Doctor Archive
Thread: Doc / CM Q
planning out a master combat medic character that i would like to be able to have the doc abilities of cure poison, disease and revive. (dont need to craft the kits, i plan to buy schematics for them from a friend).
what is the minimal in doc. trees that I need to do this? I know that I need the 2 leftmost trees in box4 to get cure disease and revive.. but its the +mods to be able to use them that I dont know about...do combat CM mods work for doctor mods?
so, master cm
doctor 4/4/?/? (if the ? are needed at all if the CM mods allow me to use cure disease and revive).
If you want to use higher cure packs you will have to get a few boxes in the knowledge tree. But in my experience most poisons from MOBs will only take one or two uses from an A cure to remove. Poisons from player CM's is another story, those are much stronger and you are better off having a few C cures to be sure they are removed quickly.
CM skills do not cross over with doctor skills at all, the only exception is the sub components for their ranged stims.
vodo, i would not be able to use those cure poison medpacks until i got the cure poison box ...perhaps you mean i can craft them at novice doc?
But if i understand you correctly, i can use revive packs with just having the box4 skill and the medicine use found in novice medic?
I'm writing away from my doc character, so if I say something out of place, I hope someone will correct me.
You're right - 44?? will give you the ability to cure poison and disease, as well as revive. You can also wholly neglect the crafting tree if you want to keep Master Docs who sell stims in business (Stimcity on Intrepid rocks, I hear!).
The bad news is that Doc and CM med use aren't equivalent - or rather that Doc gives you medicine use (as medic does) and Combat Medic gives you Combat Medicine Use. You therefore won't be able to carry over any CM med use to help you used the higher quality stims, enhances or wound packs. I seem to recall that resuscitation kits do not have a very high med use requirement (could be wrong), but I think you will need to take at least a couple of boxes to really get the most of the doc abilities.
If your only concern is the use of the state and damage over time cures as well as revive, someone may be able to post to let you know what the required med use is for an ease-of-use-experimented resus kit.
Hope that helps, and apologies for any errors.
Maudlin
tacwraith wrote:vodo, i would not be able to use those cure poison medpacks until i got the cure poison box ...perhaps you mean i can craft them at novice doc?
But if i understand you correctly, i can use revive packs with just having the box4 skill and the medicine use found in novice medic?
You're correct I meant that in regards to the medical use requirements only. Didn't mean to be misleading. FOr poisons you need 2/0/0/0, for disease you need 4/0/0/0 and for revives you need 0/4/0/0.
You can't cure disease or poison at novice doctor. They come from the wound treatment speed line. You get cure poison (/curepoison) at advanced wound treatment speed and (/curedisease) at master wound treatment speed. Check you skill tree using ctrl-s to be certain. Buffing and revive come at similar levels in the wound treatment line.
I agree that the minimum you need is 4400, but improving med use would also help some.
I mastered doctor first, and am now flying through the non-crafting part of CM because I get almost 6k med experience every time I buff someone.
thank you all.
I cant spare points for the medicine knowledge tree because i need it for my weapon skills. im not into buffing and a novice medic with enchanced woundpacks can heal wounds just as effectively as a master doc anyway (heh i remember my novice medic on day one with those 300+ wound healing packs..mmm!
) .