, which are always a popular item made by doctors.
- Seeds - Used in a number of upper level meds which require seeds rather than plain organics.
In addition to what is listed above, doctors will need these following resources if they want to make advanced subcomponents and, with those, more powerful medicines:
- Lokian Wild Wheat - This is used to make advanced biological effect controllers which are, in turn, used to make nearly everything a doctor can make. Docs need tons of this.
- Tatooinian Fiberplast - Use with the Lokian Wild Wheat. Need tons of this, but it's not as difficult to get.
- Dantooine Berry Fruit - Used for stimpacks, enhancement packs, and resuscitation kits
- Talusian Water Vapor - Same as Dantooine Berry Fruit
- Herbivore Meat - As most doctors aren't great fighters, this is one that they almost always need.
- Class 4 Liquid Petro Fuel - Don't get this mixed up with any of the others. It must be CLASS 4 LIQUID PETRO FUEL. Nothing else will do.
- Dolovite Iron - Usually not as high in demand, but this is used to make medpacks and enhancement packs.
- Domesticated Oats - Goes along with the Dolovite Iron
Best of luck to you!
/agree The FAQ in this case kicks @$$. ![]()
Cailid010
Fri Jun 11, 2004 8:07 am
#6
If you look at each schematic in your datapad it will say which stats are needed. In most cases it's OQ, PE, UT and with the avian meat and reactive gas for buff packs it's also the DR.
Erithil
Fri Jun 11, 2004 8:50 am
#7
A quick and dirty method for getting the best buffs you can:
1) gather or buy resources with 900 overall quality, wherever possible. Good potential energy is also helpful, but that could stand to be 700 or so. This would be the Lok Wild Wheat, Herbivore Meat, etc.
2) Make sure you use advanced medical components...so build your own advanced biological effects controller, for instance, using 900+ overall quality resources. And experiment them up as high as possible. If you fail on an experiment, swtich over to practice mode and ditch the component. You need the best components you can get.
3) When making the enhancement pack final assembly, use top-of-the-line resources. Avain meat tends to be the biggest resource you use, so use 900+ OQ avain meat if you can.
4) Just like the components, experiment the enhancement pack. A failure here is heart-breaking, but if you lose 1/2 of your experimentation points in a failure, the buff pack is going to stink. So be sure you are using high quality crafting stations and crafting tools.
5) If possible, and if you have the resources for it, make your first buff pack a schematic and run a bunch through a factory. That way you get consistently poweful buff packs with no further risks of failures in experimentation.
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