<< back to profession index
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
| 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 |
Medic Expertise: Field Specialization
| 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 |
Updated 1/05/07
^top of the page






