Medic
From SWG Wiki
(Redirected from Medic (Prof))
| Medic | I | II | III | IV | V | VI |
| Intern | I | II | III | IV | V | VI |
| Combat Medic | I | II | III | IV | V | VI |
| Doctor | I | II | III | IV | V | Master |
Table of contents |
[edit] Basic Information
Medic = 2-1B
Medics use the 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 even battle wounds.
The nature of war dictates that Medics also know how to fight. Some medics use their medicinal knowledge to poison or disease while others fight with blasters.
General Skills:
- Ranged Combat
- Healing – the only Profession that can heal other players
- Poisons and Diseases
Special:
- Nerve Gas Canister – area effect that poisons all opponents
- Group Revive – ability to revive an entire group
- Malevolent Insight – using your knowledge of anatomy to make your opponents more susceptible to damage
Medic Base Statistics:
- +80 Luck
- +50 Precision
- +50 Strength
- +60 Constitution
- +120 Stamina
[edit] Aurilian Village Rewards
[edit] Abilities at 90:
| CL | Ability | Range | Radius | Direct | Over Time | Total | Action | Recycle |
| 26 | Neurotoxin | Weapon | N/A | 1950 | 140x20 (2800) | 4750 | 1200 | 15 seconds |
| 74 | Trauger Gas | Self | 20m | 1400x5 (7000) | 380x20 (7600) | 14600* | 3800 | 30 seconds |
| 86 | LifeTaker | Weapon | N/A | 4900 | N/A | 4900 | 4200 | 7 seconds |
| CL | Ability | Range | Radius | Direct | Over Time | Total | Recycle |
| 70 | Bacta Infusion | ??? | N/A | N/A | 360x11 (3960) | 3960 | 15 seconds |
| 82 | Bacta Jab | Self | N/A | 4200 | N/A | 4200 | 25 seconds |
| 90 | Bacta Aura | Self | 25m | 4500 | N/A | 4500 | 20 seconds |
| 38 | Revive Player | 10m | N/A | N/A | N/A | N/A | 5 minutes |
| 74 | Area Revive | Self | ??? | N/A | N/A | N/A | 1 Hour |
| CL | Ability | Range | Action | Effect | Duration | Recycle |
| 46 | Nutrient Injection | 10m | 2300 | 80 constitution | 10 minutes | 1 second |
[edit] Expertise
Most skills require a prerequisite, be it a minimum CL, or a prior skill.
| Martial Training | Enhance Strength | Footwork | _ | Enhance Agility | Marksman Training | Enhance Precision | |
| Carbine Accuracy | _ | Unarmed Accuracy | Subtlety | Kinetic Armor | _ | Energy Armor | |
| Deuterium Rounds | _ | Poison Knuckle | _ | _ | _ | _ | |
| Lethal Aim | _ | Lethal Strikes | Evasion | _ | _ | _ | |
| Burst | _ | Flurry | _ | Enhance Block | _ | Enhance Dodge |
