Medic = 2-1B
Medics have been an essential part of civilization and, more importantly, warfare for longer than any historical records care to remember. Notable medics from the Star Wars Canon include the 2-1B droid that nursed Luke back to health after the Battle of Echo Base, and the Jedi Healers Barriss Offee from the Republic era and Cilghal from the New Republic Era.
In game, 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.
- Ranged Combat
- Healing – the only Profession that can heal other players
- Poisons and Diseases
- 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
|Levels: 1-21||Levels: 22-45||Levels: 46-69||Levels: 70-90|
Aurilian Village Rewards
These are the Abilities that A Medic will gain by the time they reach Level 90. Many other abilities are gained through the Medic's Expertise, but these are the Abilities that all medics will have inherently.Attacks:
|26||Neurotoxin||Weapon||N/A||1950||140x20 (2800)||4750||1200||10 seconds|
|74||Nerve Gas||Self||20m||1400x5 (7000)||380x20 (7600)||14600*||3800||30 seconds|
|86||Vital Strike||Weapon||N/A||4900||N/A||4900||4200||3 seconds|
Heals require 50% action to use but do not consume the action.
|70||Bacta Infusion||47||N/A||N/A||360x11 (3960)||3960||15 seconds|
|82||Bacta Jab||Self||N/A||4200||N/A||4200||25 seconds|
|90||Bacta Spray||Self||25m||4500||N/A||4500||20 seconds|
|86||Bacta Ampule||Self||?||?||?||?||4 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|
|46||Nutrient Injection||47m||2300||80 constitution||10 minutes||1 second|
Most skills require a prerequisite, be it a minimum CL, or a prior skill.
Expertise Enhanced Abilities
With the use of expertise, medics can affect their healing or their combat prowess positively. The following abilities are available through the spending of expertise points.
|Enhance Strength||Provides a boost to the target's Strength statistic|
|Enhance Agility||Provides a boost to the target's Agility statistic|
|Enhance Precision||Provides a boost to the target's Precision statistic|
|Enhance Block||Provides a boost to the target's block chance and block value|
|Enhance Dodge||Provides a boost to the chances of dodging an incoming attack|
|Metabolic Accelerators||Provides a boost to the target's total Action pool.|
|Burst||Unleashes a wild spray of gun fire causing damage and decreasing target's combat effectiveness.|
|Flurry||A combination melee attack to vital areas. Reduces movement speed and combat effectiveness.|
|Bacta Corruption||Reduces the effectiveness of your enemy's healing abilities.|
|Serotonin Purge||Induces feelings of hopelessness on an enemy and removes a beneficial effect.|
|Rheumatic Calamity||Causes intense swelling, searing pain and joint dislocation. Target loses Health whenever action is spent.|
|Traumatize||Induces extreme trauma to sensory systems reducing the target's Action pool.|
|Thyroid Rupture (Ability)||Impedes the functioning of a number of vital organs reducing the target's damage output.|