Doctor Archive
Thread: Help on PVP vendor
I'm not a PvP doctor, but I'll offer my opinion on it, since I'm close friends with several hardcore PvPers.
1. I use Small Stimpack C's myself, just because D's and E's use multiple components. Wouldn't a very high-powered Stim C be better than both? I've gotten them into the mid-800's for power. But I'd think getting an E down to 40 Medicine Use is going to lower the power enough that yes, a D would be better.
2. A PvP Doctor friend of mine has a fire-blanket, it's the first and only one she's ever made. She doesn't use it she said. Plus a person needs Wound Treatment Speed III just to use it. I don't think doctors that can use it, can't make their own, and find the need to buy them in quantity will be a low demand.
3. Just like Small Stimpack C's, I only make Wound Pack C's also. Again, because they don't need special components (and the fact any Organic/Inorganic can be used). I've got 225 power C's right now, and it's more than enough to heal the wounds I need to. I don't know about battle-healing wounds, seems like having your droid out is just asking for it to get nailed by the other side.
4. Clueless on this note--but there's the issue of how many doctors have Wound Treatment II/IV and can't make these themselves. I'd think any doctor that intends to remove poison/disease in a PvP setting will want the most powerful version they can get though. I myself make C's for both, just because I want to nail them in one shot, and I don't mass produce them, so the component cost is tolerable.
5. Intimidate is huge. If a melee gets intimidated his damage output drops to 33%. Stun/Blind cures aren't really that big of a deal, they are just going to be reapplied most likely, but Dizzy and Intimidate need removed fast for a melee.
*Stim D's with as many charges as possible (I think the ones I'm currently using are 800 heal 56 uses).
*All of the state packs - with dizzy being the most important.
*Rez packs
*Fire blanket - I have never used them, however I plan to make a few and see if they are worthwhile.
*Poison & Disease cures - I would carry the best you can make/afford. The ones I'm currently using I need to replace, as sometimes I have to apply the cure more than twice to get rid of the infection (for the poison that does a 1k tick, for "average" poison/disease the ones I have work fine).
*Buff Packs - Personally I prefer higher power over duration, because the odds are you are going to be rebuffing people as they come out of the cloning center faster than you will be reapplying buffs due to the timer running out.
*Wound Packs - I have never needed to use anything over a B - most people clone so there is rarely a need for me to heal any wounds over 100.
I prefer to make or buy all of my meds by the crate (I make my own buffs, but will often buy my stims and cures if I don't have the time/resources to make my own), as my inventory and pack space is always running out. Having some singles or a seperate vendor for singles is a good idea too, because I often like to sample other people's medicine before I invest the credits in buying crates.
I always go with E's at 40 med use. I can get E's to 40 med use, 1060 power, 59 charges with no Advanced Chems (so they are dirt cheap to make). Even using 5 points to get to 40 med use, it's still much better than the highest Stim D (with Adv Chems even). With Adv Chems I get E's to over 1110/59, 40mu.
All assuming you have 12 experiment points, since it's a PVP vendor
Message Edited by Lexy on 04-21-2004 02:21 PM