Timzai's guide to the Doctor profession v1.0
By: Timzai
INTRO
This guide is intended to aspiring Doctors and I assume those who read
will have some fundamental knowledge of the medical profession and game
mechanics. I will try to cover as much aspects from this elite
profession as I possibly can. Some general information that I cover may
also be helpful to Medics and Combat Medics in general. A lot of
personal opinions and examples were also included for reference. The
purpose of this guide is for those who wish to become a Doctor to get a
feel of what the Doctor actually does, as well as to point out issues
with the current Doctor profession. This guide is quite long so skip to
part 5 if you wish to skip some details (which are important).
This version will not cover poison and disease.
PART 1: General Profession Overview
If Medics are the damage specialists, then Doctors would clearly be
wound specialists. Although the Doctor tree is filled with wound related
boosts, there're a few extra perks than simply wound treatment. They get
superior Stimpacks and Woundpacks, more experimentation points, cures to
diseases and poison, buffs, and the kickass skill: Resurrection. A
Doctor has a wide variety of choice of what type of medicine to use and
can be played many different ways.
PART 1A: Tree/Skills
Here's a rundown on the doctor skill tree:
Wound Treatment Speed: Grants faster healing wound speed, however,
currently bugged. Refer to Appendix C for details. Cure Poison and Cure
Disease is also avaliable at advanced and master.
Wound Treatment: Increases your wound healing power. Buffs and Revival
are avaliable at advanced and master.
Doctor's Medicine Knowledge: Allows you to use more complexed medicine.
Doctor's Medicine Crafting: Gives new schematics as well as
experimentation points. This branch uses Medical Crafting xp.
As healing speed is not yet fixed, the only reason to advance in Wound
Treatment Speed is because of the 2 skills. However, the only way to be
affected by poison and disease right now is PvPing with a Combat Medic.
There is not many high level combat medics yet and I have yet to use
these 2 skills other than for testing purpose. This branch is the least
useful of them all.
Wound Treatment branch is also not quite useful as wounds are still
quite hard to come by. But it's very impressive when you heal people for
270+ wounds when a novice medic can't even heal 270 damage with a stim
=). This branch also affects the heal enhancement buffs.
Doctor's Medicine Knowledge, this branch should depend on how you play.
If you're content with C packs, then this branch is not very useful.
However if you wish to use better medicine (overkill for most
situations), you'll have to advance in this branch.
Doctor's Medicine Crafting is the most useful tree, and is advised to
advance whenever possible. They give us more experimentation points
which is the core of doctor profession as well as more schematics, which
never hurt.
I would recommend advancing in Wound Treatment and Doctor's Medicine
Crafting first, then work on others if you intend to be a Master
Doctor... Speaking of which, Master Doctors aren't much different that
just those 2 trees as there're still issues and bugs with the current
patch.
Novice Doctor also gives the skill "Cure State" which allows you to cure
abnormal states such as dizziness, stun, and blindness.
PART 1B: Medicine/Schematics
Here's a rundown of ingredients and description on schematics obtained
by being a Doctor along with some notes. Please note that all D and E
packs require identical factory components. Please note that I don't
have all the resources in the world avaliable, and experimentation data
might be lowered with the high level packs as ingredients become
specific.
I've given up on this section because resources will be wiped, will take
a while before I can start experimenting with stuff again. Next version
will cover more on these. Listed are some of the results I had so far.
StimE: ?
After experimentation I got 12 charges and 700 some base heal, with
ingredients that were good at most. The heal damage is definitly
overkill especially since Master Medic have the potential to increase
heals up to the 2000 levels. Would find ingredients that help increase
charges if you even bother with this as opposed to StimC.
Health or Action Wound C:
18 seeds, 18 inorg, 1 bio, 1 chem, 1 solid
Reached 7 charges, and 105 base wound heal with this. Very solid and IMO
the best wound packs excluding the As.
Health or Action Wound D:
20 seeds, 20 chemicals, 2 bio, 2 chem, 1 solid
Enhance Health or Action A:
Was unable to increase charge (2) due to poor ingredients, but base was
around 50.
Enhance Health or Action B: schematics missing
Enhance Health or Action D:
28 avian meat, 28 reactive gas, 3 bio, 2 chem, 1 solid.
Reached 400 some base (up to 1k at least if used, wound healing boost)
and lasts almost one and a half hour!!!!
Resurrection Kit:
Was able to reach 6 charges, and sets player HAM bar to 100-200ish.
PART 2: Character Setup
Species and Stats: My Master Doctor is a Zabrak, and I choose them
because they have superior willpower and I love the spikes! Personally,
the one most important stat for a Doctor is their willpower. The ability
to regen and heal nonstop is very much needed when hunting with groups.
My strength, constitution, stamina, and quickness are almost minimal
since my mind pool regenerates fast, I can always use a stim on myself.
Equipment: As for clothing and equipment, armor is generally not needed
as you should avoid getting hit in combat as much as possible, they also
reduce stats and may be more of a hassle than benefit. Like other
characters, bags and travel packs are priceless. Medicine takes up a lot
of space and you could only fit 10 in a travel pack, 4 in a looted bag.
Combat: Picking up a combat class is also desirable as there's nothing
worse than standing helplessly against a mob, I would suggest the
Marksman tree as meleeing as a healer just doesn't work. Range support
also gives you a skill called "warning shot" and is extremely useful to
get rid of aggroing mobs.
Faction: Most doctors will probably want to remain as a neutral unless
they belong to certain faction aligned PA, or frequently grouped with
aligned players. However you will not be able to heal an overt at all,
unless you are struck by a faction bug like me. Refer to Appendix C for
details.
PART 3: Getting Experience
As of the game system now, relying on wounds will get you nowhere. If
you stay in a hospital, you'll maybe see a patient or two ever 15
minutes or so, and most of them will not have enough wounds to make use
of your complex wound packs. I suggest (for now at least) grouping in
the newer planets where high level medics are generally much appreciated
as well as needed to get your experience. Stack up a bunch of well
experimented stims, enough to last a few hours (60 StimCs lasted me 6
hours resulting almost 100k medical experience) and watch your
experience go ten-fold than what you get in a hospital.
In general, damage healing is much more effective that wound healing for
many reasons:
* Huge damage is generatable, as well as very common.
* Wounds are very rare now, and very dependent on combat classes (any
dealings with combat classes during their down time generally results in
frustration and anger).
* With a decent willpower and mind pool, one can heal damage nonstop for
quite a while before stopping for a short break.
Now, it's just like stimming an entertainer for experience when you were
back at organic 1 (no better way really), except now you use bigger
stims and you actually save some lives!
PART 4: Crafting Related
Crafting can be dreaded and loved. I hate it for it's redundancy, yet I
love it simply because it allows much customization over items crafted.
I like to look for the best possible combination to create better and
better medicine to use. Those that find crafting annoying here's a few
things that you can do to help it. In the [misc] menu under options,
there's a check box which disables crafting confirmations, skips 2
steps, great! Now there's also this little trick that works for me: the
enter key. Enter key brings you to the next step of the crafting
procedure and reduces a lot of mouse moving and clicking. Here're the
steps on how I craft:
* Boot up device
* Click desired crafting thing
* Enter to proceed
* Double click all ingredients
* Enter to proceed
* Enter to proceed (don't do this too fast, if you press enter during
"assembling item" you'll lose the resource and no item outcome!) Refer
to
Appendix C for details.
* Enter to finish
Crafting tools also become buggy and unusable at times. Refer to
Appendix C for details.
PART 4A: Obtaining Resources
There are 2 main ways to acquire resources, first being the bazaar, and
the second being harvesters. Since the bazaar is not always functional,
and resources still being pricey, I decided to run harvesters instead.
One of each type of harvester usually is enough to supply you resources
for your medicine. Maintenance is not yet too expensive; a few missions
a day should be sufficient to maintain them if
you have no other need for credits.
You do not need to be an artisan to create your own harvester, they can
be purchased and placed by yourself. Placement should not matter so much
as of now since resources get drained faster than you know it, so I
recommend putting them in convenient places. When you first start out,
it's always a good idea to select the highest resources to harvest so
that you're not going to be short on resources, but after a while, where
you have enough resources to last a while, try switching to some other
resources and see if you can make better medicine off of them. Any 50%+
spot should do fairly well in supplying you with resources. Water is the
tough one, as I have yet to see any spot higher than 41%.
For reference, I have access to 2 floral farms, a chemical one, 2 water
and a mineral harvester. They get me enough resources to sometimes sell
or donate extras to other medics.
PART 4B: Experimentation
Many veteran medics have stated this, and I will repeat after them:
experiment is your best friend. You will be able to double, triple or
sometimes even quadruple the outcome of the final product. If you think
that resources are hard to come by already, this is the best way for you
to use them up slower. Let's take a StimC for example, it can be
experimented and requires components (which can also be experimented).
Components does not necessarily need to be experimented, back when I had
6 or 7 experimentation points I found it better when I don't experiment
on some of them, why you ask, I don't know. It may be a bug, but I am
not sure about it, so spend some time experimenting with different
combinations of experimented components (lol). Either way, for the
components, the effectiveness is pretty much the only thing you need to
worry about.
When you put the final product together, it is definitely more favorable
to have more charges to more heal points, of course, when it takes 3
points to get 1 more charge, sometimes it might be better to devote
those 3 points to the power of the medicine, it is up for you to decide.
A few points to remember when you experiment:
* Never experiment in more than 1 category, it will always fail.
* For some reason, experimentation never fails, so don't worry about
spending a lot of points in them.
* But don't spend all the points at once! the % of the result seems to
round UP and it gives the best results if you use one experimental point
at a time
* There's a maximum % to which you can experiment a category to, the
limit is the bar underneath each category, once you reach it, it's
pointless to waste more points.
* I have also noticed that ingredients for components almost don't play
a role in the final product, weird.
* Similarly, ingredients for the final product is crucial, use the best
that you got!
* I sometimes get an internal error from crafting, it is very hard to
reproduce (not even sure if I just got lucky or what) but it reduces the
category you try to experiment on to 0%, or sometimes doesn't change it.
Refer to Appendix C for details.
PART 4C: Manufacturing Schematics and Factories
When you do get rich (I don't see that happening for the current system
unless you run 1 million missions a day), get enough resources, or get
enough good friends to help you out, you might want to consider building
a food/chem factory. Although it requires quite an upkeep, it is
definitely worth the time saved in the end as it pops things up really
fast.
You can create a manufacturing schematic next to a crafting station, of
course remember to experiment on the item before you actually create the
schematic. Steps creating one is pretty much intuitive but there is one
thing to keep in mind; you must use the exact ingredients as your
schematic when you finally feed it into the factory. Meaning if you
created the schematic off resource X, a Nabooian wild rice, you cannot
use resource Y even if it is a Nabooian wild rice.
When you select number of items to produce, the slider bar maxes at 100,
but if you type in the number instead, it can go up to 1000, very useful
when you try to mass produce StimAs or components. The factory interface
is very intuitive as well so I will not go into great details.
Using the factory to produce components perhaps is the easiest if you do
not plan to carry too much medicine at once. Since there is no way to
rename your crates currently, it is a good idea to rename some bags and
dump the crate inside. In that case if you ever need to craft meds in
the field, you can always just pop some components out of the crate and
save a lot of time.
Sometimes you will not be able to see all the contents inside
your ingredient hopper and output hopper, in that case, putting
something in the ingredient hopper, or taking something out
usually will fix it. Starting a manufacture process also seems
to help if you keep those windows opened.
PART 5: Tips, Hints, and a Summary
* Bags, lots and lots of bags, and name them too
* Try to own at least one of each harvesters except gas
* Damage xp is almost always greater than wound xp
* Experimentation is your friend
* Sometimes player locations get out of sync with your client making it
difficult for you to pinpoint his location to heal. Server will tell you
"no valid medicine" and actually the victim is just too far away, spiral
out from your current location and hit /healdamage from time to time.
* If you expect tips, tell your patients beforehand, this will reduce
frustration afterwards
* Big game hunts often demand intense medic action, quite stressful
sometimes, but also very rewarding in the experience department
* When have access to resurrection kit, remember to tell your group
mates to not clone when dead or to give consent if you're not grouped
* Craft when you have free time; waiting for shuttle? craft a few
components.
* Make good use of macros during combat, saves a lot of hassle
* Hotkey all the common commands like healdamage or firstaid
* Once you have resurrection kit, remember that your life is the one
that matters, run away when in danger of death, other people can come
back alive, you can't
* Anything above a C packs is usually overkill for the task... Cs seem
to be the most efficient in terms of use and cost
While Doctors don't seem much more than an enhanced medic with the
necromancy abilities at the moment, buffs may play a more important role
in the future. There's not a lot more to ask from a medic which can
bring one back to life and do full heals. Well, maybe a mind stimpack,
but that's asking for too much. It may not seem like a good time to be a
doctor as wounds need to be addressed, but resurrection is definitely
very worth it, and needed in many trips.
Information Added By Tuocs:
These are some new links to good Doctor
Information
Agent's SWG Doctor FAQ
SWGcraft.com Medical Resource Filter (via
iootnega.com)
Schematic Database
Buff Pack Crafting Tips
More Buff Pack Crafting Tips
Buff Calculator