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Thread: The Doctor Guide to Perks!

  1. #1

    The Doctor Guide to Perks!

    I. Introduction
    This is the most-asked question I'm being confronted with in-game, and one of the most-asked on the boards - what perks should I train? Hopefully this guide will be of some assistance. It's an outline of the effect of all the perks and perk specials available to Doctors.

    Perks are trained in the perk window which can be accessed via the new GUI button or via SHIFT+P. Click on a perk to train it. You can untrain 1 perk point every 3 real-life days. There's a timer in the perk window counting down to when you can next untrain something.

    Each perk will have one or more (usually more) levels. To train a level in a perk, you must meet a minimum level requirement and have trained the perk before it (if any), and you must have a perk point unused. You get one perk point per 10 levels from level 1 to level 200. Post level 200, you get one perk point every level. So at level 220 you'll have a total of 40 perk points.

    Each perk has special moves and/or bonuses associated with it at various levels. This guide will outline what the bonuses and specials for the various perklines doctors can train in are. As for what the "best" perks are... you're on your own. I'm just giving the info to make informed choices.

    II. Doctor Specific Perks
    These perks are only available to the doctor profession. There are three lines for us alone.

    A. Assault Force Medic
    This is a 10-level perk line. Assault Force Medic 1 is available at level 60. Assault Force Medic 10 is available at level 212. Assault force medic is a strange perk line. It has some semi-useful bonuses, a line of AOE heals implemented as perk specials, and one of our two "doctor only" offensive perk specials. It seems that this perk line is meant to help us in PvP - mass battles via the AOE heals, and duels via the attack perk.

    Total bonuses: +340 hitpoints, +43 BM, +43 MM, +40 Treatment, +25 First Aid.

    Specials:
    Battle Group Heal 1: This special is available with Assault Force Medic 1. It is an AOE heal (not a team heal) with a radius of 40 meters. The effectiveness of the heal increases as you train more levels in the perk line. At AFM level 1, the battle group heal will restore 250 hitpoints. At AFM level 10, it will restore 5000.

    The description for Battle Group Heal 1 says that it recycles in 1 minute. However, the actual special will lock your AFM 1 perk for 10 minutes before you can use it again. It also puts a hostile entry in your NCU called "affected by Battle Group Heal" which lasts for 10 seconds and prevents you from using another version of Battle Group Heal until it expires.

    Battle Group Heal 2: This special is available with Assault Force Medic 5 (at level 150). It is identical in effectiveness to Battle Group Heal 1 - it heals the same amount, in the same area of effect. But instead of locking the perk AFM 1, it locks perk AFM 5. Thus, you can use this while AFM 1 is still locked. You cannot, however, use it before the 10 second timer is up on the "affected by..." nano.

    Battle Group Heal 3: Available at level 204 with Assault Force Medic 8, this is another in the chain of Battle Group Heals. Like the others, it locks the perk that grants it for 10 minutes, and has a 10 second NCU entry that prevents you from using one of the other battle group heal perks before 10 seconds are up.

    Battle Group Heal 4: The final Battle Group Heal, available with AFM 10 at level 212. Same deal - you can use it while another Battle Group Heal is locked, but you can't use any Battle Group Heals faster than once per 10 seconds.

    Viral Combination: This is an offensive perk special that is available with AFM 6 at level 190. This special will nuke your target for poison damage if it has Doctor DoT nanos running on it. If the target is running Strain A and Strain B, the perk will land. If the target is running Strain A, B, and C, the perk will do more damage.

    Viral Combination is resistable. Its attack skills are 50% BM, 50% MM. The defense skill is 90% nano resist. At least the nano resist is under 100%, so it should only rarely be resisted.

    Viral Combination locks your AFM 6 perk for 20 seconds if it lands, and 10 seconds if it fails. Damage increases as you go up the AFM perk line. At AFM 6 you'll do 612-1115 damage (strain A + B) or 1107-2034 (strain A + B +C) with the perk; at AFM 10 you'll do 1748-3225 (A + B) or 2914-4862 (A + B + C) with it.

    B. Nano Surgeon
    Nano Surgeon is first available at level 40. It is a 6-level perk line; NS 6 is available at level 201. Nano Surgeon is primarily healing oriented, however it contains the other "doctor only" offensive perk special, a targeted heal effect debuff. It also contains a new type of treatment buff. Its bonuses are similar but not identical to AFM.

    Total Bonuses: +42 BM, +42 MM, +60 Treatment, +45 First Aid.

    Specials:
    Enhanced Heal: This special is available at perk 1. It locks your perk for 50 seconds per use, and heals an amount to yourself only (ie, this is a self only heal) that scales up as you train more perk points. The first perk is a 150-point heal; the 6th is a 1500-point heal.

    Team Heal: This is available at level 150 with Nano Surgeon 4. As the name implies it heals your team, and like other perks it becomes increasingly effective as you level up the perk line. It starts as a 790 point heal; at Nano Surgeon 6 it is a 1300 point heal.

    Malicious Prohibition: Is an offensive perk special available at Nano Surgeon 5, level 180. It is a heal-effectiveness debuff on the target, which makes heals cast against the victim only 30% as effective. Ie, if you cast a 10k CH on someone who has this perk running, it will only heal 3k hitpoints. The duration of the debuff is 35 seconds.

    Malicious Prohibition is resistable. The attack skill is 100% BM; the defense skill is 85% nano resist. Although the debuff only lasts 35 seconds, a successful use of Malicious Prohibition will lock your skill for 4 minutes. An unsuccessful use will lock your skill for 2 minutes.

    Treatment Transfer: This is a special that allows you to loan some of your treatment skill to someone else, much like a "treatment wrangle." The ability raises the treatment of your target by +60 for two minutes, while reducing your own treatment by -120 for the same amount of time.

    The perk will lock for 4 minutes when you use it. Part of the perk requirements are that the target is over level 201, and that the target does not have this perk trained. In other words... we can't raise our own treatment via this perk unless we find another doctor to use it on us AND untrain the perk first.

    Not to editorialize too much but I think this last bit is a crock of bull manure, and I have serious doubts as to my desire to train this particular special.

    C. Specialist Healer
    Specialist Healer is a lineup that makes our heals more efficient, and has a number of specials oriented towards removing hostile nano programs. It is a 10 level perk line; Specialist Healer 1 is available at level 70 and Specialist Healer 10 is available at level 211.

    The +heal multiplier works like this: when you heal something, the game will roll your heal amount and then multiply it by (1 + (heal multiplier / 100)). So if you have +20 heal multiplier and you cast CH, it actually will heal 12001 (ie, 10001 * 1.2) hitpoints.

    Total Bonuses: +21% Heal Multiplier, +30 First Aid.

    Specials:
    Cure 1: Available with Specialist Healer 1. It will remove all DoTs and Blinds from the selected target, with no failure rate. It locks your SH 1 perk for 70 seconds before it can be used again.

    Cure 2: Available with Specialist Healer 5. Just like Cure 1, it will remove all DoTs and Blinds from the selected target without fail. It locks your SH 5 perk for 60 seconds before it can be used again. This means that in combination with Cure 1, you can remove DoTs and Blinds from one target (could be yourself) about twice per minute.

    Vaccinate 1: Available with Specialist Healer 3. This will remove all trader drains from the target without fail, and will lock the SH 3 perk for 70 seconds.

    Vaccinate 2: Available with Specialist Healer 7. This will remove all trader drains from the target without fail, and will lock the SH 7 perk for 60 seconds. This means that in combination with Vaccinate 1, you can remove drains from someone about twice per minute.

    Hale and Hearty: Available with Specialist Healer 9. This will remove all DoTs, init debuffs, blinds, and drains from the selected target. It locks your SH 9 perk for 60 seconds.

    Team Hale and Hearty: Available with Specialist Healer 10. It is a team version of the previous special, and locks your SH 10 perk for 2 minutes.

    III. Group Perks
    This is a listing of perks that are available to other professions in addition to doctors.

    A. Alchemist
    The Alchemist perk line is a tradeskill perkline, but has some interesting specials that do have a combat effect. Most of the Alchemist specials are offensive in nature, and all are DoT/Debuff related. Alchemist is a 6 level perk line; Alchemist 1 is available at level 20 and Alchemist 6 is available at 160.

    Total Bonus: +200 Pharm Tech, +200 Chemistry.

    Specials:
    Taint Wounds: Available with Alchemist 1. This is an offensive special that requires another special to have been used first. In the description text it says that it needs to have either "Deep Cuts" or "Bloodletting" running on its target, and will do more damage if Bloodletting is running; however my interpretation of the database entry from AODB is that it doesn't need Deep Cuts running at all to land. Bloodletting will still make it more powerful, though.

    Without Bloodletting, Taint Wounds will inflict a 24 point, 10 tick DoT with 3 second tick intervals. If Bloodletting is active on the target, it will inflict a 41 point, 10 tick DoT with 3 second tick intervals. Taint Wounds is resistable. The attack skill is Chemistry and the defense skill is 70% Duck Explosion. If you succeed in landing Taint Wounds your Alchemist 1 perk is locked for 70 seconds. If you fail, your perk is locked for 35 seconds.

    Chemical Blindness: Available with Alchemist 2. This is an offensive special that, as the name implies, attempts to blind the target. The blindness (in addition to blacking out the screen) has a -180 AddAllOff debuff. The attack skill for this special is Chemistry 100%, the defense skill is Duck Explosion 65%. Successfully using this perk locks it for 50 seconds; failure for 25.

    Poison Sprinkle: Available with Alchemist 4. This is an offensive special that inflicts a DoT, like an upgraded version of Taint Wounds. Like Taint Wounds, it is more effective if the Bloodletting special is running on the target. Without Bloodletting it will inflict a 170 point, 20 tick DoT with 1.5 second tick intervals. With Bloodletting it will be a 211 point DoT.

    The attack skill for Poison Sprinkle is 100% Chemistry, the defense is 70% Duck Explosion. Success locks the perk for 90 seconds, failure for 45.

    Seal Wounds: The Alchemist 6 special. This special will remove DoTs from the selected target. While the description says that it has a 70 second recharge time, the database entry shows it locking the perk skill for only 10 seconds.

    B. Nano Doctorate
    This is a 10-stage perk line that is primarily a nano skill buff for all nanoskills. It does have two specials however, for removing the Nano Shutdown effect. Nano Doctorate 1 is available at level 50; Nano Doctorate 10 is available at level 216.

    Total Bonuses: +100 BM, +100 MM, +100 MC, +100 PM, +100 SI, +100 TS

    Specials:
    Shutdown Removal 1: As the name implies, this wipes Nano Shutdown out of your NCU. The perk special description says it also grants a short immunity to NSD, but the actual database entry does not support this - it just removes NSD and doesn't seem to leave any NSD-blocking effect behind. This is available at Nano Doctorate 7 and the perk locks for 60 seconds.

    Shutdown Removal 2: Available at Nano Doctorate 10, this does the exact same thing as Shutdown Removal 1, locking the ND 10 perk for 60 seconds. There is no immunity indicated in the database, contrary to the perk description text.

    C. Pistol Mastery
    First available at level 10, this is a line of pistol buffs and specials. Doctors can only train Pistol Mastery up to perk level 5, but it is a 10 level perk. Pistol Mastery 5 becomes available at level 120.

    Total Bonuses (for Doctors): +59 Pistol, +6 Fling Shot, +16 (all damage types).

    Specials (for Doctors):
    Quick Shot: Available with Pistol Mastery 2, this is just a direct damage special. You hvae to be wielding a pistol for it to fire, but it does 71-133 damage, independent of what pistol you happen to be using. It uses attack skill Pistol 100%, and defense skill Dodge Ranged 100%. When you hit, it locks your PM 2 perk for 45 seconds; when you miss, it locks for 23 seconds.

    Double Shot: Available with Pistol Mastery 5, this is another damage special. To use it, you must be wielding a pistol and you must use it as a follow-up to Quick Shot. Attack skill is 100% Pistol; defense is 100% Dodge Ranged. The attack does 475-881 damage, regardless of what pistol you do it with. A hit locks your perk for 55 seconds, and a miss locks it for 28.
    Taren "Jynne" Suitt, Level 216/16 Eternalist
    Knight of Unity of the Rose - Check out our AO Tools!
    The Doctor Guide to: Notum Wars Martial Arts Perks! Nano Controller Units
    The General Guide to: Auto-Combat General Perks

    Visit the Roses and check out the shops in our City, NE of ICC at 4500x1500 in Andromeda!

    Iron Law of Exploits: If it can be exploited, it will be exploited. However a rule is exploitable, the exploits become the rule.

  2. #2
    D. Power Up
    This is a strange perk for Doctors because it gives Ranged Energy bonuses (and we all know how many doctors are using ranged energy weapons ). For some reason it's available to us up to Perk level 8, starting at level 10 and ending at level 201. It's a 10-stage perk but only Soldiers can take it that far.

    Total Bonuses: +115 Ranged Energy, +28 (all damage types).

    Specials:
    Energize: This is available with Power Up 1. It is a self-only +damage buff that increases in effect as you go up the perk ladder: at level 1 it is a 30-second, +15 damage buff; at level 8 it is a 30-second, +130 damage buff. The special does not require you to be using a ranged energy weapon, but you must be using a ranged weapon. The perk locks for 2 minutes when you use the special.

    Power Volley: This is available with Power Up 3. It's a direct damage attack for 139-257 damage. Attack skill is 100% Range Energy, defense is 100% Dodge Range. A hit locks your perk for 45 seconds, a miss for 23. It can be used with any ranged weapon, but you must run Energize first.

    Power Shock: This special comes with Power Up 5. It's a direct damage attack with a 20% chance of hitting the target with a 4 second stun. The attack does 755-1401 damage, with attack skill 100% Ranged Energy and defense skill 100% Dodge Ranged. When you hit it locks your perk for 50 seconds, when you miss, 25. This special can be done with any ranged weapon, but you must run Energize first.

    Power Blast: Available with Power Up 8. It's a direct damage with a 15% chance of removing Protection nanos and a 15% chance of removing Medical nanos. The database entry is somewhat confusing - it implies that it will only remove nanos of 4 NCU or less, but I don't know if that's what it really means. The attack does 1195-2219 damage, 100% RE attack skill 100% Dodge Range defense skill. A hit locks your perk for 80 seconds, a miss for 40.

    E. Starfall
    This is another strange perk line - it's a series of specials that need to be chained together one after another to build up to the final special in the chain. The perk bonuses could be better, but at the highest level the chained specials can be pretty powerful. Starfall 1 is available at level 20, and Starfall 10 is available at level 214.

    Total Bonuses: +160 hitpoints, +400 nano points, +15 BM, +15 MM, +15 MC, +15 PM, +15 SI, +15 TS.

    Specials:
    Dazzle With Lights: Available with Starfall 1. This is a debuffing special that increases in power as you gain perk levels. At Starfall 1 its effects are -50 to all inits, and -20 AddAllOff. At Starfall 10, it does -800 inits and -300 AddAllOff. The debuff's duration is 15 seconds at all levels.

    Since it's a hostile special it can be resisted. The attack skill is matter creation 100%, the defense is nano resist 70%. A successful attack locks your perk for 35 seconds; a miss locks it for 18 seconds.

    Combust: Available with Starfall 3, this is a direct-damage nuke. It requires that Dazzle With Lights is running on the victim, and will do more damage if the Soldier perk Napalm Spray is running also. Without Napalm Spray this causes 346-644 damage; with Napalm Spray it causes 673-1249 damage. Attack skill matter creation 100%, defense nano resist 100%; a hit locks your perk for 60 seconds and a miss locks it for 30.

    Thermal Detonation: Available with Starfall 6, this is a direct-damage nuke. It requires that Combust has been run on the victim, and will do more damage if the Soldier Perk Napalm Spray is running. Without Napalm Spray it causes 1184-2200 damage; with Napalm Spray it does 1664-3090 damage. Attack skill matter creation 100%, defense nano resist 100%. A hit locks your perk for 60 seconds and a miss locks for 30.

    Supernova: A direct-damage nuke from Starfall 10. It requires that Thermal Detonation has recently run on the victim; unlike the other nukes in this line it has no "helper" from another perk lineup. It causes 3982-7396 direct damage and locks your perk for 90 seconds on a hit and 45 seconds on a miss. Attack skill 100% matter creation, defense 100% nano resist.

    IV. Conclusion

    I'm not going to cover the General perks here, because they're general and not limited to doctors - and thus will make a second guide for a different forum in the near future. I've tried not to let my opinion of the perk effects creep in too much - that's another topic, and doesn't have a place in a guide. This is just for your information about how the perks and specials appear based on my research (ie, primarily from database diving).

    I will say that some of the general perks - especially the Genius 2 perk Regain Nano - will be useful to doctors, and that some general perks have self-only heal effects, HOT effects, and DOT/debuff remover effects as well.

    Check the Enhanced DNA line for examples of those

    Edit: The Guide to General Perks is done Check it out for more creamy perk goodness.
    Last edited by Jynne; Sep 12th, 2003 at 03:35:28.
    Taren "Jynne" Suitt, Level 216/16 Eternalist
    Knight of Unity of the Rose - Check out our AO Tools!
    The Doctor Guide to: Notum Wars Martial Arts Perks! Nano Controller Units
    The General Guide to: Auto-Combat General Perks

    Visit the Roses and check out the shops in our City, NE of ICC at 4500x1500 in Andromeda!

    Iron Law of Exploits: If it can be exploited, it will be exploited. However a rule is exploitable, the exploits become the rule.

  3. #3
    Very nice guide Jynne.

    Anyway, if anyone was wondering, this is my current setup.

    Currently trying out:

    7 Specialist healer
    7 Assault force medic
    4 Nano Surgeon
    2 Genius
    _______
    20

    I really like specialist healer, nice specials (for when pvping mostly tho) and the added heal % helps alot.

    Assault force medic, still undecided. Been playing aorund abit with VC, quite nice if you land 2 level 10 dots and mutagenic venom on a mob for some bit of extra damage.
    The area heals are nice, but due to the 10 min limit, well have yet to use them at a raid anyway. I think ill still keep this perk up.

    Genius, an ABSOLUTE MUST. The regen nano perk special is awesome. It might not be much but it really helps to ease the pain of the coils.

    Nano Surgeon, I was thinking to either pick nano surgeon, or nano doctorate. Picked nano surgoen because of the 2 heal specials. So far Im liking it quite abit, the 600-700 self heal and the 900 team heal are nice to spam for 0 nano costs, and recharge quite fast.

    I don't have a teleport perk atm, i'll just jump off heh. Pistol / Alchemist , no perk points. I really want to give alchemist a g otho. If Assault force medic disappoints me too much I might up that abit plus the rest of the points in nano doctorate.

    -G
    Georg 218 doc
    [1809] PT
    Legion
    Web: [http://www.legionhq.org]
    Irc: irc.legionhq.org
    Ts: www.legionhq.org

  4. #4
    Thanks Jynne - excellent guide, as usual.

    So far I've jus spent a couple points here and there to try things out, and easier to untrain if I've made a goof..

    AFM1 - to try out the AoE Heal
    Specialist Healer3 - for the cure and vaccinate (very pleased to hear 100% sucess rate)
    Starfall1 - cos I kinda fancy this line
    Genius2 - of course

    Nano Surgeon still thinking about..

    Got no idea what I'm doin, but this guide helps loads
    The nature of monkey is irrepressible.
    Silq ~ Barabajagal ~ Ubik ~ Steampunk ~ Fleshwoman & others

  5. #5
    Awesome guide. It will help me greatly when I finally get a chance to install SL in a day or two.

    Edit: this needs to be added to the "Useful links to guides for new and experienced doctors" post if it hasn't already.
    Guide to Teaming With Docs! is the funniest post ever. | "Engie Got Bot" song spoof
    AO chat log of Titanic sinking is the second funniest post ever

    No matter how many levels I gain, the Lag Monster is always red to me.

    Currently playing The Secret World.

  6. #6
    I don't really understand treatment transfer... if you can wrangle other people's treatment but it doesn't raise your own... then this means effectively makes the line a complete waste? You're raising an entire perk line just so you can give someone +60 treatment to someone who hasn't trained it at all/doesn't have it. I know the line raises your own treatment but you may as well get the +60 off someone else and save six perk points?

  7. #7
    My perk setup is:
    Genius 2
    Specialist Healer 6
    Assault Force Medic 7
    Nano Doctorate 5

    I skipped nano surgeon for now because I wanted the boosts to all nano skills from nano doctorate, not just boosts to BM/MM. This will let me use the new DOTs as well as new heals cause of their crazy high reqs.

    Nano Surgeon and the rest of specialist healer is in my future however - this was just what I wanted to have as a perk config for now, and test out the new dots cause I like them. For those that were around way back when this was a hot topic... the dots are just like I said they should be - shorter duration, faster tick, same total damage scale.

    I'm not sure if I'm going to train nano surgeon 6 or not. Depends on if we actually need the treatment buff from it, or if it's just a "nice thing" to have.

    But, Shewilda, it doesn't hurt you to train up to level 5 in nano surgeon and then just skip level 6, which is the level with the treatment transfer special. And you still get BM/MM bonuses from the perk, as well as two heal specials as Georg describes. It's really a trade-off. You may or may not need the BM/MM from this line. If not, then if you don't want the specials then you probably are better off putting those perk points elsewhere.
    Taren "Jynne" Suitt, Level 216/16 Eternalist
    Knight of Unity of the Rose - Check out our AO Tools!
    The Doctor Guide to: Notum Wars Martial Arts Perks! Nano Controller Units
    The General Guide to: Auto-Combat General Perks

    Visit the Roses and check out the shops in our City, NE of ICC at 4500x1500 in Andromeda!

    Iron Law of Exploits: If it can be exploited, it will be exploited. However a rule is exploitable, the exploits become the rule.

  8. #8
    Great, thanks Jynne

    BTW as a complete SL newb still running about with my jaw dragging on the ground. How do we actually get the specials?

  9. #9
    When available the specials are on the 'Action' tab (much like Fling, Burst etc etc) - they can then be moved onto a HotKey bar - for some obscure reason (probably beer related) I put mine on '7' - but they're going to move!

    Genius 2 - *Must Have*

  10. #10
    My setup

    Genius 2
    Specialist Healer 7
    Assault Force Medic 1
    Power up 7
    Enhance DNA 3

  11. #11
    can this be rooted plz!

    very nice and infomative, Ive been looking through Anarchy Mainframe... and you can easily get lost in what the specials actualy do and the recharge times.

    Im currenlty using Genius L2, that nano regen is nice! Im still debating on how to spend my 14 other perks
    White "Healenough" Mage - Rimor's Coppola (208 NM Doctor)
    -Member of Inner Circle-

  12. #12
    I rather not root it yet as those are often seen less fast then "bumped" ones. Ill do that later. Nice guide Jynne

    Vhir / 215 Doctor
    Nynke / 205 Agent
    Letah / 200 Doctor
    Firerose / 200 Soldier
    __________________
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    Yeah I'm back, no need to ask your ebay-check questions

  13. #13
    my current setup:

    Specialist healer [lvl 7] - maxing ASAP. i think ALL Docs should do this for the +heal multiply modifier since healing is what our prof is based on... also the cures and vaccines will come in handy and hale and hearty will rock.. once i get 'em..

    Assault Force Medic [lvl 7] - not sure if viral combo is working right. dont know if it will be better with new dots or what..
    - AOE heals are nice! i was thinking about the recharge timer and i now feel that if it were cut down to 5 min or anything less than 10min it would be over-powered because once you reach lvl 212 you have FOUR of them! so one 3kish **(with specialist healer maxed if SH modifies AOE perk heals and 2.6k if not cause thats what mine is now) AOE every 75 secs is a little bit excessive.. AOE heals own at raids and tower battles and are nice to have in emergancies.

    Genius [lvl 2] - nano recharge is win. +1200 free nano every 90 secs or so is win! nano recharge + stims/bundles and i really dont run out of nano anymore..


    ***will update at later date***
    Last edited by LordDeMoN; Sep 18th, 2003 at 22:38:31.
    [ Russel "Sentak" Neblett | 200 Clan Doctor and proud Veteran of Clan [color=sky blue]Synergy Factor[/color] ]
    [ "Schifter" Schwag | 50 Clan Agent and proud Veteran of Clan [color=sky blue]Synergy Factor[/color] ]
    [ "Jostle" | 1 Clan Shade and proud Veteran of Clan [color=sky blue]Synergy Factor[/color] ]
    [ QL 200 Implant Service!.. "You design 'em,... I do the rest!" ]

  14. #14
    omgz bump for teh ubar guide!
    White "Healenough" Mage - Rimor's Coppola (208 NM Doctor)
    -Member of Inner Circle-

  15. #15
    Originally posted by LordDeMoN
    my current setup:

    Specialist healer [lvl 7] - maxing ASAP. i think ALL Docs should do this for the +heal multiply modifier since healing is what our prof is based on... also the cures and vaccines will come in handy and hale and hearty will rock.. once i get 'em..

    Assault Force Medic [lvl 7] - not sure if viral combo is working right. dont know if it will be better with new dots or what..
    - AOE heals are nice! i was thinking about the recharge timer and i now feel that if it were cut down to 5 min or anything less than 10min it would be over-powered because once you reach lvl 212 you have FOUR of them! so one 3kish **(with specialist healer maxed if SH modifies AOE perk heals and 2.6k if not cause thats what mine is now) AOE every 75 secs is a little bit excessive.. AOE heals own at raids and tower battles and are nice to have in emergancies.

    Genius [lvl 2] - nano recharge is win. +1200 free nano every 90 secs or so is win! nano recharge + stims/bundles and i really dont run out of nano anymore..


    ***will update at later date***
    stop usin blue you hurt my eyes ;p

    and i dunno what you haxed but my battlegropu heal1/2 only does 1500ish with sh maxed at 200
    BettyRoss (A) dont ever turn yer back on a shady motha backstab4lyfe
    Gwend (A) The original complete healing engineer
    wtts :: prof ring quests

    the "i dont need punctuation" army

  16. #16
    Question on Assault Force Medic:

    How effective is this for mass PvP? Does it only heal those on the same side of you, or does it heal the opposing side as well.

    And likewise, for a 5% tower battle, would it heal the opposition if they're on the same side, or would the heal be limited to those in your org?


    My current perks for my level 115 Doctor are:

    Genius(2)
    Assault Force Medic(3)
    Nano Surgeon(2)
    Specialist Healer(2)
    Choleriena, level 150 Omni Meta-Physicist, RK1
    Drjanice | Lenslow | Xyrias | Torine | Wilkino

  17. #17

  18. #18
    DrJanice -

    The battlegroup heals are currently kinda buggy for pvp (and maybe for pvm too). They'll heal anything of your alignment (ie, on your side) in range that has taken damage - all players, including players outside your PvP range - as well as healing all pets, and even NW towers.
    Last edited by Jynne; Sep 19th, 2003 at 21:01:28.
    Taren "Jynne" Suitt, Level 216/16 Eternalist
    Knight of Unity of the Rose - Check out our AO Tools!
    The Doctor Guide to: Notum Wars Martial Arts Perks! Nano Controller Units
    The General Guide to: Auto-Combat General Perks

    Visit the Roses and check out the shops in our City, NE of ICC at 4500x1500 in Andromeda!

    Iron Law of Exploits: If it can be exploited, it will be exploited. However a rule is exploitable, the exploits become the rule.

  19. #19
    Originally posted by Jynne
    DrJanice -

    The battlegroup heals are currently kinda buggy for pvp (and maybe for pvm too). They'll heal anything in range that's not an NPC mob and has taken damage - all players, including players from the other side and players outside your PvP range - as well as healing all pets, and even NW towers.
    It heals NPCs as well. Like if i use it while fighting notum soldier, or diamondine the perk heals them.
    GalxandJoan "Toxinator" Rox :: 202 Doc
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  20. #20
    Ugh. I bet your guild loved that one
    Taren "Jynne" Suitt, Level 216/16 Eternalist
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    Iron Law of Exploits: If it can be exploited, it will be exploited. However a rule is exploitable, the exploits become the rule.

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