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 A Guide to Medic - Expertise, Specialization and Suggestions by Skryer Councilor - December 10, 2008

This is a guide that encompasses just about everything any good-standing (or not-so-good-standing) Medic would want to know. It is broken into a few different sections, including: Expertise, Stat Attributes, Skill-aiding Attachments, Weapons, Medic skill action costs and timing, and how Macros can greatly aid a Medic.

Medic Expertise - A breakdown of Field Survival and Medic Specialization



Field Survival

Strength enhancements
Skilline: Martial Training, Enhance Strength
Max Cost: 4+1 = 5 Points
In a nutshell: Strength bonus and buff
I. (4/4) Martial Training: Gain +50 Strength permanently (10/20/30/50 strength)
I. (1/1) Enhance Strength: Buff increasing target's total Strength by +80, 10min without Enhancement Duration.

Agility enhancements
Skilline: Footwork, Enhance Agility
Max Cost: 4+1 = 5 Points
In a nutshell: Agility bonus and buff
I. (4/4) Footwork: Gain +50 Agility permanently (10/20/30/50 agility)
I. (1/1) Enhance Agility: Buff increasing target's total Agility by +80, 10min without Enhancement Duration.

Precision enhancements
Skilline: Marksman Training, Enhance Precision
Max Cost: 4+1 = 5 Points
In a nutshell: Precision bonus and buff (10/20/30/50 precision)
I. (4/4) Marksman Training: Gain +50 Precision permanently.
I. (1/1) Enhance Precision: Buff increasing target's total Precision by +80, 10min without Enhancement Duration.

Carbine Line
Skilline: Carbine Accuracy, Deuterium Rounds
Max Cost: 4+1 = 5 Points
In a nutshell: Improved carbine damage
II. (4/4) Carbine Accuracy: Increase carbine damage by 10% (2/4/7/10 percent)
III. (1/1) Deuterium Rounds: Carbine attacks have 5% chance to set target on fire.

Unarmed Line
Skilline: Unarmed Accuracy, Poison Knuckles
Max Cost: 4+1 = 5 Points
In a nutshell: Improved unarmed damage
II. (4/4) Unarmed Accuracy: Increase unarmed damage by 15% (3/6/10/15 percent)
III. (1/1) Poison Knuckles: Unarmed attacks have 5% chance of poisoning the target.

Aggro Reduction
Skilline: Subtlety, Evasion
Max Cost: 3+1 = 4 Points
II. (3/3) Subtlety: Hate caused by healing is reduced.
IV. (1/1) Evasion: Attempts to drop all aggro in PvE and in PvP. A +35% ranged/melee glancing chance buff for 15sec, 3min cooldown.

Melee Defense
Skilline: Kinetic Armor, Enhance Block
Max Cost: 4+1 = 5 Points
In a nutshell: Defense vs Kinetic damage and melee attacks
II. (4/4) Kinetic Armor: Permanent +750 Kinetic Armor bonus (175/350/525/750 bonus)
V. (1/1) Enhance Block: A buff increasing target's Melee Glancing Blow chance +5%, 10min (without Enhancement Duration)

Ranged Defense
Skilline: Energy Armor, Enhance Dodge
Max Cost: 4+1 = 5 Points
In a nutshell: Defense vs Energy damage and ranged attacks
II. (4/4) Energy Armor: Permanent +750 Energy Armor bonus. (175/350/525/750 bonus)
V. (1/1) Enhance Dodge: A buff increasing target's Ranged Glancing Blow chance +5%, 10min (without Enhancement Duration)

Ranged Combat line
Skilline: Lethal Aim, Burst
Max Cost: 3+1 = 4 Points
In a nutshell: Improvements to ranged combat
II. (4/4) Lethal Aim: Increase critical chance versus Humanoid NPCs and players by 5% (1/3/5 percent)
V. (1/1) Burst: ~980-1120dmg*, debuff: Critical Chance -3% for 6 sec, Trivial Hit Chance increased

Melee Combat line
Skilline: Lethal Strikes, Flurry
Max Cost: 3+1 = 4 Points
In a nutshell: Improvements to melee combat
II. (4/4) Lethal Strikes: +5% critical chance while using unarmed weapons (1/3/5 percent)
V. (1/1) Flurry: ~691dmg*, debuff, snare, damage -3% for 6 sec, 8sec cooldown

Medic Specialization

Healing Abilities #1
Skilline: Bacta Concentration, Drag Corpse
Max Cost: 4+1 = 5 Points
In a nutshell: More healing improvements, and drag!
I. (4/4) Bacta Concentration: Increase heal over time power by 50% (10/20/35/50 percent)
II. (1/1) Drag Corpse: Move corpses of all group mates within range to your location.

Healing Abilities #2
Skilline: Bacta Potency, Cure Affliction
Max Cost: 4+1 = 5 Points
In a nutshell: More healing improvements, and dot heal!
I. (4/4) Bacta Potency: Increase healing effects by 25%. (5/10/15/25 percent)
II. (1/1) Cure Affliction: Remove a damage over time effect from target and add 3 seconds immunity. 5sec cooldown.

Healing Abilities #3
Skilline: Hasty Resuscitation, Blood Cleansers, Bacta Bomb
Max Cost: 3+1+1 = 5
In a nutshell: More healing improvements.
III. (3/3) Hasty Resuscitation: Reduce all revive (5sec per point) and AOE revive (6sec per point) cooldowns.
IV. (1/1) Blood Cleansers: Remove Weakness effect, which is applied after incapacitation. 60sec cooldown.
V. (1/1) Bacta Bomb: Single target, long ranged, large heal, 30 seconds cooldown, shared with Bacta Jab (heals x2.5 the damage compared with Bacta Grenade at the same action cost).

Healing Abilities #4
Skilline: Bacta Efficiency, Serotonin Boost, Bacta Grenade
Max Cost: 3+1+1 = 5
III. (3/3) Bacta Efficiency: Reduce action cost of healing by 35% (10/20/35 percent)
IV. (1/1) Serotonin Boost: Remove a harmful (non-damage) debuff effect, 5sec cooldown.
V. (1/1) Bacta Grenade: Single target, long ranged heal, 8 seconds cooldown, shared with Bacta Spray (fast single-target heal).

Offensive Abilities #1
Skilline: Vital Efficiency, Bacta Corruption
Max Cost: 4+1 = 5 Points
In a nutshell: Offensive debuffs & attacks.
I. (4/4) Vital Efficiency: Reduce action cost of Vital Strike special 25% (5/10/15/25%)
II. (1/1) Bacta Corruption: Reduce target's healing ability with 65%*, 18sec duration, 8sec cooldown.
* This is a penalty to heals. When you use it upon a profession with a heal bonus (such as a Smugglers Quick Fix) this penalty is added to the bonus. This means that a Smuggler with a +40% bonus and a -65% penalty end up with a -25% penalty to their final heal. A Jedi with a +100% heal bonus and a -65% penalty end up with a +35% heal bonus.

Offensive Abilities #2
Skilline: Vital Accuracy, Electrolyte Drain
Max Cost: 4+1 = 5 Points
In a nutshell: Offensive debuffs & attacks
I. (4/4) Vital Accuracy: Increase Vital Strike damage by 20% (+5% per point)
II. (1/1) Electrolyte Drain: Single target ranged 15sec snare, 10sec cooldown, 50m range.

Offensive Abilities #3
Skilline: Affliction Intensity, Serotonin Purge, Rheumatic Calamity
Max Cost: 3+1+1 = 5
In a nutshell: Offensive debuffs & attacks.
III. (3/3) Affliction Intensity: Increase DoT damage by 15% (+5% per point)
IV. (1/1) Serotonin Purge: Remove a beneficial buff or effect from an enemy, 8sec cooldown.
V. (1/1) Rheumatic Calamity: Target loses health as action is spent. Health loss is proportionate to action used. (65:100 action to health loss ratio) 20sec duration, 60sec cooldown, 50m range

Offensive Abilities #4
Skilline: Affliction Duration, Traumatize, Thyroid Rupture
Max Cost: 3+1+1 = 5
In a nutshell: Offensive debuffs & attacks
III. (3/3) Affliction Duration: Increase DoT duration by 10 seconds (3/6/10 sec)
IV. (1/1) Traumatize: Drain action from target, 2859 action damage, 16sec cooldown, 20sec immunity
V. (1/1) Thyroid Rupture: Decrease target damage output by 25%. 15sec duration, 8sec cooldown

Buffing Line
Skilline: Enhancement Duration, Enhancement Specialist, Reckless Stimulation, Stasis
Max Cost: 3+1+1+1 = 6
In a nutshell: Offensive debuffs & attacks
II. (3/3) Enhancement Duration: Increased duration of all enhancement buffs. (+300/600/1200sec) Buffs last 10 minutes without enhancement!
III. (1/1) Enhancement Specialist: Grants extended Nutrient Injection line and a new Stamina buff line (+250 instead of +80).
IV. (1/1) Reckless Stimulation: Lose Health and restore Action. About +1750 action -3325 health, 5 sec cooldown.
V. (1/1) Stasis: Attacks made against and made by the target have +100% Dodge chance and 100% dot absorption. Target severely snared. Lasts 15 sec, 4min cooldown.

Stat Attributes - A breakdown of the 6 character attributes

Strength: Affects Block Chance, Block Value, Hit Chance, and adds a damage bonus to melee attacks.
Constitution: Gain 8 points of Health and 2 points of Action per point of Constitution.
Stamina: Gain 8 points of Action and 2 points of Health per point of Stamina.
Precision: Affects Parry, Block Chance, Critical Hit Chance and Strikethrough Chance.
Agility: Affects Dodge, Parry and Evasion Chance.
Luck: Affects Dodge Chance, Evasion Chance, Evasion Value, Critical Hit Chance, Strikethrough Chance and Strikethrough Value.


Skill Enhancing Attachments - Which modifiers should I use?

There are a multitude of modifiers out there in which you can create SEAs. One of the most common questions we get here on the Medic forums is, "What modifiers should I use and stack?" As far as Medics are concerned, Constitution, Stamina, and Agility (some go with Luck) are the three most common modifiers that are stacked. With the introduction of Chapter 6, a Trader could create special restricted modifiers that will go into a breastplate, undershirt, and weapon.

These three items is where you can use those special modifiers. The most common Medic modifiers used are:
Vital Strike Action Cost (8)
Vital Strike Critical Chance (8)
Vital Strike Damage (8)
Healing Potency (8)
Dodge (8)
Constitution (1)
Stamina (1)
Agility (1)
Block Value (1)
Strength (1)
Precision (1)
Block Chance (4)

*(x) indicates the ratio of the modifier. I.e., To get the highest value for Dodge (8), you only need a +32 power bit, in which you'll get a +4 SEA to Dodge. These numbers equate to whole number percentages.

These are the most common Medic modifiers used in the breastplate, undershirt, and or weapon. They're used to suppliment your stats to give you an extra boost. On top of creating SEAs, you can create Power Ups (PUPs) which will greatly increase one of your attributes for 30 minutes. For example, a Medic might have Healing Potency PUPs to increase his/her healing by 12%. These are very beneficial if you have the time to make them.

Weapons - What should I be using?

This will be an question that can only be answered by you. Instead of saying "x gun is better than y gun..." I will just list some commonly used weapons by a Medic.

Rifles
Crafted Disrupter Rifle (Energy)
HK47 Disruptor Rifle (Energy)
Legendary Vortex Rifle (Energy)
Elite Tusken King Rifle (Tusken Instance - Kinetic) - best choice

Carbines
Nym's Carbine (Kinetic)
HK-47 Carbine (Energy)
SFOR Carbine - Cubed (Energy)
'Whistler' Modified Carbine (ISD Instance - Kinetic) - best choice

Melee
Guardian Blaster Fist (Energy)
Malevolent Knuckler (Kinetic)
Scythe Blade (Kinetic)
Xris Acid Sword (Kinetic)
Acidic Paragon Vibro Axe (ISD Instance - Energy) stats: damage: 683-1365 1024 dps 29 acid
Elite Gaderiffi Baton (Tusken Instance - Kinetic) - best choice


There are many other weapons out there but these are some of the most common one's used by Medics. The crafted weapons do come with an open socket while looted weapons do not.


Medic Action Cost - A breakdown of abilities and how much action they cost

Healing abilities (only level 90 heals or max available at level 90, if needed we can update with lower level heals):
Bacta Infusion (Mark 1): 675 AP
Bacta Infusion (Mark 2): 1200 AP
Bacta Infusion (Mark 3): 1350 AP

Bacta Jab (Without Bacta Efficiency): 2250 AP
Bacta Jab (Max Bacta Efficiency): 1462 AP

Bacta Spray (Mark 1) (Without Bacta Efficiency): 225 AP
Bacta Spray (Mark 1) (Max Bacta Efficiency): 146 AP
Bacta Spray (Mark 2) (Without Bacta Efficiency): 450 AP
Bacta Spray (Mark 2) (Max Bacta Efficiency): 292 AP
Bacta Spray (Mark 3) (Without Bacta Efficiency): 1125 AP
Bacta Spray (Mark 3) (Max Bacta Efficiency): 731 AP
Bacta Spray (Mark 4) (Without Bacta Efficiency): 2100 AP
Bacta Spray (Mark 4) (Max Bacta Efficiency): 1365 AP
Bacta Spray (Mark 5) (Without Bacta Efficiency): 2625 AP
Bacta Spray (Mark 5) (Max Bacta Efficiency): 1706 AP
Bacta Spray (Mark 6) (Without Bacta Efficiency): 3000 AP
Bacta Spray (Mark 6) (Max Bacta Efficiency): 1950 AP

Bacta Bomb (Mark 1) (Without Bacta Efficiency): 1300 AP
Bacta Bomb (Mark 1) (Max Bacta Efficiency): 845 AP
Bacta Bomb (Mark 2) (Without Bacta Efficiency): 1700 AP
Bacta Bomb (Mark 2) (Max Bacta Efficiency): 1105 AP
Bacta Bomb (Mark 3) (Without Bacta Efficiency): 2200 AP
Bacta Bomb (Mark 3) (Max Bacta Efficiency): 1430 AP
Bacta Bomb (Mark 4) (Without Bacta Efficiency): 2600 AP
Bacta Bomb (Mark 4) (Max Bacta Efficiency): 1690 AP
Bacta Bomb (Mark 5) (Without Bacta Efficiency): 3000 AP
Bacta Bomb (Mark 5) (Max Bacta Efficiency): 1950 AP

Bacta Grenade (Mark 1): 838 AP
Bacta Grenade (Mark 2): 1072 AP
Bacta Grenade (Mark 3): 1384 AP
Bacta Grenade (Mark 4): 1657 AP
Bacta Grenade (Mark 5): 1930 AP

Buffs:
Nutrient Injection (Mark 2): 600 AP
Nutrient Injection (Mark 3): 600 AP
Enhance Strength: 600 AP
Enhance Agility: 600 AP
Enhance Precision: 600 AP
Enhance Block: 600 AP
Enhance Dodge: 600 AP
Enhancement Specialist: 600 AP

Combat:
Nerve Gas (Mark 1): 1000 AP
Nerve Gas (Mark 2): 1300 AP
Nerve Gas (Mark 3): 1900 AP
Neurotoxin (Mark 3): 700 AP
Vital Strike (Mark 7) (Without Vital Efficiency):
Vital Strike (Mark 7) (Max Vital Efficiency): 1635 AP
Burst (Mark5): 1800 AP
Flurry:

Other Specials:
Resuscitate Player:
Revive Player:
Area Revive: 2000 AP
Drag Corpse: No Action Required

Serotonin Boost: 1957 AP
Bacta Corruption: 2097 AP
Electrolyte Drain: 30 %AP
Serotonin Purge: 2656 AP
Rheumatic Calamity: 2097 AP
Traumatize: 875 AP
Thyroid Rupture: 30 %AP
Reckless Stimulation: Gain 1750 Action at the cost of 3325 Health
Stasis Self: 2200 AP
Statis Target: 1800 AP
Evasion: 600 AP
Blood Cleansers: 35 %AP
Cure Affliction: 1957 AP

Macro's - Making a Medic's life easier one macro at a time

Basic rules to remember when thinking about macro's are:

1. The toolbars are called "Pane" and the toolbar slots are called "Slot". They are worded toolbarPanexx or toolbarSlotxx

1.2 When using the expanded tool bar, the top row is called "Bank". In order to specify the top row it is worded toolbarBankSlotxx

1.3 When using the pet tool bar, in order to tell the UI to go to this toolbar the command is PettoolbarSlotx

*note: notice that I put only one "x" after the PettoolbarSlot. This is because the slots only use one number rather than two. It does start at 0 and goes up from there.

2. Numbering. The toolbars and slots are numbered starting at "00" not "1" (ie. "toolbarPane00" is toolbar number 1, "toolbarSlot05" is slot number 6, "toolbarSlot01" is slot number 2, and "toolbarBankSlot03" is the 4th slot on the top row of an expanded toobar). This numbering system will also apply to any group targeting commands (ie. "targetGroup03" will target the 4th person in your group)

3. Pauses should be inserted between actions so that you don't have misfires. These pauses are measured in seconds. Pauses will need to be played with more than once while you're creating these things so be prepared to do that.

4. The semicolon ( ; ) needs to placed after all commands in the macro

5. In order to create a repeating macro that I'll call HOT I would need to include the repeat command ( /macro or /m ) + the name of the macro. (ie. " /m HOT; " )

6. Sometimes it will be necessary to stop the repeating macro from firing. The command for this is /dump

I'll provide a simple layout for a simple macro containing the necessary elements. Take the basic design and tailor it to suit your needs. This is the macro that I use to fire my heal-over-time (bacta infusion) every 40 seconds. The name of this macro will be HOT.

/ui action toolbarPane00; (finds the correct toolbar, in this case it's the first toolbar)

/pause 0.5; (give the user interface time to go to the correct toolbar)

/ui action toolbarSlot08; (finds the correct toolbar slot, in this case slot 9)

/pause 0.5; (gives the ui time to fire the action)

/ui action toolbarPane00; (returns you to the original toolbar)

/pause 40; (adequate time that i want to wait till the macro is fired again)

/m HOT; (tells the ui to repeat this macro until you tell it to dump the command)

Commands List:

These will be combat specific because they're the few that I know, I'll be happy to update this list as I learn more. I don't know all the commands in use so please feel free to contribute if you have a relevant command that I can include.

/pause xxx (sets the pause time, measured in seconds)

/ui action targetGroupx (targets specific group member **important note: this command must be immediately followed with the setIntendedTarget command** )

/ui action setIntendedTarget (sets your target as the intended target **important note: see above important note** )

/ui action toolbarPanexx (tells the ui which toolbar your action is on)

/ui action toolbarSlotxx (tells the ui which slot the appropriate action occupies)

/ui action toolbarBankSlotxx (tells the ui which slot the appropriate action is on the top row of an expanded toolbar)

/ui action PettoolbarSlotX (tells the ui which slot the appropriate action is on the pet toolbar. It uses only one number rather than two)

/target xxxx (fill in the first name of the NPC. Helpful targeting command when lookin for specific NPC's like blacksun)

/loot (combine this with a pause of 0.1 and be the loot ninja everywhere you go SMILEY" /> )

/m or /macro (tells the ui to repeat the macro indefinitely, this must be placed at the end of all repeating macros)

/dump (will dump all commands waiting to be fired and stop all macros)

/alarmAddIn x x (message) (this will set an in game alarm and give you personalized message. The first number will be measured in hours and the second number will be measured in minutes. The message can be whatever you want it to be. For example, to set an alarm that will alert you one minute before your buffs need to be replenished you can write a command that says: /alarmAddIn 0 1 Time for Buffs!!; /pause 2340; /m alarm; ) *thanks to ADarkRogue for this one

There are also the emote commands that can be placed in the macro. For example you might include /shout I'm the BuffMaster!! with your buff macro, or you might include /rose to give all your buff recipients something nice to remember you by.

Last but not least: Be sure to have fun with your Medic no matter what build or method you employ them in! Good luck out there!




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