Back 4 Blood - Maximum Healing Doc Build
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- čas přidán 2. 07. 2024
- Plug and Play Doc build for Back 4 Blood. Use for Nightmare and No-Hope with coordinated teams.
Music by - Rosentwig - Mind Palace
I'm not monetized, music is fair use anyways as long as it's transformative.
Audio quality will improve, please be patient as I learn audio recording for the first time and grow my skills. If you have any ideas to help please let me know! - Hry
I've been doing research for days and this is the most helpful guide and effective doc build! Thank you so much for this my man!
This was well articulated and explained, nice work. Looking forward to that Karlee utility build you mentioned in the vid
Thanks man
Build is perfect, even has economy, Docs that play without copper are crazy, theres no way you can heal the team without money to get the heals in the first place especially if people are settin off silence is golden, No Copper= No Heals
For real man *fist bumb*
I have but yeah copper is a must to keep team alive.
I'd also suggest replacing fanny pack with marked for death and or use the Witness sniper, being able to debuff mutations by 30% and letting your teammates see what's coming across the map prevents a ton of damage
Finally a doc build that emphasis trauma healing/econ! great deck, great vid keep it up man!
Thanks man
I cant believe how little likes this video has. My deck uses quite a bit of different cards compared to yours but its essentially the same idea(s):
Trauma heal is a MUST, at the end of the day a good trauma heal is more important in keeping the team alive enough to at least survive, if not better, & better healing = less healing required = more copper saved for other stuff
Overkill on temp health? No such thing. Its literally another set of armour to soak up damage from all kinds of situation, be it hunger or trauma.
No point having many slots of medkits or defibs that doesnt give enough healing efficiency. I've seen plenty of pure doc builds that practically leaves the resurrected guy a little over 40 max health. When playing in a team, slots can be of lower priority because DEFINITELY someone else would bring more medkits. It is a doc's job to put healing items to good use, whether they appreciate it or not. This is one of the better videos out here!
I typically rely on melee to be smart enough to have fit as a fiddle in there Deck or at least use Sharice for bolstered health, in a coordinated group you can ask someone to just use sharice, which someone should be using her unless you want to get one shot throughout the campaign and be frustrated
I tried this build and it’s really good, kept my friend who somehow lose health in 10 seconds alive
Good to hear!
Best doc build and explanation I've come across. Will you make other character builds too? Looking forward to them!
Thank you! Yes, plans to make all sorts of build for most of the cleaners coming soon.
how do I get fit as a fiddle and west rested?
I like that there is so much emphasis on trauma healing. Just know that healing efficiency of the target is what matters when using Field Surgeon so it's rather useless to stack yourself with HE
Next no Amped Up is odd. It's resourceless 80 healing for the team on every horde for free. Such a good card and outpaces many healing cards
Not having On Your Mark is rough too. Not having ammo is not good and while you may be making a "heal bot" deck it's not the most effective way to beat No Hope. Instead allow your team to get bonuses during hordes and also recover ammo passively with this amazing card
If you're running with a coordinated group as you explained it's better to run 4x Lucky Pennies than Grubbers
Fit as a Fiddle / Well Rested are actually joke cards on No Hope with the THP decay rate. This is stuff I always see as holdovers from Nightmare and below players because they think it's still good to have them
1. That's not how healing efficiency works, I have debunked that from other people making the same claim. That would be ridiculous if the targets healing efficiency was what mattered.
2. It's all about card efficiency, I have whoever is playing the utility person a heng or karlee run amped up and on your mark as they don't scale at all with docs kit. Frees up us to do more healing.
3.lucky pennies is still a trash card as it is rng and is tested to only outperform grubbers with cost of avarice levels in rare instances.
4. I explained the benefit of well rested and fit as a fiddle in the video they absolutely are great cards and not just meme holdover from vet players. If you don't understand the importance of temp health preventing trauma then I don't think you play doc correctly.
@@alphametallicano6037 damn, just pure annihilated him haha.
@@Zelerax now dont get me wrong. Ultimately i believe that everyone would have a deck that would work for them. & If it works, why change it right? To each their own. But what i CAN'T stand for, is people above throwing condescending tone when clearly they havnt done their homework before starting something. & I have been in this game long enough to know what bugs happened at what point, & what bugs have been patched or still persists (so that healing efficiency of the target itself determining the heal factor from others is just pure nonsense).
@Zelerax Do not be discouraged by people above. You are definitely on the right track of doc.
@@alphametallicano6037 finally another player that knows their shit.
@@Zelerax forget deck building, most people still dont even know the basics like:
Loot warped copper after you clear everything in inner hive with cost of avarice corruption card
Loot from alarm cars via shooting the windows 29m & above distances
Break alarm doors quietly with exploding cars
Open warp chest with toolkit to prevent debuffs
Use armour plates to shield yourself from death from using a curse key
& Many more. Zelerax do you have a twitch account? I would like to see you play from time to time if its possible!
When you talk about healing efficiency and trauma healing scaling up, would it be worth the investment in cards for the team to have well rested as a 4 stack, as well as medical expert? That would hit like 170% healing efficiency if my math is right with a doc build in the mix. It would also give the team as a whole 80% healing efficiency, helping increase the healing done by the melee player( to themselves and if vanguard, then all)and boosting the healing done by anyone but you in a pinch.But would losing 2 cards from every other player’s deck be worth the healing investment?
In a perfect world that would be the way to go, unfortunately, you have to consider the precious value each card has in each person's deck with a max of 15 cards and convincing your teammates to sacrifice 2 cards each, or 6 cards total for the other 3 players just for a 70% increase in healing efficiency is a hard sell. Considering now those teammates are now going to be much weaker when it comes to damage for dps, or tankyness for the tank. Which is why the tank of the group usually runs well rested which not only helps the healer but being a melee class also helps themselves generate health from melee healing cards. Also usually the utility class should be running fit as a fiddle to provide the team with some overheal as well. To sum it up, yes having all teammates running those cards would greatly help you as a healer, but would greatly weaken the team as a whole when you consider card value per slot in a max of 15 per deck.
I feel Saferoom Recovery is a good option for trauma heal but can you tell me why you don't use it. Does it not stack?
I just feel it underperformes compared to other healing cards. It gives 7 trauma heal per person every saferoom right? So 28 trauma heal that only happens once and then it's over. Compared to healing efficiency cards and trauma healing cards that can activate multiple times when used with healing items throughout a level and you will see a lot more value. It's not a bad card. If I see it in a card shrine I will buy it for 500 copper, but considering other healing options it struggles to keep the team alive.
im nearing 70 hrs in b4b now, im still a new player. some friends and i decided to give it a go, and i found myself SUPER enthralled by the cards system. im also a support/utility focused player almost any time thats an option, its just fun to me, so i obv gravitated towards being a doc main. we are super late to the party, but i still just wanted to say thank you for this build, its easily the best ive found, even in 2024.
if you ever do return to the game, i would absolutely love your take on a build for the ultrasonic wound therapy thing. ive found one and tweaked it to my liking, but i dont know if its good, as im still playing thru on vet, lmao. i dont have the experience ya kno? anywho, i just wanted to say thank you (and im sure my friends are thanking you too since it heals them so well!)
Thanks man this made my day
His doc build is definitely one of the best i've seen, & i have vouched for it back then & still vouch for it today. BUT just for the fun of it, i actually made a really fun doc deck that works best if u have a team (seems like u do!)
If u have anywhere i could drop u a pm by, discord or whatever, do consider listening, it could be worth ur while!
(Didnt wanna type here because mechanics are best demonstrated rather than just via words)
@@Zeleraxalso, it still saddens me till this day that most docs i encountered are still not doing trauma heal, if only i had the opportunity to play with u, haha
@@alphametallicano6037 I know l, it definitely depends on skill you could make a case that if your team is perfect you do not need a trauma healing doc, but most players make mistakes and on higher difficulty just 2 or 3 hits from a common creates a lot of trauma. Plus everyone makes mistakes and goes down and on no hope you get picked up and you have a shitload of trauma now.
@@Zelerax perfect team or not, higher difficulty or not, a good support deck (be it pure doc or general support) is definitely appreciated haha
Dude you got me down to a t of course i wanna suffer
How do you get the well rested card? I'm at the end of the supply lines and it's not popping up for me.
Dlc card my friend from skull totems I believe
It will cost u 2 skulls from the collector bud u can buy loads and hope it pops i saved 4 and let the hour roll over
If you have dlc, play act 5 or act 6. If not, play Trial of the worm and finding act 5 or act 6. There will have one duffel bag each map which alway give you and your team the card. When you have full card, it can give you skin or spray, ...
Best farming map is the last of act 5, because the bag alway at one area
@Satoh Noritake appreciate the info bud but i got it now from the collector as this game is broken i dont need dlc to play the dlc as long as younjoin someone else u can play any act and play hives
It not broken, you only need the dlc to host, free to join
Any chance you could do a Tank - Melee build vid
You got it, stay tuned.
Methhead
Slugger
Adrenaline fueled
Berserker
Face your fears
Battle lust
Vanguard
Down in front
Emt bag -> Optional, it boosts your melee healing
Hazard specialist
Scar tissue
Ignore the pain
Spiky bits
Heavy Hitter
Well rested
Best character is Sharice for melee with the free armor she makes, 45% trauma resistance with a doc, "there should always be a doc", and free bolstered health
If you really wanna use Holly or Heng I'd replace Emt bag with Fit as a fiddle to have a oversheild for taking damage
I'd replace medical expert with miraculous recovery, it'll double the trauma healing you do, I've used bandaged that healed a massive chunk of trauma when that card procs
Also movement speed and use speed is king to clutch a match
Miraculous recovery does not affect the trauma healing of an item, neither the cards in your deck nor the trauma healing from a medkit. It's a bad card in its current form.
I have Doc Savior build it has Damage but Heals at slightly less efficiency so i can kill that mutation or boss while not being a sitting duck.
Is well rested give 20% of total max hp or just current hp?
Max hp, the value doesn't change even if you take trauma.
But does it stack with FAAF to get a total of 40%?
@@gonz1324 what is faaf
Fit As A Fiddle
Oops, i got the cards confused they are so similar. Ok let me retry this
Well rested is 20% team overhead, meaning if I'm at full health and use a bandage that heals 25 health, only 20% of that will be converted into a temp health shield which is 5.
Fit as a fiddle makes it to where 20% of your max hp, before taking any trauma is converted into another extra bar to be filled by temp health.
Hope that helps
I think I would like to play doc but I just can’t get around the lack of damage and gun control. It’s too frustrating to have to run away from everything and hang out in the back waiting to heal the people having fun in the front. That’s why I prefer a mom supporter. I can put on some damage and gun control and be the guy that takes support cards like copper scavenger, amped up, on your mark, fit as a fiddle, safe room recovery….rather than healing players I just add to the over all survival. Kind of like a doc support deck making her job easier, and still being able to put down a tall boy in less time than fucking forever. Especially on nightmare! I can’t even imagine playing doc with randoms on no hope.
I get ya man... it does suck when you go "full doc" because yes your healing is awesome...but it's like you said it's a boring playstyle running from every threat and hoping your teammates are good enough. That's why all of my teammates run ammo for all to buff the whole teams damage so I don't feel completely useless and I usually help call out threats and team fire tallboys and bosses. But yea it's not for everyone.
As a pure doc, I think you need a strong weapon to go along so you can stay relevant as DPS as well. I run a deck with admin reload in which I constantly switch between a Deagle and a strong Sniper/LMG. It's obviously not nearly as strong as full DPS build, but also nothing to scoff at. Only monstrous tallboys/crushers tend to be an issue in my experience, if I am alone.
Does it matter what order the deck is in.
Nope
I test out this doc build and found something wiered, with bandage I heal my friends with 6 trauma and 21 with a Grey medkit,but if I heal myself I heal for 10 and 34.It heal other for +50%and heal myself with +150%
I think those extra trauma when using med item card only factor target's healing efficiency,In that case the number match cause there are 3 medical expert(15%×3)+well rested(5%)=50%
Was the pure chaos corruption card on during the level? it reduces healing efficiency by 50%. Other than that I'm not sure that is weird.
I checked before I do the testing ,no corruption card that mess with healing eff
It's still a great build, just not as powerful as I thought it would be
Yes it will be 6 trauma healing with a bandage. As I said the bots were all running medical expert which meses with the results a little bit. This is still the most amount of healing efficiency you can slot in your deck alone, it will be stronger if teammates slot medical professional.
I think I'm secretly a sub, because I LOVE to default as Doc when I play with randoms.
Lol
I bet you're also secretly into C & B torture...
I agree with everything you have said. But... this doc deck could be much stronger as a pure doc and is not max healing as suggested in the title. Personally my doc is op and people love it. and its similar but I don't have the damage and all that copper. I'm focused 100% on heals and trauma and reuses. That said I agree with each cards break down and that this is a good doc deck. I'm just a min max player Personally
Your right you could technically remove copper scavenger, money grubbers, and ammo for all and slot more healing with cards like poultice, group therapy, or experienced emt. However I don't believe the benefit is the same as copper economy on higher difficulties is hard to maintain. You could also think of copper cards as another way to afford medkits and bandages, ergo more healing potential. Ammo for all just brings a lot of team value bringing dmg and ammo sustain. We are maxed out on healing efficiency with this deck to remove trauma which is the hardest thing to heal as doc. When it comes to regular health I never run into a situation where my regular bandage wasn't enough to heal all my targets regular missing health.
You can't heal without money on No Hope, chances are no one is running copper and people are gonna occasionally mess up the objectives, you need money, no money = no healing
Hmm, no amped up?
Have some1 else on the team contribute and run it, most likely a karlee or a heng. If your doing quick play with randoms then maybe swap out ammo for all for it.
@@Zelerax Well, I think a doc can run amped up.
@@aznpikachu215 sure doc can just like walker can run medical professional. It's just not optimal for min/maxing card space with a whole groups deck. Amped up isn't effected by healing efficiency which is why I have the utility person run it in my groups.
@@Zelerax It honestly really depends. I've ran amped and it's helped myself and the team either during pre-game, or randoms.
why you dont use charitable soul.
For me personally I stay in the backline and usually don't get hit too often so I don't need a lot of healing for myself. And if I do it's because I was caught off guard and usually 1 bandage is enough to get me back into shape. Charitable soul doesn't provide trauma healing so in my eyes I would rather have cards like well rested, fitt as a fiddle, or ammo for all as I believe they add more value. It's definitely a preference but if you want self healing I would slot group therapy. It's a slightly smaller heal but gives it to the whole team.
It's ok but kinda lacking,and you can always burn some card for upgrade.
You can always take the copper cards out if you have 100's of those team upgrade burner card. But most players don't.