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What's a good build to do for the "Doc" character?
Even though she's technically the "Team Healer" (like "Mom" is of sorts), I also wanna do a bit of a hybrid-type Deck Build with her, where she deals a good amount of Damage with SMG's (since she spawns with one as a primary), while at the same time, she's equally a powerful healer as well.

I guess you could count this as a "Combat Medic" build of sorts, so i'm toying with the idea of doing something like this in the near-future.
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Showing 1-7 of 7 comments
Mirror System X Jul 25, 2023 @ 5:43am 
Pretty much anything, especially since Dan can be anything, at least up to Nightmare. Support and melee is what mainly she picks. Tertiary is Shotgun (rare seen, but potent), while mixes (combat medic - SMG, AR, etc.) are fine, albeit without any synergy with what she can and does.
Hyluxiao Jul 25, 2023 @ 6:29am 
i think mom is the combat medic, and doc is a straight healer, but mirror system is right. you can really try anything and not attempt to fit a role so long as you have the skills and knowledge of maps, guns, attachments etc. doc is epic to have on the team anyway for the trauma resist
Last edited by Hyluxiao; Jul 25, 2023 @ 6:30am
Raft Jul 25, 2023 @ 2:01pm 
Doc's strengths/traits
  • +15% healing efficiency
  • +20% team trauma resistance
  • starts with an SMG weapon

So, I see you're looking to leverage on her strengths/traits.

If building a deck for nightmare quickplay with randoms, I suggest something like the following:

5 cards for SMG/offense
  • Mag carrier (+30% pistol/smg ammo capacity, +10% damage with pistols/smg)
  • Hunker down (+40% accuracy and 10% dmg resistance while crouching)
  • Quick kill (+50% accuracy, disables ADS)
  • Mag coupler (+50% reload speed, disables ADS) or Killer's instinct (+30% weakspot damage, disables ADS)
  • On your mark (When a horde is triggered, your team restores 7.5% Ammo and gains 10% Move Speed while firing, 15% Reload Speed, and 25% Swap Speed for 30 seconds.)

5 cards for healing/support
  • EMT bag (+50% healing efficiency) or Antibiotic ointment (+25% healing efficiency, when you use a medical accessory, the target gains 20 TH)
  • Field surgeon (when u use a medical accessory, it also heals 3 trauma to the target) or Medical professional (defibs and first aid heal 10 additional trauma and 1 extra life, if able)
  • Support scavenger (You can sense nearby Support Accessories. More Support Accessories spawn.)
  • Amped up (When a horde is triggered, your team recovers 20 Health.) or Ultrasonic Wound therapy (Heal 6 Health over 7 seconds to nearby teammates. Cost: 60 Pistol/SMG ammo. REPLACES: Offensive Slot)
  • Fanny pack (+1 support inventory, +15% trauma resistance)

5 cards for general/defense effects (overall )
  • Down in front (must always have)
  • Breakout (must always have)
  • Out with a bang (drop pipe bomb if anyone is downed, must have if newbies and griefers are in the team)
  • Body Armor (+20% trauma resistance) or Durable (+15% trauma resistance, +10 Health, +20% Fire resistance)
  • Scarred tissue (+50% acid resistance, take 1 less damage from all ridden)

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Overall effects
  • +90% accuracy, so i can go hipfire
  • about +50% healing efficiency, more support items
  • about +50% acid/trauma resistance

Useful burn cards:
  • Extra padding (+20% team's trauma resistance)
  • Hazard suit (+20% team's fire/acid/explosion resistance)

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If you're playing with bots in nightmare difficulty, I think playing doc to leverage her healing efficiencies would be a bad idea. Bots can deal damage to nearby ridden but can't prioritize specials and boss weakspots. Bots also have unlimited healing items, and they often heal you.

If you're playing with other actual players who can prioritize targets and deal damage well, maybe playing doc as a healer can work. Doc can focus on common riddens while the rest of the team focus on specials/boss.

In general though, I would rather use my standard self-sustaining build even on doc. That means, I make use of her free "Field Dressing" on every level and use only "Amped Up" and "Fanny Pack" as support cards. This would free up more cards for offense/defense.
Last edited by Raft; Jul 25, 2023 @ 11:39pm
DrunkBunny94 Jul 25, 2023 @ 7:19pm 
So for Doc i just swap out the the usual "team cards" i take for healing ones and then use the other 10 cards to build for damage.

The best healing ones imo are med scav, amped up, group therapy, medical professional and EMT bag. If you have bots or a team mate to run amped up for you then utility scav is solid too or if they can take med scav too then you can take copper cards.
For No hope i would also take Needs of the many as well.

You want to keep this part as light as possible, like the bare minimum to allow the team to bounce back. "Full" healer doc is just plain bad you provide the team with nothing until things go wrong when you could be helping the team by stopping things from going wrong and preventing wipes at the same time.

For weapons i like using either snipers or SMG's.

M1A with suppressing fire's slow is a huge giving the team more time to kill everything, the guns handling is insanely good at blue/purple and while sniper ammo is uncontested you will need cards for extra ammo to carry more.

SMG's are also less contested for ammo, have great horde clear, but have less range - this also sets you up for a Prototype for its slow. I prefer the Admin reload, cocky, powerswap combo with ammo stash to constantly shoot, swapping between my tec9 and primary. This is less good on No Hope but has super carry potential on Nightmare.

Fill the rest with damage/combat cards like glass cannon, hyper focused, cold brew coffee etc like you normally would.
Mirror System X Jul 25, 2023 @ 10:07pm 
Ye it's clear. She has synergy mainly with Healing cards like that one wth the team healing, trauma healing, Well Rested, EMT bag, support slots, supp scavenger, etc. For now the most-rewarding support type thing for me in B4B was Surgeon (3 trauma heal)+ well rested + emt+ support 2x slot + supp scavenger as it can be fruitful even in offline, with other chars.

Can't easily just go full support, unless you are with reliable premades. 10+ key damage cards and up to 5 secondary/support ones, that's been my limit for NM & No Hope. Relying on randoms is not a good idea. Some cards like Ammo for all and On your mark can be fine even if more of the type, but still tend to go behind when you have to attempt carrying,
Originally posted by Mirror System X:
Ye it's clear. She has synergy mainly with Healing cards like that one wth the team healing, trauma healing, Well Rested, EMT bag, support slots, supp scavenger, etc. For now the most-rewarding support type thing for me in B4B was Surgeon (3 trauma heal)+ well rested + emt+ support 2x slot + supp scavenger as it can be fruitful even in offline, with other chars.

Can't easily just go full support, unless you are with reliable premades. 10+ key damage cards and up to 5 secondary/support ones, that's been my limit for NM & No Hope. Relying on randoms is not a good idea. Some cards like Ammo for all and On your mark can be fine even if more of the type, but still tend to go behind when you have to attempt carrying,

funny you should mention "Well Rested", as I added both that and "Fit As A Fiddle" to her team healing deck build. Since I didn't unlock the "Mag Carrier" card yet, I did have the "Ammo Belt" one available and used that for the extra 50% Ammo Capacity and 15% Reload Speed (65% Reload Speed total when taking the "Mag Coupler" Card into account).

So that way I could save room for a possible barrel attachment to increase the SMG's effective range a little bit.
Last edited by Mister Torgue Flexington; Jul 26, 2023 @ 12:59am
Mirror System X Jul 26, 2023 @ 1:48am 
Originally posted by Mister Torgue Flexington:
funny you should mention "Well Rested", as I added both that and "Fit As A Fiddle" to her team healing deck build. Since I didn't unlock the "Mag Carrier" card yet, I did have the "Ammo Belt" one available and used that for the extra 50% Ammo Capacity and 15% Reload Speed (65% Reload Speed total when taking the "Mag Coupler" Card into account).

So that way I could save room for a possible barrel attachment to increase the SMG's effective range a little bit.

Well rested allows to heal trauma all the time even by otherwise not very useful bandages or non-upgraded medkits that you grabbed by scavenging, that most people 'd otherwise ignore due to having pills or else already.

"Fit as a fiddle" would increase her shielding, but is mediocre compared to Well rested on Doc. Seems better on Mom if supporting with her instead, tbh. Or, if you already have Mom on the team, since it's a team buff. Fit as a fiddle has shined more on melee builds than supports for me. Even then I tend to go for Well rested instead.

That about the effective range... I tend to hold it just for a few recoilless shotguns and snipers and put compensators on anything else, since most time cards cannot negate recoil fully. Recoil kills my aim and often screws up things, especially with weakspots. Reload speed is good, but if you kill ADS, you can safely go for admin reload + ammo stash if it's SMGs or assault rifles.
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Date Posted: Jul 25, 2023 @ 4:59am
Posts: 7