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Medic

 



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Medics use powerful healing properties of bacta to keep others alive before, during and after combat. Their remarkable knowledge of anatomy and medicines allow them to counter the detrimental effects of toxins, diseases, and vertigo.

Skills:

  • Ranged Combat
  • Healing
  • Poisons and Diseases
  • Revive

Medic Skill Path

Level
Skill
1
Bacta Haze: A spray of bacta that heals all friendly targets in the area with a level 4 heal.
4
Target Anatomy: The medic uses their extensive medical knowledge to strike their opponent in a vital spot with a level 1 attack.
7
Infect: The medic inflicts a deadly level 7 disease on the target.
10
Resuscitate Player: This very powerful command enables you to revive a dead player, bypassing the need to clone. This ability causes the resuscitated player to suffer a reduction to their abilities for a short period of time.
10
Bacta Cloud: A spray of bacta that heals all friendly targets in the area with a level 10 heal.
14
Lacerate: The medic uses their extensive medical knowledge to strike their opponent in a vital spot with a level 14 attack.
18
Hemorrhage: The medic uses their extensive medical knowledge to strike their opponent in a vital spot with a level 18 attack.
22
Malady: The medic inflicts a deady level 22 disease on the target.
22
Place Hospital: This gives you the ability to place and run your own Hospital. Hospitals must be placed within a player city.
26
Neurotoxin: The medic launches a level 26 chemical attack on the target's nervous system.
30
Bacta Spread: A spray of bacta that heals all friendly targets in the area with a level 30 heal.
34
Bacta Drip: A dose of Bacta that heals a target over time with a level 34 heal.
38
Revive Player: This very powerful command enables you to revive a dead player, bypassing the need to clone. This ability causes the revived player to suffer a minor reduction to their abilities for a short period of time.
38
Nerve Gas Canister: A level 38 chemical charge that causes damage to the nervous systems of all targets in the area.
42
Vital Strike: The medic uses their extensive medical knowledge to strike their opponent in a vital spot with a level 42 attack.
46
Nutrient Injection: A level 46 dose of nutrients that increase the target's health for a time.
50
Baleful Miasma: A level 50 charge that produces a corrosive cloud damaging all targets in the blast area.
54
System Shock: The medic uses their extensive medical knowledge to strike their opponent in a vital spot with a level 54 attack.
58
Bacta Diffusion: A spray of bacta that heals all friendly targets in the area with a level 58 heal.
62
Bacta Injection: A dose of Bacta that heals a target over time with a level 62 heal.
66
Malevolent Insight: The medic uses their extensive medical knowledge to strike their opponent in a vital spot with a level 66 attack.
70
Bacta Infusion: A dose of Bacta that heals a target over time with a level 70 heal.
74
Area Revive: This very powerful command enables you to revive all dead players in an area, bypassing the need to clone. This ability causes the revived players to suffer a reduction to their abilities for a short period of time.
74
Trauger Gas Canister: A level 74 aerosol dispersal charge that leaves behind a corrosive gas cloud that becomes highly poisonous when evaporated.
78
Bacta Spray: A spray of bacta that heals all friendly targets in the area with a level 78 heal.
82
Bacta Jab: An emergency application of Bacta for the medic to heal their wounds with a level 82 heal.
86
Lifetaker: The medic uses their extensive medical knowledge to strike their opponent in a vital spot with a level 86 attack.
90
Bacta Aura: A spray of bacta that heals all friendly targets in the area with a level 90 heal.


Expertise

For a basic guide on understanding how to use expertise points, click here to read the guide, "Introduction to Profession Expertise".

At a glance:

  • What is the Expertise System?
  • Medic Specialization
  • Field Specialization


What is the Expertise System?

Before I get into the specific trees, I want to explain the goals of the Expertise system and how it works. The overall goal of the system is to offer new and exciting choices for players to make about the development of their characters. These choices offer players the chance to further customize their character creating more diversity between characters of the same profession and give the player an additional goal when leveling.

At level 10, a player earns five Expertise points and then earns 1 point every two levels up to a maximum of forty-five points at level 90. Beginning with Chapter 2, only Jedi and Bounty Hunter characters will be able to interact with the system and allocate these points or even see the Expertise interface. We will introduce the expertise system to two professions per Chapter moving forward.

Once a player reaches level 10, they can activate the Expertise interface (it will appear on the Main Menu) and begin allocating their points over the two trees available to their profession. Eventually, a third tree will be introduced that specifically offers choices regarding the Galactic Civil War and Player-versus-Player specific enhancements, but that will not be available after the basic Expertise system is available to all nine professions.

Allocating Expertise points will do one of two things for a character. They will either modify an existing ability, such as increasing damage done, or they will unlock new abilities or series of abilities.

Players can allocate the points they have earned and even experiment with different choices through the interface without permanently committing to the changes. Once they're satisfied with their allocation, they can choose to "accept" those choices by clicking the "Accept" button. Once accepted these choices can only be undone for a fee through a re-spec (re-specialization option) from the appropriate NPC.

Chart Key Notes:

  • The Expertise tree graphics below are concept pieces used to construct the trees and not representative of actual in-game art.
  • Specific numbers mentioned in the tree summaries are apt to change as we iterate and test the data over the weeks leading up to the scheduled update.

Medic Expertise: Specialization


Click image to zoom in

Name
Tier
Point Cost
Type
Maximum Effect Prerequisite
Bacta Concentration
1
4
Mod
Increase heal over time duration by 20%  
Drag Corpse
2
1
Ability
Move corpses of all group mates within range to your location. Bacta Concentration
Hasty Resuscitation
3
3
Mod
Reduce all revive and AOE revive cooldowns.  
Blood Cleansers
4
1
Ability
Remove Weakness effect, which is applied after incapacitation. Hasty Resuscitation
Bacta Bomb
5
1
Ability
Single target, long ranged, large heal. Blood Cleansers
Bacta Potency
1
4
Mod
Increase healing effects by 25%.  
Cure Affliction
2
1
Ability
Remove a damage over time effect from target. Heal Potency
Bacta Efficiency
3
3
Mod
Reduce action cost of healing by 35%.  
Serotonin Boost
4
1
Ability
Remove a harmful (non-damage) debuff effect. Bacta Efficiency
Bacta Grenade
5
1
Ability
Single target, long ranged heal. Serotonin Boost
Enhancement Duration
2
3
Mod
Increased duration of all enhancement buffs.  
Enhancement Specialist
3
1
Ability
Grants extended Nutrient Injection line and a new Action buff line. Enhancement Duration
Reckless Stimulation
4
1
Ability
Lose Health and restore Action. Enhancement Specialist
Stasis
5
1
Ability
Attacks made against and made by the target have +100% Glancing Blow chance. Target severely snared. Reckless Stimulation
Vital Efficiency
1
4
Mod
Reduce action cost of Vital Strike special 25%.  
Bacta Corruption
2
1
Ability
Reduce target's healing ability by 65%. Vital Efficiency
Affliction Intensity
3
3
Mod
Increase DoT damage by 15%.  
Serotonin Purge
4
1
Ability
Remove a beneficial buff or effect from an enemy. Affliction Intensity
Rheumatic Calamity
5
1
Ability
Target loses health as action is spent. Health loss is proportionate to action used. Serotonin Purge
Vital Accuracy
1
4
Mod
Increase Vital Strike damage by 20%.  
Electrolyte Drain
2
1
Ability
Single target ranged snare. Vital Accuracy
Affliction Duration
3
3
Mod
Increase DoT duration by 15%.  
Traumatize
4
1
Ability
Drain action from target. Affliction Duration
Thyroid Rupture
5
1
Ability
Decrease target damage output by 25%. Traumatize


Click image to zoom in


Medic Expertise: Field Specialization


Click image to zoom in

Name
Tier
Cost
Type
Maximum Effect Pre-req
Martial Training
1
4
Mod
Gain +50 Strength permanently  
Enhance Strength
1
1
Ability
Buff increasing target's total Strength by 15%. Martial Training
Footwork
1
4
Mod
Gain +50 Agility permanently.  
Enhance Agility
1
1
Ability
Buff increasing target's total Agility by 15%. Footwork
Marksman Training
1
4
Mod
Gain +50 Precision permanently.  
Enhance Precision
1
1
Ability
Buff increasing target's total Precision by 15%. Marksman Training
Carbine Accuracy
1
4
Mod
Increase carbine damage by 10%.  
Dueterium Rounds
1
1
Ability
Carbine attacks have a chance to set target on fire. Carbine Accuracy
Lethal Aim
1
3
Mod
Increase critical chance versus Humanoid NPCs and players by 5%.  
Burst
1
1
Ability
A hail of gun fire decreases enemy critical chance and glancing blow chance. Lethal Aim
Unarmed Accuracy
1
4
Mod
Increase unarmed damage by 15%.  
Poison Knuckle
1
1
Ability
Unarmed attacks have a chance of poisoning the target. Unarmed Accuracy
Lethal Strikes
1
3
Mod
+5% critical chance while using unarmed weapons.  
Flurry
1
1
Ability
A flurry of attacks leaving opponent snared and reducing their damage output. Lethal Strikes
Subtlety
1
3
Mod
Hate caused by healing is reduced.  
Evasion
1
1
Ability
All NPCs angry with the medic have a chance to stop attacking him. Also adds defense for a short period of time. Subtlety
Kinetic Armor
1
4
Mod
Permanent +750 Kinetic Armor bonus.  
Enhance Block
1
1
Ability
Buff increasing target's Melee Glancing Blow chance +5%. Kinetic Armor
Energy Armor
1
4
Mod
Permanent +750 Energy Armor bonus.  
Enhance Dodge
1
1
Ability
Buff increasing target's Ranged Glancing Blow chance +5%. Energy Armor


Click image to zoom


Updated 1/05/07

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