Doctor Archive

Thread: Buffs, numbers and stuff

Biggileska
Sun Dec 07, 2003 6:04 pm
#1

hi!


anyone know how much medicinal use skill is needed for the seocnd best buffs? (the ones you get at 0004)


im trying to weigh up the pros and cons of how to spend my leftover points, i can go 0433, 0434, 0344 and any variation i missed out


basically im flamethrower 4 (which i specd before i heard how overpowered it was ) and wanted to self buff myself sufficiently with my leftover points.


or anyone else got suggestions on what to use the points on?


is master commando and sticking with master medic better?


back to my point, i was wondering if i could go 4 in crafting for the 2nd best buffs, and see how much i needed to experiment on them to get the medicine use skill down, or whether i wont need to much if im 0434, which appeals as i get revive player


just throw your suggestions this way please




Biggilus
Jedi noob
Master Jedi Slacker
Agent001
Sun Dec 07, 2003 6:38 pm
#2

C level buffs require approximately 75 med use
motarian
Mon Dec 08, 2003 1:00 pm
#3

you should go 0440 and buy d packs from a master doctor




wombat motarian laziest jedi ever
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Biggileska
Mon Dec 08, 2003 3:37 pm
#4

yea i thought of that, wanted to do that as my first option


but i think chimeara is too young to have a big market for D buff packs


and OT on this but what you all think of master doc/master combat medic?





Biggilus
Jedi noob
Master Jedi Slacker
Jedi_Badkitty
Mon Dec 08, 2003 3:49 pm
#5

im a 0-2-4-4doc / 0-0-4-1 pistoleer... for me since im not all that rich..buying 6 enhance packs at 11-13k each is too much for me to spend at one time..so i make my own..i dont really buff anyone else..im not going for master and who wants to pay 3k for a 700-1400buff.Buffing myself saves me alot of money while hunting and i dont have to find a doc to do it. i've also heard that this combo is one of best...TKM/DOC being the best.
mcglonec
Mon Dec 08, 2003 4:05 pm
#6






Biggileska wrote:

and OT on this but what you all think of master doc/master combat medic?





I tried it and hated it. With both professions, you're left with very few points for a combat profession so your only real form of attack is your poisons/diseases. So, if you're planning to do damage, you're in a world of hurt.


If you want to be a great support character, Combat Medic provides little that doctor doesn't already have. The biggest benefit right now from a CM is the ability to heal mind damage. The ranged and area stims are nice, but not that great a benfit, in my opinion.


So, that's just my take on it, really. You can certainly do whatever you please, but I didn't like it much.





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Odohi
Mon Dec 08, 2003 10:07 pm
#7



mcglonec wrote:


Biggileska wrote:

and OT on this but what you all think of master doc/master combat medic?



I tried it and hated it. With both professions, you're left with very few points for a combat profession so your only real form of attack is your poisons/diseases. So, if you're planning to do damage, you're in a world of hurt.

If you want to be a great support character, Combat Medic provides little that doctor doesn't already have. The biggest benefit right now from a CM is the ability to heal mind damage. The ranged and area stims are nice, but not that great a benfit, in my opinion.

So, that's just my take on it, really. You can certainly do whatever you please, but I didn't like it much.






I have to agree. i just finished up Combat Medic, played with the AOE poisons, then dropped it three hours later. The terrain negotiation was nice, but I prefer Doctor by a mile.

Going to give the Doc/Carbineer a try next \

Eattei
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