Doctor

About classes | Class list | Skill list | Extended Mastery


Class Data
Class line AlchemistDoctor
Description Put on the lab coat and prove you'll stop at nothing to nurse your allies back to health.
Style Specialty  
Prerequisites CP ×3,000
Alchemist Distinction ×20
Does It Hurt When I Do This?Complete the quest A Healer's Resolve
Rewards
Crystal ×50
- Clear Chapter 1 (115) Quest: A Healer's Resolve
Change the Faust's Element
Clear Chapter 63 Story: Boundless Joy
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1 Healing +5%   Total:
Healing +15%
HP +2000
Lvl 5 HP +1000
Lvl 10  Healing +5%
Lvl 15 HP +1000
Lvl 20 Healing +5%
Master Bonuses Boost to DEF when HP is full +3%
Class Weapon Psycho Syringe
Release date 2018-12-18 Other sites gbf-wiki
(Japanese wiki)
GamewithKamigame
Support Skills
Medical Expertise 20% boost to greenRestore 50% of an ally's HP.
Medical Expertise: increased to 60%.
and blueRestore 35% of all allies' HP.
Medical Expertise: increased to 42%.
potion effects to all allies.
Lifesaver Restore 10% HP to all allies (Healing cap: 1500) at end of turn if an ally is almost knocked out.
Base Multiattack Rates
Base DA RateIncluding Support Skills/Level Bonuses 4%[1] Base TA RateIncluding Support Skills/Level Bonuses 1%[1]
Recommended Extended Mastery Perks
ATK, HP, Total Party HP
Recommended Subskills

Extended Mastery Skills:
 NutrientsAll allies gain StrengthATK is greatly boosted based on how high HP is
Strength: 45%-15%Duration: 3 turns
and Recovery Cap Boosted (1000)Recovery cap is boosted
Strength: 1000Duration: 3 turns
.
: Solid increase to allies' damage and healing potential with a good duration and cooldown.
 Maddening VitalityGrant another ally HypeATK is boosted
Duration: 4 turns
, 70% Debuff Res. UpDebuff resistance is boosted
Strength: 70%Duration: 4 turns
, and Counters on DMG (5 times)Counters upon taking DMG
Strength: 300%Duration: 4 turnsCounter attacks grant 5% charge bar per hit.
.
Inflict 10% Max HP Lowered (Stackable)Max HP is lowered (Stackable)
Strength: 10%Can't be removed.At 100%, leaves 1 max HP
(Max: 90%) on ally.
: Powerful buff set to an ally, especially one with SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
or Hostility UpMore likely to be attacked
. Subskills:
 Just the CureRestore 25% of all allies' HP (Healing cap: 1500).: If additional healing is needed, this will be the only meaningful option for most players.
 Miserable MistInflict 25% ATK DownATK is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
and 25% DEF DownDEF is lowered
Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
on all foes.
: Overall very useful.

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Potion Refinement Create 1 green potion.
All allies gain VaccineRemoves all debuffs at turn end (Can't be removed)
Duration: 1 turn
.
6T 1T No 1

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Nutrients All allies gain StrengthATK is greatly boosted based on how high HP is
Strength: 45%-15%Duration: 3 turns
and Recovery Cap Boosted (1000)Recovery cap is boosted
Strength: 1000Duration: 3 turns
.[2]
6T 3T 25
Maddening Vitality Grant another ally HypeATK is boosted
Duration: 4 turns
, 70% Debuff Res. UpDebuff resistance is boosted
Strength: 70%Duration: 4 turns
, and Counters on DMG (5 times)Counters upon taking DMG
Strength: 300%Duration: 4 turnsCounter attacks grant 5% charge bar per hit.
.
Inflict 10% Max HP Lowered (Stackable)Max HP is lowered (Stackable)
Strength: 10%Can't be removed.At 100%, leaves 1 max HP
(Max: 90%) on ally.[2]
3T 4T 40 Can't target MC. Can't be used on characters with less than 20% of their max HP.
Adrenaline Rush All allies gain 100% Charge Bar Gain UpCharge bar gain is boosted (Can't be removed / Shorted effect after effect ends)
Strength: 100%Duration: 2 turns
.
Inflict ShortedCharge bar is frozen (Can't be removed)
Duration: 3 turns
on all allies after effect ends.
9T 2T 30

Assessment

Doctor is a compelling, flexible support option for damage-oriented players that want to keep their own party healthy. Instead of skills that provide party-wide heals, Doctor synthesizes Green Potions for powerful single-target healing. Because potions heal based on a percentage of the target's max HP and have no cap, and can be used while afflicted by debuffs that limit character actions (like ParalyzedCan't attack
or Skill SealedCan't use skills
), this makes Doctor a powerful healer in difficult battles.

The class has supportive abilities beyond mere healing; it can remove all debuffs through VaccineRemoves all debuffs at turn end (Can't be removed)
, and provides powerful buffs such as StrengthATK is greatly boosted based on how high HP is
, Recovery Cap BoostedRecovery cap is boosted
Strength: 1000 HPDuration: 3 turns
, HypeATK is boosted
, and Charge Bar Gain UpCharge bar gain is boosted
. However, because the class' abilities are relegated to your own party, it is potentially less helpful in difficult raids with multiple players compared to other classes.

Skills

  •  Potion RefinementCreate 1 green potion.
    All allies gain VaccineRemoves all debuffs at turn end (Can't be removed)
    Duration: 1 turn
    .
    :
    An upgraded version of the Alchemist class skill. VaccineRemoves all debuffs at turn end (Can't be removed)
    removes all debuffs from the party at the end of the turn. While powerful, because it only lasts for one turn, you may be forced to pick between immediately using the skill for a green potion or saving it for a enemy special attack with debuffs. Furthermore, while potions can be used even if MC is hit with Skill SealedCan't use skills
    , MC won't be able to use this skill for more green potions or for its debuff removal. On the other hand, it can be timed preemptively (as a psuedo-ImmuneDebuffs will be nullified
    Duration: 1 turn
    ) to remove debuffs from MC such as Skill SealedCan't use skills
    and SleepCan't attack and takes big DMG (Ends upon taking DMG)
    Takes 25% more damage
    that cannot otherwise be healed with skills.
  •  NutrientsAll allies gain StrengthATK is greatly boosted based on how high HP is
    Strength: 45%-15%Duration: 3 turns
    and Recovery Cap Boosted (1000)Recovery cap is boosted
    Strength: 1000Duration: 3 turns
    .
    :
    Doctor's default EM skill choice. Most of its noticed value will come from the StrengthATK is greatly boosted based on how high HP is
    buff it provides, but the Recovery Cap BoostedRecovery cap is boosted
    puts in a ton of work since it's a large relative increase to otherwise small heals such as RefreshHP is restored on every turn
    , DrainDamage dealt is partially absorbed to HP
    , and the Doctor's support skill Lifesaver.
  •  Maddening VitalityGrant another ally HypeATK is boosted
    Duration: 4 turns
    , 70% Debuff Res. UpDebuff resistance is boosted
    Strength: 70%Duration: 4 turns
    , and Counters on DMG (5 times)Counters upon taking DMG
    Strength: 300%Duration: 4 turnsCounter attacks grant 5% charge bar per hit.
    .
    Inflict 10% Max HP Lowered (Stackable)Max HP is lowered (Stackable)
    Strength: 10%Can't be removed.At 100%, leaves 1 max HP
    (Max: 90%) on ally.
    :
    Always worth considering, this EM skill will turn an ally into a bit of monster. A good option for a party that already wants to focus hostility onto a specific ally or if the party has one ally with a particularly high damage potential they need help reaching. Becomes more compelling in shorter fights where this skill's downside can't become a liability. See the Hype page for more information on the HypeATK is boosted
    status effect.
  •  Adrenaline RushAll allies gain 100% Charge Bar Gain UpCharge bar gain is boosted (Can't be removed / Shorted effect after effect ends)
    Strength: 100%Duration: 2 turns
    .
    Inflict ShortedCharge bar is frozen (Can't be removed)
    Duration: 3 turns
    on all allies after effect ends.
    :
    The most situational EM skill option. Very powerful with the right support and has very strong synergy with Charge Boosting skills, summon calls, and the like. However, its 2-turn effect is followed by 3 turns of zero charge bar gain, making it less suitable for longer battles.

How to Play

Doctor is a relatively straightforward class. As long as players adjust skills and weapons to fit their party and the content they're tackling, this class can carry them through difficult solo content.

Unlike most other EXII classes, Doctor does not rely on its Class Champion Weapon Psycho Syringe and can get by with any decently-powerful main weapon. Its weapon proficiencies, Gun and Dagger, are also fairly common.

Subskills

  • A common setup for Doctor is  NutrientsAll allies gain StrengthATK is greatly boosted based on how high HP is
    Strength: 45%-15%Duration: 3 turns
    and Recovery Cap Boosted (1000)Recovery cap is boosted
    Strength: 1000Duration: 3 turns
    .
    + two flex slots.
  • A more niche composition is  NutrientsAll allies gain StrengthATK is greatly boosted based on how high HP is
    Strength: 45%-15%Duration: 3 turns
    and Recovery Cap Boosted (1000)Recovery cap is boosted
    Strength: 1000Duration: 3 turns
    .
    +  Maddening VitalityGrant another ally HypeATK is boosted
    Duration: 4 turns
    , 70% Debuff Res. UpDebuff resistance is boosted
    Strength: 70%Duration: 4 turns
    , and Counters on DMG (5 times)Counters upon taking DMG
    Strength: 300%Duration: 4 turnsCounter attacks grant 5% charge bar per hit.
    .
    Inflict 10% Max HP Lowered (Stackable)Max HP is lowered (Stackable)
    Strength: 10%Can't be removed.At 100%, leaves 1 max HP
    (Max: 90%) on ally.
    + flex slot.
  • Typical flex slot recommendations:
    •  Just the CureRestore 25% of all allies' HP (Healing cap: 1500).: Recommended for party-wide healing if you can't get by with your limited stock of blue potions, which Doctor can't create. Has an upgrade available from Psycho Syringe's Emblem of Humanity.
    •  Splitting SpiritSacrifice 50% of current HP to increase charge bar by 3% for every 250 HP lost.: Useful for topping off charge bar (since Doctor has a negligible innate multiattack rate), and the HP cost can be offset by a green potion.
    •  Out of SightGain Hostility DownLess likely to be attacked
      Strength: -10
      . Target ally gains Hostility UpMore likely to be attacked
      Strength: +30
      .
      : Only used together with Maddening Vitality if someone in the party likes taking hits. Has a soft synergy with Psycho Syringe's DEF Up (Stackable)DEF is boosted while active (Stackable)
      buff, so Doctors using both the CCW and Maddening Vitality may get enough value out of this skill.
    •  Bard SongHarp: All allies gain RefreshHP is restored on every turn
      Strength: 5% maximum HP
      (Healing cap: 300 HP)
      .
      Others: All allies gain RefreshHP is restored on every turn
      Strength: 3% maximum HP
      (Healing cap: 150 HP)
      .
      : Very situational, but has potential to be worth considering in rare cases. Combined with Doctor's Nutrients buff, this can heal upwards of 3750 over its 5-turn duration but requires a very large HP pool (over 38k to get the max healing). Doctors should generally avoid this, but it may sometimes be helpful.

Resources

Class Navigation
I FighterKnightPriestWizardThiefEnhancerGrapplerRangerHarpistLancer
II WarriorSentinelClericSorcererRaiderArcana DuelerKung Fu ArtistArcherBardDragoon
III Weapon MasterHoly SaberBishopHermitHawkeyeDark FencerOgreSidewinderSuperstarValkyrieGladiator
IV BerserkerSpartanSageWarlockBandit TycoonChaos RulerLuchadorNighthoundElysianApsaras
ChrysaorLumberjackCavalierMonkRobin Hood
EX I AlchemistNinjaSamuraiSword MasterGunslingerMysticAssassinDrum MasterDancerMechanic
EX II DoctorRuneslayerKengoGlorybringerSoldierNekomancerTormentorRising Force

References

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