Swg legends medic guide

Swg legends medic guide DEFAULT

What is the one thing you’ve always wanted to be in Star Wars Galaxies that isn’t or is no longer? I wish back in when I first started that I had stuck with it. After learning about the old pre-cu professions after I came back, I would have enjoy unlocking Jedi, even though I don’t like to play Jedi lol.

Guild Wars I & II GW GW2 Power Leveling - Boosting. Buy, sell or trade Apex Legends accounts. Apex Legends trading and boosting. Threads 3, Messages 12,

i am a 18 level jedi on taris! Um ok, so, hi. i have no idea what your talking about. When it rains look for R a i n b o w , When it's dark, look for Stars s

Jedi. Jedi can wear standard armor fitted out with +35 Power bits, if you cant afford that then you can always wear the Jedi Knight Robe looted from the Gotal Bandits on the lowest level of the Ryatt Trail , or the Master Cloak found in . Wearing a full set of Armor is going to cost you, and will need to be purchased from a Vendor in game

Dec 03, · In addition, all Star Wars Galaxies subscribers with current, valid, paid accounts in good standing are eligible to automatically receive five digital trading card Booster Packs each month included with their paid Star Wars Galaxies subscription at no additional cost, providing a simple way for them to quickly and easily build their decks.

Last visit was: Fri Jan 01, am. It is currently Fri Jan 01, am

Where to get: Complete Jedi Pilgrimmage Quest Reward (Elder Jedi Reward only) Tradeable: No Bio-link: - Required Level to Equip: 80 Required Profession: Jedi Skill Mods: Agility 50, Constitution , Strength 30 Attribute Mods: - Effect: Gift of the Light Side The Force is Strong in this one. Chance to fire an additional offensive damage effect

I was wondering if there were any original Bloodfin players on the SWG Legends. My toons name was Mrsushi, A Mon Cal Elder Jedi and was part of FIGHT for quite some time. I was seen rolling around with Xacius, Alphawolf, Delz, Pistols, and some other folks like that. I remember AXIS, VoD, CAKE, and some other Imp guilds as well!

Sours: https://michalart.pl/swg-legends-jedi-leveling-guide.html
I believe you mean Medic, not Doc, right? And I have seen them, however if the do good or not I am not the right guy to tell. Most Medics, while part of a group in an instance they must concentrate on the group and do that in the best possible way. Can they do that while sacrificing points in BM? And possibly also pander to a pet? I have seen Medic wipe out a whole group because of one mistake or one tenth of a second loss of Action :(

If you rather just play solo, try it out and see how it works for you :)

However, you probably want to ask this question in the SOE official Medic forum. Mainly we discuss crafting here, but of course, we are not at all restricted to that narrow topic so let them keep coming. Good to see you active here, it's great :)


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Sours: http://www.swgcraft.org/forums/viewtopic.php?t=
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  5. Bermuda triangle coordinates google maps

Tale's Medic Guide


Medic - Tale's Medic Guide
By: Tale

Medic is one of the six starting professions. This guide aims to help novice medics on their journey to master medic. It does not cover the more advanced Doctor or Combat Medic professions, which become available when you reach master medic. Refer to the in-game Holocron (Ctrl-H) for more information.

Character creation
Any character can become a medic. If you didn't start as one, you can still train in novice medic by conversing with a medic trainer NPC. You can have multiple professions at the same time, or be a pure medic. Some people like to start as an artisan to gain resource-harvesting equipment, then train in novice medic and concentrate on healing. Others focus on another profession and are medics on the side. You have skill points to spend and novice medic consumes You can surrender it at any time to reclaim the skill points, but it pays to plan ahead and work out how many medic skills you can afford while still retaining enough points for other areas.

Your medic can be any race, but healing mostly relies on your character's mind, focus and willpower. Some races, such as Mon Calamari and Zabrak, have bonuses in these areas which may suit those who wish to be primarily medics, with downsides in other areas. You can also adjust your starting statistics using stat migration in the tutorial (takes effect immediately) or after your character enters the game (takes effect slowly).

How to heal
A starting medic can perform small heals without medicine, and bigger heals with medicine. Usually a medic heals health (the red bar) or action (green bar), while entertainers heal the mind (blue bar). Together, these are known as HAM (health, action, mind). The effort of healing without medicine causes focus and willpower wounds to your character, so it's better to use medicine.

Press Ctrl-I to open your inventory. If your character started as a medic, you should see a "Damage Stimpack" with 5 charges, an "Action Wound Medpack" and a "Health Wound Medpack" with 1 charge each. These are newbie medicines and they will soon be used up. If you didn't start as a medic, you'll have to obtain/craft your first packs but you should still read this section.

Let's use the stimpack first. Stims heal health and action damage (white areas in the red and green bars). The newbie stimpack also heals mind damage, but don't get used to this. They can be used anywhere by bringing up the radial menu on a damaged person and selecting "heal damage" or by targeting someone and pressing the "heal damage" hotkey (if you started as a medic this will be bound to one of your hotkeys at the top of the screen, e.g. F6 – if not, drag it from the Ctrl-A window). You can also target someone and double-click the stim in your inventory, use the stim's radial menu, drag the stim into a hotkey panel, or use the /healdamage command (can shorten to /heald). People who need damage healed include those who have been performing strenuous activities such as fighting, dancing or surveying, so you might want to join a combat group, or head for the nearest medical centre or cantina in your starting city (press Ctrl-M for a city map, or use the /find command). Combat healing will advance your character faster, but cantinas are always good because entertainers fix your mind wounds and battle fatigue while you heal (you just need to select "watch" a dancer or "listen" to a musician on an entertainer's radial menu), while you can fix the action damage they take from entertaining. Damage also recovers on its own while a character is resting.

You must also learn to use wound medpacks. Wounds are the slow-recovering black areas ("black rot") that appear in the red, green and blue bars after a character has experienced severe stress, such as getting beaten to a pulp by a giant monster or being cloned somewhere other than their bind point. As a medic you can heal the black wounds in the red and green bars, but only in medical centres, scout camps, or certain player-made buildings. You use medpacks in the same way as stims, except you select "heal wound" and the wound type from the patient's radial menu. You can double-click medpacks in your inventory, use the medpack's own radial menu, or use the /healwound command (can shorten to /healw) with the type of wound: /healwound action, or /healwound health. Using /healwound on its own does nothing unless you give it a wound type, so the default /healwound hotkey is useless. Perhaps make a set of macros (see the Ctrl-A screen) specifying the wound types, and drag them into your toolbar. Mind wounds (black area in the blue bar) are healed by entertainers. Wounds also repair themselves very slowly if a character rests in a medical centre, scout camp or player-made building.

Wounds also occur to the statistics not shown on the HAM bars.You can check for them on your own character by pressing Ctrl-C and looking on the "Personal" tab. For example, if somebody says they have 30 stamina wounds, you can heal them with a stamina wound medpack or use /tendwound stamina. At the time of writing, there is no visual representation of these stat wounds so patients have to tell you about them, but there may soon be a /diagnose command for medics to gauge stat wounds on others. As a medic, you can heal stat wounds in stamina, strength, constitution and quickness. Entertainers heal focus and willpower.

Healing without medicine
If you run out of charges on your stims and medpacks, you can still heal limited amounts with the /tenddamage and /tendwound commands or hotkeys. These drain your mind much faster than using medicines, and also cause 5 stat wounds each to your focus and willpower, plus 2 battle fatigue, each time you use them. You'll need an entertainer to heal those later. Remember /tendwound is used with a wound type, e.g. /tendwound constitution.

Later if you reach the First Aid IV skill, you also gain an ability called /quickheal which works like /tenddamage. Quickheal requires at least mind to use, causes 10 wounds each to focus and willpower, plus 2 battle fatigue, and consumes about 2/3 of your mind bar, but it can heal up to health and action damage per use.

It's relaxing to use these free heals in a cantina to heal entertainers, because the conversation is usually good and the wounds you incur are automatically healed by the entertainers themselves.

Note: you will gain no experience points (XP) for using /tenddamage or /quickheal. But you will gain XP for using /tendwound, so as a starting medic this is your only method of advancement without obtaining more stimpacks and medpacks.

Getting medicine
To be an effective healer, you will need more medicine. You can buy it from other players using bazaar terminals (found in cities), player merchant stores, or a person-to-person trade (respond to trade requests by targeting the person and typing /trade, selecting trade from the radial menu, or double-clicking on the person).

You can get by with purchased medicines. But if you want to reach master medic (or bio-engineer), you'll have to start crafting stims and medpacks yourself. First, you need some materials. To make the most basic stim, you need 8 identical organics and 8 identical inorganics. Organic means anything that was once a plant or animal, such as wild rice, grain, meat or wood. Inorganic means anything that didn't come from a plant or animal, such as gemstones, petroleum or metals. So you can make a stim from 8 units of rice and 8 units of steel, or 8 units of wheat and 8 units of fiberplast, etc.

Sometimes people will give you organics and inorganics in return for heals. Other times you'll need to buy them. You can also train in novice artisan and use surveying tools to sample resources. However, the ideal solution is to obtain harvesting machines made by an engineer, which come in different types for different resources (e.g. the simplest organics harvester is called a micro flora farm). When placed on an area with a high enough concentration of materials, harvesters automatically gather resources for you. When you need more, you just visit your harvester and take out the resources it has gathered. Friends can give you shared access to their harvesters. Just remember to keep your harvesters topped up with maintenance cash or they will decay. Harvesters also need power, so your first harvester type will need to be a wind generator or solar energy device (unless you can find power for sale).

There are some other ways to get organics. Training in novice scout gives you the ability to use the "harvest resources" option to collect organics from creatures you kill (the larger the creature, the more you can harvest depending on your skill – some say meat is best, depending on the planet). At the time of writing, medics also have a pointless ability called /medicalforage, which you can use outdoors to find random organics one at a time (tough when you need 8 of the same type!). Medicalforage may be removed or revised by the time you read this – it was only added to solve a temporary beta crafting problem.

Note that attempting to supply yourself with enough resources and medicines as a solo medic is a long, hard road. Medics can advance faster with friends to give them resources/harvesters, or by joining a PA that supports its medics. If you're going to work alone, you'll need to raise cash by doing missions or ask for payment in return for heals. All good patients should /tip their healers. If they're not carrying cash, they can do a bank transfer with "/tip yourname bank " or give you items/resources.

Crafting and Organic Chemistry
Got resources? Look for the Generic Crafting Tool in your inventory and double-click it. If you don't have one, buy one or ask an artisan to craft one. Choose the schematic for "Small Stimpack - A".

Welcome to a screen you'll be seeing often. Stim A is the easiest stim to make, requiring only 8 organics and 8 inorganics. On the left hand side of the Stim A schematic you should see the organics and inorganics from your inventory, and in the middle are two slots that need filling. You can drag-and-drop the organics/inorganics into the slots, or double-click a stack to make it jump into a slot. Resource stacks can contain up to , resources, and you can just double-click the stack each time you want to move some into a schematic slot. Note that you can't stack different types of resources into one slot: they must be identical.

Click "Assemble" and the game will ask if you really want to do this. Yes/No boxes are annoying, so let's get rid of them. Press Ctrl-O to bring up the options screen. Select the "Misc" tab and switch off "confirm crafting actions". Goodbye confirmation boxes, hello faster crafting. Press Ctrl-O again to close the options screen and continue through the stages of making Stim A. On the last stage you can rename the stim, which can be quite amusing but is not necessary. There will now be a pause while you wait for the Generic Crafting Tool to manufacture the item and put it in your inventory. You will get a message when it's finished, and you should then have a spinning Stimpack A with about 11 charges as the final item in your inventory. Congratulations, you just earned some medicine crafting experience points (XP), which are used in training Organic Chemistry.

Wound medpacks are a slightly different story. After you've used the newbie ones you can't make Health Wound Medpack A or Action Wound Medpack A until you have enough medicine crafting XP to train in Organic Chemistry I (after crafting about 17 stim A). But like stims, these A-level schematics simply require 8 organics and 8 inorganics. As you advance in organic chemistry, you can also make medpacks to heal stat wounds, such as Stamina Wound Medpack A (8 organics, 8 inorganics).

At higher levels of organic chemistry, you gain the ability to make B and C-level stims and medpacks (then D and E in elite professions). These heal more points per charge, but they are also harder to make. And you have to find someone who is really hurting to make it worthwhile to use a stim charge that heals for or a wound heal for For example, stimpack B is a multi-stage process where you make three initial components from various resources, then combine the components with more organics and inorganics. All up, a single stim B uses 64 resources. Many medics continue making stim A as their standard self-crafted medicine in the field. But the good thing about Stim B and Medpack B is they only require +5 medicine use skill (skill mods are listed in the lower left of the Ctrl-C screen), meaning novice medics can buy and use B packs, and others can make money selling B packs to novices. The C and higher versions require far more medicine use skill.

Medical Crafting Tips
In addition to removing the yes/no boxes (see above), you can also resize and line up the crafting windows so that each "accept" button appears under the previous one. You only have to do this once and the window position should remain the same.

The most important tip is to start using multiple crafting tools. When you open up the generic crafting tool, you'll see that in addition to the food and/or chemical crafting tabs (where the stimpack and medpack schematics are stored) there is a tab called "generic items". It has a schematic for building Food & Chemical Crafting Tools, using some metals and other resources. These dedicated tools can only produce medicines and food, but you'll need them to produce higher level items. For some recipes you also need to be near a public food & chemical crafting station (found in cities) otherwise the schematic doesn't even appear in the crafting tool.

If you can scrape together enough resources to make two Food & Chemical Crafting Tools, you can put the Generic Crafting Tool in the bank for later. Having a pair of tools avoids downtime, because you can start crafting in the second kit while waiting for the first one to empty its output hopper. Later you'll want three tools, because the hopper waiting times are longer for more complex items.

The amount healed by one charge of a stim or medpack is random, but will be higher if you used good quality resources. If you examine resources you'll see they have their own statistics (flavor, potency, overall, etc), so there are different types and qualities of wild rice, aluminium, etc. Read the schematic to see which statistics are important in determining the properties of a crafted item (e.g. Stim A mostly wants high Overall Quality). Avoid making stims with poor-quality resources because you'll end up healing 70s when you could be healing s. You might also want to try experimenting on your stims and medpacks to increase the charges, increase the base amount healed, or lower the required medicine use skill. To do this, you need to be near a public food & chemical crafting station, which causes extra options (including experimentation) to appear during the crafting process. Experimentation becomes more important with advanced medicines. You can experiment in the field if you have an R5 droid, or experiment in your player-built house with a private crafting station. The best medicines are the result of successful experimentation with high-quality resources. You can even experiment on the sub-components of higher level stims.

Ever wonder why all your stims are called "prototypes"? Architects can make food & chemical crafting factories, which are buildings that churn out up to items at a time. You can buy them or friends can give you access to their factory. You put enough resources in (e.g. organic and inorganic for a batch of stim A), and the factory automatically produces crates of medicines, for which you get the medicine crafting XP. To get enough resources to run a factory, you need harvesters, power sources, and enough credits to run it all. Again, this is where being in a PA can help. Before you can manufacture something in a factory, you also need to make your own schematic in a food & chemical crafting tool while in the vicinity of a public food & chemical crafting station. Craft something, experiment on it, and choose the option to make a schematic instead of a prototype. The resulting schematic (found on your datapad, Ctrl-D) goes into the factory along with the resources. You must use exactly the same types of resources as you used in making the schematic.

Of course, this opens up some great opportunities for players who like crafting. You can manufacture components, stims and medpacks in bulk and sell them to the rest of us!

Medical XP and advancement
By healing others, you gain medical experience, which is used in advancing through the three core medic skills: First Aid, Diagnostics and Pharmacology. The XP gained depends on how you healed the patient. For example, if you heal damage with a stim, you get about 25% of the amount healed as XP. Healing wounds gives about % of the amount healed as XP, because it deals with smaller numbers.

The only people you can't heal are those who have a declared overt faction (rebel or imperial) because your newbie character is neutral. You can heal yourself, but you do not get XP for it, just as you do not get XP for hurting yourself. Unless you're alone in the wilderness, it's better to let other medics get the XP for healing you.

Press Ctrl-S to look at your skill tree, where you can also check how much experience you have earned and of which types (select the medic skill tree if it's not already showing). When you have the required experience for the next level of skill, you can train from either an NPC medic trainer, or another player. It is far better to be taught by fellow players, because this gives them apprenticeship experience required to advance to higher professions and the NPCs charge too much cash.

Note that you can't hoard XP. You can only have twice as much stored XP as it takes to qualify for the next skill level. For example, if it takes medical crafting XP to qualify for Organic Chemistry II and you reach XP without training in that skill, you won't be able to gain any more medical crafting XP until you train. You can still make stims without training, but it won't give you XP.

Core skills
You can spend medical experience on the following:

FIRST AID: Allows you to heal more damage with a single stim. This means you get more experience per heal and it's not as much work to heal people. Most medics like to climb this skill branch as fast as possible. It also adds some "special moves" to your healing, such as the ability at First Aid II to stop bleeding (which happens sometimes in battle and causes damage over time in the red bar, shown by red droplets falling on the person's head). At First Aid IV, you gain the ability to perform a heal without a stim, but at a significant cost to your mind (blue) bar.

DIAGNOSTICS: Allows you to heal damage faster by reducing the waiting time until you can perform another heal. This also helps you get XP faster, so it's perhaps equally as important as First Aid, some would say more important. At Diagnostics II you gain the ability to drag incapacitated (unconscious) players out of harm's way, which may be useful for preventing death blows during combat.

PHARMACOLOGY: Allows you to use higher level medicines and appears to reduce the amount of mind used per heal. It also increases the reliability of /medicalforage, and perhaps other things (the in-game description is vague). Some people swear by pharmacology as the most important skill branch, but others only advance in it as necessary to use the higher level stims.

To train in Master Medic, you need First Aid IV, Diagnostics IV, Pharmacology IV and Organic Chemistry IV. You also need points of Apprenticeship Experience, which you gain from teaching skills to others.

Ways to gain medical experience
There are three common methods of gaining experience points as a me

1) Stay in a medical centre (or a scout camp or player-made building) and treat people's black wound damage with medpacks or /tendwound. Earns you steady experience but heals small amounts per charge with a long wait for the ability to recycle (by comparison, a master doctor can heal about wounds every 13 seconds). However, if you are a crafting medic there is enough time to craft a new medpack or stimpack during the recycle time. You also make friends, get given heaps of resources, cash tips and even clothes. However, hospital work tends to either dry up or boom depending on the rate at which people get wounded and whether a high-level doctor is competing with the novices to heal wounds.

2) Go to a cantina and heal entertainers' action bars. You can even join a band as their healer (helps you see their HAM). This gives steady XP but there is a shorter recycle time than with wound heals, so if you have plenty of ready-made/bought stimpacks you can make fast XP. If you're crafting as you go, you might struggle to make stims fast enough because entertainers can burn some serious action. Unfortunately, as in real life most entertainers are low on cash despite being the coolest people on the planet. You'll get more XP than tips (perhaps you should be tipping the entertainers). Another variety of action bar XP involves healing artisans while they sample, or sampling with a fellow medic/artisan and healing each other. Artisans often use their action bars faster than entertainers and might offer organics/inorganics as pay.

3) Make/buy lots of stimpacks, join a group and be their healer in battle, enabling them to survive longer in combat and recover faster afterwards. In a good group that does lots of fighting, this is the fastest way to earn XP. If you run out of stims, you can use /follow on a group member while you scramble to make more (you can craft while moving, but not while in combat). You can target the first few members of your group for healing quickly by using Ctrl-2 through Ctrl-0 (Ctrl-1 targets yourself) and make your own hotkey shortcuts using the Ctrl-A window. You can also click on the patient's name in the group list. You may also get the opportunity to use medpacks to heal the group's black wounds if members enter a scout-made camp.

If you elect to join groups and heal them while hunting, you might also want to train in Novice Marksman (see a marksman trainer NPC) or Novice Brawler and get yourself a better weapon than the default CDEF pistol or survival knife. It's better to pick marksman because you'll be running around healing so you need to be able to attack from range. You should have time to participate in the fighting (get your target by using the /assist command on one of your group members), giving you combat XP and allowing you to also climb the skill tree in your chosen weapon. Just remember that shooting things doesn't help with the medic skill tree!

SWG is a skills-based game, so you can pick up any of the other novice professions at any time by paying an NPC trainer of the correct type. You can become an entertainer/medic, an artisan/marksman/medic, or any other combination. Your path is your own.

Combat Healing Strategy

Here's my strategy for healing in a group as a novice medic. Others will have different methods, but this works for me:

Open the full list of group members and set up two hotkeys: /follow and /healdamage (there are pre-made macro icons in the Ctrl-A window which you can drag to the hotkey bar). Go into mouse pointer mode (hit ALT). When somebody gets damaged, click their name on the list to target them and hit the /follow hotkey. You automatically run to within 5m of them, so you can hit the /heal hotkey. If somebody else starts getting damaged, repeat the process: click their name and hit /follow, see yourself run over to them and hit /heal, etc. I find clicking on the names easier than using Ctrl-Number. I recommend also having a /stopfollow hotkey ready because sometimes you'll want to move around independently (you can still move on your own while using /follow, but you will head back to your patient when you let go of the movement keys).

This way, you are a true medic, running around the battlefield patching people up. It's not a magic-based game so you are required to go over to someone and treat them, instead of casting a spell at range. You can beat the lag through anticipation, hitting /heal before you reach the person so that it lands when you're within 5m. You can also make an /assist hotkey (makes you attack the same target as your patient) so that you help with the fighting between heals and gain combat/weapon XP. Between fights, /follow the group's designated tank so that you're with the person most likely to get hurt (and you have a person to /assist). The tank is someone strong who tries to take most of the damage, usually a brawler profession. You should never be the first to attack something – always let the group's designated puller pick the targets or you might get everyone killed.

While running around on /follow between fights, you can craft more stims with a pair of food & chemical crafting kits to prevent downtime if supplies are low. If you're using Stim A you should never let a healing opportunity pass you by. Nobody in your group should ever heal naturally because all damage is a chance for you to make that little bit more XP by throwing in a heal. Stims heal health and action at the same time, which are both used while fighting, so combat healing is by far the best source of XP. A nice health/ action heal is XP. If your group is recovering in a camp and the entertainers start dancing, you can even heal the entertainers' action bars for more XP.

APPENDIX A: Problem solving

During beta this appendix was a bug list, but most medic bugs have been fixed (congratulations dev team!). Instead, here is a list of problems you may encounter as a medic, and how to solve them.

Healing lag: In combat, you might find that you press your healing hotkey and nothing happens for a few seconds, while the patient takes further damage, and then the heal arrives. This may be because heals go into the combat queue along with special attacks, or it may be the result of lag affecting you or the server (and is probably beyond anyone's control). The solution is to anticipate. Send a heal in advance, so that you don't have to play catch-up, e.g. brawler attacks monster, you target brawler and hit your healing hotkey, brawler takes damage from monster, lag catches up and heal arrives. Another solution for combat lag is to make a healing macro that begins with /peace (the command to stop yourself fighting) followed by /healdamage. This cancels your combat queue, then sends your heal, giving it a better chance to get through fast (maybe try /peace; /healdamage; /assist – but switch music off first because it will make the combat music go crazy). The macro tool is in the Ctrl-A screen. You can drag macros to the hotkey bar.

Healing range: Unless you train as a Combat Medic and gain ranged stimpacks, healing range is only 6m. You're not a fantasy spellcasting healer, so you need to use the /follow hotkey to run over and attend to your patient. One small bug: at the time of writing, if you are outside this range and trying to heal damage, you'll get the message "no valid medicine found" instead of "target is out of range". Of course, this can also mean that you really have run out of stims. If you are healing wounds, you will get the correct "target is out of range" message if you are beyond 6m.

Hopper full: The crafting tool output area is called a hopper. If you craft something while your inventory is full (% on the bar at the bottom), the item will get stuck in the hopper and you will have to clear it. Make a space in your inventory for the new item, then open the radial menu on the crafting tool, hold the mouse over "start crafting" and choose "open hopper". You will see a small window containing the item that is stuck in the hopper, which you can drag out into your inventory to clear the blockage.

Medic-as-crafter: Some players disagree with the developers' decision to make medics crafters. But unless you want to advance to Doctor or Combat Medic, you are not required to craft. You can advance in First Aid, Pharmacology and Diagnostics by using purchased medicines. Aspiring bio-engineers may also have hundreds of crafted stimpacks to give away. If you hate the crafting tool and still want to advance to an elite medical profession, try to gain access to a food & chemical factory which can be used to gain medicine crafting XP automatically, but at a slower rate.

Hotkey banks: The hotkey bar at the top is not one-of-a-kind. If it is showing as a single line of icons, use your mouse to stretch it into a double line (F1-F12 for the first line, Shift-F1-F12 for the second line). You also have multiple banks of hotkeys which you can reach with Ctrl-F1, Ctrl-F2, Ctrl-F3, etc. Perhaps set up a combat hotkey bank (with weapon and healing buttons), a medical centre hotkey bank (with all the different wound types), etc.

Drained mind: Beginner medics use a lot of mind per heal, so unfortunately you'll just have to cope. Higher level medics and the elite medic professions can keep going for much longer. Remember stims and medpacks are far more mind-efficient than the /tend commands. Some races have faster mind regeneration, and some have an ability called /equilibrium which distributes their remaining HAM energy evenly between the three bars – very useful in emergencies. Mind also regenerates faster while sitting. If your mind isn't regenerating as fast as it used to, check Ctrl-C for willpower wounds.

Missing schematics: "I've got Stim C but it's not showing in my crafting tool!" First, check the datapad (Ctrl-D) which shows all the draft schematics you possess. You can also check the required ingredients here. Then check whether you are using a Food & Chemical crafting tool (generic tool doesn't work for higher-level meds). Stim C and Med B also require you to be standing next to a public food & chemical crafting station. Stim D requires a private food & chemical crafting station (in a house or PA hall). Once you have a house with a private crafting station, you'll wonder how you ever lived without it.


Sours: https://www.swgemu.com/archive/scrapbookv51/data//medic_guide.html
Lets PLay SWG Legends Medic Pt 1, tansari point startion.

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I will be starting up SoL again here and looking for anyone interested in joining. We are a rebel-aligned guild. I especially encourage anyone who played on Shadowfire to come join up (if I am ever able to log in).

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Next Sunwaver's Basic Medic Starter Guide

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woops spelt @Ilraious wrong in the video, will re-upload a corrected one tommorow

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Next Sunwaver's Basic Officer Starter Guide

Previous Request Completed: SaintStellas

Hello everyone!

Here is a basic PvE starter guide for those who need help on how to get started as a medic healer!

(PLEASE NOTE: this is MY version, so it is not the "perfect" version.)

Expertise: http://www.oekevo.org/expertisecalcufc

-This build allows for a medic to grab all the needed healing/dot removing abilities as well as some buffs.

Please note: this build is specifically for healing only, as I did not choose any talents towards damage. This build is for support medic only.

-The build also grabs lowered hate generated per heal, which can be a problem sometimes, and grabs the evasion move.

Basic heals:
-Bacta concentration - Heal over time. Really important heal that should be kept on the player taking the most damage at all times. Low action cost.
-Bacta Spray - excellent AOE heal
-Bacta Ampule - Quick heal, not very strong, but it is a good heal based on it's "heal-to-action" ratio. I like to use this as a Filler Heal.
-Bacta grenade - Significantly stronger than ampule, but more action cost & longer cooldown, good to use when only one player needs a moderate heal.
-Bacta Bomb - The heal of all heals. Significant large heal with a longer cooldown.
-Bacta jab- Self heal that only should be used as a last resort.

Basic utilities:
-Stasis: should be used as a last resort if someone is about to die, but can also be used to stasis an enemy (for example if a droid is blasting you in the face)
-Stasis (self): should be used on self as a last resort if you are about to die.
-Reckless Stimulation: gives action at the cost of health. Should be used wisely.
-Blood Cleanser: removes Weakened state.
-Cure Afflition: removes several DoTs from the target.
-Serotonin Boost: removes one DoT/harmful debuff.

If you have any suggestions for me to add, feel free, and i will add them!

February 3, , am

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Previous Sunwaver's Basic Medic Starter Guide

Hello everyone!

Here is a basic PvE starter guide for those who need help on how to get started as an officer!

(PLEASE NOTE: this is MY version, so it is not the "perfect" version.)

Expertise: http://www.oekevo.org/expertisecalcuedf

-This build focuses alot on buffs, heavy AOE damage, and some survivability

-This build also grabs some potential single target damage moves & increases paint target. (for places where AOE is not encouraged). *Indoors*

Basic Damage Abilities:
Artillary Strike: strongest AOE move. Should be used on cooldown.
Shock grenade & Dioxis grenade: AOE grenades that can be thrown from range.
Core Bomb : meele-range bomb that is dropped, causes AOE damage.
Paint Target: single-target move that lowers defenses.
Pistol Overcharge: Great move when out of action. Low cooldown allows for constant use of Pistol Overcharge in order to sustain damage output.
Pistol Burn: great single-target move.
Sure Shot: single-target move.

Basic Utilities:
Tactics: group defense buff
Focus Fire: group offensive buff
Pistol Drillmaster: Combat buff
Inspiration: Returns a chunk of action & increases Action Cost Reduction
Scatter: Defense: Increases run speed, glancing blow, and removes snare.
Charge!: Offensive: Increases damage, increases ACR, Speed boost & removes snare.

If there is a suggestion you think i should add, let me know and i will add it!

February 3, , am

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Next Current Server Status and Activity Information Widget

Previous Sunwaver's Basic Officer Starter Guide

I've not tried for a while but is log in now working or has nothing been done yet? I appreciate the guys are all hard at work but I was led to believe by Jerry that this login issue was fixed.

February 3, , pm

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Next Exploiting and the extent of banning people for it

Previous Are people able to login yet?

My guess is the current status of the server in the forums is not very accurate.

February 3, , pm

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Next So what's going on?

Previous Current Server Status and Activity Information Widget

So, I was told last month that the blaster burst exploit is a perma bannable offense. So, if I can't "blaster burst exploit", where do we draw the line? There are a few inherent exploits in SWG that should be banned for using.

Line of sight: Your character bugs into walls when you are running around corners and such and you Can't See Target even though you are clearly in front of the person.
Blue heals: The idea that a healer that you can't kill can infinitely heal somebody regardless of what you do is also an exploit.

I'm pretty sure that by just these two alone, you would have no playerbase to play this already dead game, so where do you draw the line, admins?

Don't single me and -DJO- out just because you are clearly biased against us, if you want to play this game however I'm totally for it. You people are already bordering on discrimination which by your own terms of service is bannable.

February 3, , pm

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Next Server Connections

Previous Exploiting and the extent of banning people for it

I've heard staff has the person DDOS'ing the server's IP, place of work and home address yet nothing is being done. Just wondering if any course of action is going to be taken?

February 3, , pm

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Next Cantina on the forum

Previous So what's going on?

Hey Legends,

We are aware that everyone is having connection issues. Dev team is split into two groups. Group A is working on fixing the connection issue and Group B is working on their private servers. We are working on the issue but please sit tight for now. Expect the server to go up and down.

-SWG Legends Staff

February 3, , pm

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Next new to jedi? here is a simple build for new players

Previous Server Connections

Hey, i cant see the "Cantina" or even "Mos Eisley Discussions" on the forum-page.
Whats wrong


By the way, i cant delete Attachment, that isnt attached anymore

February 3, , pm

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Next new to officer? here is a build for new players

Previous Cantina on the forum

this works for both DARK and LIGHT jedi this is a more tanky PVE build and dueling for those who want a simple build

exotics glancing blow, glancing blow (melee), glancing blow (ranged)
why pure glancing blow? well its basically a better block stat for jedi. and also works vs crit damage

normal 35's strength / agility / con
works for LSJ to add a bit more melee damage with STR and the agility and con add some tankyness

saber crystal - banes heart -
why? simple electric status adds trivial hit which is a 2nd type of glancing blow,

power ups - all 3 glancing blow (or optional)= 1 glancing blow 2 crit hit reduction

foods - anything with either con or agility

saber type? the old republic hilt
now, now i know what you are thinking ninvus the 5th gens are better! true if you are focusing on actual melee damage (LSJ, as DSJ dont care for melee damage) but you forget old republic hilt gives you a BUILT IN! 75 strength stat! which is too good to pass up for a TANK build.

familiars? well gackle bat for str and pre or mynok for the agility. tbh all 3 would work depending on what ur aganst.

the most important of all ENT buff! here are a few to use for the given situation

vs dark jedi nothing because you will lose anyways

vs PVE-
glancing blow
action cost
rest into either str or agility or con

duel/small time pvp
glancing blow
action cost
12% 2nd chance (not 24%! a bug in swg to were the math makes 12% the same as 24% some how)
rest into armor and if any points are left, into one of the 3 main stats you use

heroic set-
well until they fix the guardian set (guardian set used to give glancing blow/crit hit reduction/action cost/and alot of con) BUT now the staff stupidly has it to block chance/block value/con

so use heroism for both LSJ ans DSJ remember stats > chance to proc effects, always pick like that unless your build calls for chances like doom medic as example.

meditation buff again the staff changed the buffs..well only one the blue buff used to give evasion/evasion value but the blue and pink buffs are useless for our build. \
blue meditative buff= block/block value

pink buff= strikethrough/strikethrough value

white buff= strength and crit chance

use the white mediative buff for the strength
why? well block has been and always will be a commando stat and strikethough is for dps we are a tank build but the strength will always be of use. and crit is a nice side bonus

i hope this helps some newbies to jedi get the hang of it.

with all above you new jedi should find dsj or LSJ a bit easier to play now.

February 3, , pm

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Next new to commando? here is a simple build for new players!

Previous new to jedi? here is a simple build for new players

this is two builds. 1st one is typical action factory officer and the other? hellstorm officer!!!

general aspect build!

skill tree set up

a simple one built around advanced pain target, supply drops, buffs, officer trooper, and hate minigation because as a officer you will gather a good bit of hate even as a support

this is a purely supportive officer build, i am usre there are more advanced builds out there but this is for beginners

-exotics - crit hit reduction, heal potency, (can use 1 of the following) glancing blow/crit chance/or agility for more dodge(gives more dodge than using the dodge statgo figure)

-normal stats - agility/con/str agility adds more defensive stats, con addshealth and str adds some defense and offense stats

-power ups- can use either set up 1) 2 crit hit reduction and 1 agility or 2) 2 agility 1 CHR

paint target is your most important debuff to refresh on boss's this gives EVERYONE in group a bit more bite to their hit's,

heroic set duh generals aspect

food any food with dodge chance

group role support/supporting AOE damage

-- ent buff --

action cost
12% 2nd chance
full armors
rest into agility
(any left over points) into con

same as above


build role? mass destruction with AOE's

up side?massive AOE damage down side? low defense
great for group PVE in tight area's can some times hurt on action
a sight to be feared often get the 2nd most hate targets in pvp

group play skill tree with TWO officers

why no officer buffs? this is for group play who use 1 GA officer and 1 Hellstorm officer, you wont need the buffs because you got constant buffs from the GA build so you have more to focus on damage sweet sweet sexy damage

wepon choice
pistol with an acid elemental proc

exotics crit chance/humanoid crit/crit hit reduction
why humanoid crit? works in both pvp and pve vs human type npcs like the ones in all heroics

normal stats pre/luck/(choose one)stamina or agility

power ups can use 3 crit chance or crit chance and crit hit reduction w/e you feel like using.

Superior fire power IS your bread and butter and cocaine as a officer, use this in pvp or a boss fight that have adds that needs to die like 5 mins ago and your AOES will nearly crit % of the time hellstorm also can reset the cooldowns on your AOES for free shots, so if lucky u could fire off 3 jesus beams at the same time to utterly crush everything.

end buff
action cost
12%2nd chance
crit chance(optional)
(if any left) into stamind or luck

i hope this helps new players

February 3, , pm

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Next new to medic? here is a simple build for new players

Previous new to officer? here is a build for new players

this will be a DPS commando that can have brief moments of durability

skill tree set up

this might not be the very best build out there but for new commando's this will help you understand a few things

exotics heavy weapon damage/heavy weapon crit/ devastation

normal stats con/str/luck

weapon choice heavy weapon
element? you want 1 of every element as a commando,
why? because if you have more than 1 commando in group you wana use an element they are not, so if one uses heat go and use acid

what does each element do?
heat = burning dot
acid = crit chance
cold= damage increase
electric= trivial hit (a defensive choice)
now the elements dont give these constantly you only get the above stats when the element "procs" and gives the target a debuff for a short window of time, durring this time you will wana give it your all (even more so for acid and cold)

heroic set - juggernaut set

power ups? either 3 devastation or 2 heavy weapon damage and 1 devasation or any combo of devastation/heavy damage/ or heavy crit

main stats? heavy weapon and devastation stats are THE MOST IMPORTANT!

armor shredder- is amazing its a high stacking armor reduction debuff which on its own isnt not impressive but with group play it is just amazing.

stand fast - is the "oh shit skill you use when u need damage reduction

position secured - is what you use for heroics or when you are far enough away that the root wont effect you. this ability gives you much needed boost to skills and stats
if you are thinking about a commando that uses explosives or rifles GET OUT right now because those are inferior to heavy weapons in every way

ent buff
action cost
12% 2nd chance
full armors
(if enough points get crit chance if not get rest into luck)

this is a damage build not the best build for commando but it will help you learn some elements of what it means to be a commando.

February 3, , pm

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Next new to bounty hunter? here is a simple build for new players

Previous new to commando? here is a simple build for new players!

this is a triple build A) first responder B) DOOM MEDIC!!! and C) beats master medic

A) first responder

skill tree

this is for pure healer medic using the first responders set

exotics - heal potency/heal action cost/crit hit reduction

basic stats - agility/con/stamin(or)str

power ups 2 heal potency and 1 heal action cost

ent buff
action cost
12% 2nd chance
(rest if possible) into stamina or agility

medics gain something called healers hate form both players and npcs, if you have a shit tank you will find yourself tanking for them which can work but medics are short short term tanks, untill they dry their action pool.

you want to use evasion ability in boss fights if they focus you, it will reduce their hate of you.

in short you are a healing god, and if you have a GA officer in group your action problems are over!

B) DOOM MEDIC!!!!!!!!!!!!

skill tree

this is a pvp and pve build now doom medics can make good off healers in heroics.. not the best but their doom abilities do work on boss fights which is nice!

heroic set - doom

exotics crit hit reduction/heal potency/(pick one) glancing blow,agility

basic stats - agility/con/stam

weapon type - carbine
element type - acid/heat/electric
acid - crit proc
heat - DOT proc
electric - trivial hit proc

ent buff
action cost
12% 2nd chance
(rest if possible) into stamina or con

power ups - 2 heal action cost 1 heal potency or! 1/2 heal action cost and 1/2 carbine action cost. take your pick

this build's damage is based on yourv target hurting its self!

C) beast master medic

pve only!

skill tree

the info given here will not be alot, because its basically first responders BM edition. use the info from that section for stats and ent buff..however use this link to have the most efficive beast of all


the link above will tell you where all the locations of said pets, what they are mutated form, the mutation combo's and ability locations.

hope these help

February 4, , am

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Next engineering and what to focus on to max profit's

Previous new to medic? here is a simple build for new players

hello this is for the razor build (the ones for roots and the like)

skill tree

(dislcaimer not the best bounty hunter build for hunting players! this is a more general build for pvp/pve/and hunting not just focusing on one or the other. also this is a more defensive build)

weapon type- rifle
weapon element - acid/cold/electric

exotics -rifle damage/rifle action cost/crit hit reduction
basic stats pre/agil/con

power ups- 2 rifle damage 1 rifle cost

ent buff
action cost
12% 2nd chance
(if possible) crit
or rest into pre

heroic set - i think it is named dire snare set.

i hope this simple build will help new players with the basics of the class with these stats. im not the best bh out there but i know enough to give an example build that new players can easily learn with.

February 4, , am

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Next munitions and what to focus on to max profit's

Previous new to bounty hunter? here is a simple build for new players

tbh they dont have much that makes them alot of money, droids are not that usefull compared to a pet how ever they do have one thing that makes them great they have stuff that other crafter classes need for their stuff! and a few other things.

make several of those items that others need and mass produce them and sell them for a decently cheap price. always under cut everyone

February 4, , am

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Next structures and what to focus on to max profit's

Previous engineering and what to focus on to max profit's

this is a easy one to list but complex in execution

weapons and armor cost alot of investment on your part but easily can sell for mill or more depending how close to sever cap you can get.

my advice is to learn how to do both someone who can do all crafting types is someone who will get rich quickly and easily

February 4, , am

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Next the pilot grind and YOU!

Previous munitions and what to focus on to max profit's

this is also a easy to list and only simi complex to do

the best way to make easy credits early? while lvling up craft harvestors decently and sell them for cheap hey your only making them to power level might as well not put them on practice mode and sell em for some early capital.

and once you got a good amount of credits built now we start space part *throws rice everywhere*

here is the annoying part mining asteroids. if you do this solo its annoying my advice is to get a pob and do it or a gunboat so u can be tanky while u mine

everyone loves space either flying to shooting or just RPing in the lando yacht

February 4, , am

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Next once or if the server ever goes live space crafting yay!

Previous structures and what to focus on to max profit's

Space grinding for hours and hours or even days on end is a drag, stop what you are doing and travel to the kashyyyk system! About 5k away from the avatar platform space station is a spot with countless tier 3 and tier 4 blackscale fighters and bombers.

Even better, they only attack you if you attack them so you could sit in the same position forever adjusting your ships systems without the fear of being attacked, take on 1 ship at a time or 5 they are pretty easy ships to worry about, the exp reward for taking out a tier 3 black scale fighter is just over 1k but the exp reward for destroying a blackscale bomber is 4k+!

This is my favorite spot to level up and i often get k+ an hour or even more if i take a friend or join a group. i hope you enjoy this new location and good luck with the grind!

how ever once you get a gunboat or even a POB then you can take your friends up with you and help them lvl up super fast by killing high lvl tiers

February 4, , am

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Next server is up

Previous the pilot grind and YOU!

once we get a live server ill be doing space hardcore like. so friend me, pm me, reply or w/e your fancy is because once the server hits live everything ill be doing is for crafting only. list the most popular ship parts you love or want to see being mass produced as much as possible so i know what to focus on for the community at large.

More Pages to Explore

Sours: https://legendsrssing.com/chan/all_p6.html

Medic swg guide legends

Medic Guide for beginners - Erotica -

[Image: alHvOREP2WhmnZIugMg6FvMUo5mQc9lz8R7VF9uhj4S3wwexy]

If you have any questions feel free to reply DM Erotica#

This guide is written/composed by  Erotica and created by her over the 2 decades of experience from not only SWG from the PRE-CU all the way till now in the NGE , but from other experiences from other games within the healing role.

Welcome to medic ladies and gentleman , this is a guide that should help you with your profession. we will go over everything from combat to support to beast-master. medic can be one of the more harder professions to master and also one of the most demanding and most stressful.

As a new medic you may encounter a struggle learning and timing your abilities. a medic can make or break a group not everyone will find it fun , not everyone will find it easy to learn because it's not but when it comes down to it. you control you're group's health and if they can continue the fight or not.

a very good medic will be able to heal under pressure a very skilled medic will be able to heal and debuff targets under pressure most of the time.



A lot ask about BM Pets and tell others to pick up a defense pet and say armor on the pet=defense this is untrue this has no effect on its defense stats. every pet has a bonus to stats it gains when created. the 60 points on pets matter. a 60 pointer capped is better than a 55 unless a suit was used with it then it can be just as good!.

for an idea of a pet you want for stats..here you go this will help hugely where many have no damn idea wtf they are saying. http://www.swgpets.com/pets?group=Avoidance notice how the Dod Pry Evs EvR are high? that's what you want that is purely defense stats. that is high parry dodge evasion.

if you want a block pet..then use http://www.swgpets.com/pets?group=Armored otherwise the list above is far better as dodge parry evasion is a huge stat for us. remember the DPS/Armor bonus is not used for us if you're pet is just here to give you stats

Medic Stat priorities(Part I)

First of all not all suits or stats are used as much now. I'll list the most popular and most used.

Stat Chart by MasterCosmo's back on SoE Live

[Image: 9ZF3w0EsYIaCKLbCSOPGF8Bh5-aDLISN-tQ1VbptshYNngM]
[Image: L-EskrbbtSw6PJTUbQTEB_jRCHVm-L0VJQI65nJOadpRGtrTfm]

Constitution: each point grants 8 health and 2 action points.

This is used in almost every suit for every profession it's also the most useful as straight health allows you to take more damage and as a medic you need to survive.

Agility:each point grants % dodge, % parry and % evasion chance.

Very useful for medic adds flat defense and adds more then the straight up exotic versions.

Luck: each point grants % dodge, % evasion chance, % evasion value, % critical hit chance, % strikethrough chance, and % strikethrough value.

Adds even more Defenses goes very well with Con/agi.

Strength: each point grants % block chance, block value, % hit chance, and melee damage.

Now..heres the thing block is currently in a bad state as is really not to great on anyone but frontman commando's as it was nerfed patches ago and does not do to much as it should. no reason to stack this unless you're going for a PvE block suit

Precision: each point grants % parry, % block chance, % critical hit chance, and % strikethrough chance.

Not worth stacking as we are not going to be focusing damage.

Stamina: each point grants 2 health and 8 action points.

Not as useful as it once was as a medic as we have access to officers and reckless stimulation very old school medic stat back with the old con/stam/agi suits

Critical hit defense/reduction

Full details/guide on this can be found here thanks to mastercosmo https://mastercosmo.wordpress.com/l-hit-defense/

This stat is worth stacking in exotics on all three pieces.

Glancing Blow Increase

Full details/guide can be found here thanks to mastercosmo https://mastercosmo.wordpress.com/glancing-blow/

Use this if you can not afford Healing Action Cost. or known as HACR

Dodge Chance

Full details/guide here thanks to mastercosmo https://mastercosmo.wordpress.com/nalysis-dodge/

Not worth stacking in exotics you get more from having other stats.

Heal Action Cost Reduction

Alot will say this is good and bad. it's actually really good on a full support medic it's used over glance because the amount of action it can reduce is quite decent. and if you're solo with no officer it actually helps out quite a lot on sustaining action. however, it is quite hard to get a hold of as the junk loot very rarely drops and cost millions so only use this if you can afford it but it's worth it. it is a long term stat that you will want. i however do not use it because i have mastered medic so well that it's useless to me vs the bonus defense.

Medic Heroic sets(Part II)

Here is the list of heroic 5 piece sets we can earn I did not list heroism as it's really not used by medics as flat stats do not out weigh our actual sets, not like a Jedi where they can gain quite a bit from that set.

First Responder's/Response

[Image: 0iQIYuBuly5Cki5HKBeJq3sGE-J9efngwp52NucPSMEKhPGjm7]

This is every medic's main set due to the fact that you get reduced revive timers, swift revives which reset the cooldown, then swift heals which also resets the cooldown. then you also get reduced evasion cool down and stasiswhich is huge.you also can get free shot heals which reduce the cost of that heal you just used to 0 however for a while this part has been bugged. note this set only resets single target heals and not you're bacta spray.

Word of advice run this set if you do not expect to never win in PVP. if you can't rez well then congrats you just lost the battle. people keep saying Doom is superior and this is far from it because, with FR a swift bomb bypasses said debuffs, decent medics can clear all the debuffs in 5 seconds. note the swift heal is pretty damn big while it may only 10% I have had at times swift bombs in a row and that is k healing in 5 seconds.

another reason is rez timers are extremely long without we are talking minutes. so in a PVP scenario, let's say it's a 16v16 and boom 7 guys die to an SFP you area rez..you recovered that 2nd volley goes out 5 more deaths or maybe more. well, there goes 2 rez timers killed you are now on lockdown. you now rely on that 2nd medic, well guess what his rez timers are on cd to because you both used it. well, now you are down 3 players and losing more unable to rez.

this has a big domino effect and as I did point outmedics are the backbone of PVP groups without us the group is nothing. not to mention evasion+stasis timers are huge.

think of evasion as a mini stasis but with no damage reduction instead, you can still drop a cloud.

Full Wiki Details http://swg.wikia.com/wiki/First_Responder%27s_set

Blackbar's Doom

[Image: gy0l_yIcbPhbR5mLYCgS1aXcujtJ-smvMHXz6pyATnryCUn7bR]

This is your doom set it's nice to have if you ever plan to spec into doom expertise otherwise it's not needed.

People keep saying Doom is best and it's not. it's decent. but it's far from op. if two medics can strip the debuffs in a few seconds the set is doing nothing for you. the set is only useful for taking out a shot caller out with assist macro and you dooming him. however, your #1 job is to heal. if you say doom is DPS then you are % wrong, it is to heal and doom on the offside very few medics can heal while dooming in hardcore PVP. you can not just do the whole I'm a deeps i don't heal. that is exactly why some get steamrolled in PVP.

Full Wiki Details http://swg.wikia.com/wiki/Blackbar%27s_Doom_set

Strikers/Battle Hardened

[Image: atIRZLBn9RXbtbrSBrTxdZqYkJOOdj1OuxqVUgpQb-qXaSq]

This set is your buff set mostly and really only used for buff bots or medics who carry all buffs it's a back up set it extends your buffs out to 1 hour and 30 minutes which is quite nice to have. never use it in PVP as it's mainly just a buff set.

Full Wiki Details http://swg.wikia.com/wiki/Striker%27s_set

Medic Entertainer Buffs(Part III)

Here is a list of some great Ent buffs that medics use some are pretty useful. my advise never stack crit or anything that will add to offense you are purely stacking defense you are so squishy that even though you got a big heal kit most underestimate that we do not have tanky skills

1: 10% Healer , ACR , Energy, kin

2: 10% Healer , ACR , Con

3: 8% Healer , ACR , Energy, Kin , 60 Con

4: 10% Healer , ACR , Glance

5: 10% Healer , CHR , Glance

6: 6% Healer , ACR , Eng , Kin

7: 6% Healer , ACR , CHR or Glance , KIN+ENG

Medic 35 Suits(Part IV)

Here is a list of some of the most popular and used suits that sync very well on medics and even officers. for officers never stack HP/HACR HP can be used on officer i have seen it done in pvp to help get the most out of you're swift heals from generals 5 piece. now to the suits! in order from most popular/used/great to least. the first three are most used/popular are overall sync so well on a medic that you can become pretty damn tanky fully buffed up.

1:Con/Agi/Luck HP/HACR/CHR

2:Con/Agi/Luck HP/GB/CHR

3:Con/Agi/Luck HP/GB/GBR

4:Con/Str/BV HP/BC/CHR

5:Con/Str/BV GB/BC/CHR


7:Str/Prec/Con BC/BV/Str

8:Con/Agi/Luck HP/Dodge/CHR or GB

9:Con/Stam/Agi HP/CHR/GB

Got any suit idea's you want added feel free to let me know <3

Medic Melee Vs Ranged(Part V)

So something like this gets asked quite a lot

The reason you will see PvP medics use melee over ranged is very simple it allows you a bonus to the defense aka parry which is a melee only weapon. quite nice. it's also the only defense that helps vs a DSJ as the skills they use are classified as melee all but maelstrom so this is why we use it. now I'm not gonna go into details but for PVP a melee weapon is far more useful than a medic hitting someone with a rifle cause a medic's job is not to damage which is tiny.

Also, note if you are helping AFK players melee weapons make you not move when attacked by a ranged weapon. so you can put the medic on follow and likely never move out of his or her range of healing or nerve gas.

On to ranged weapons. ranged is mostly used for doom 5 piece , blowing up bikes, keeping a player in combat so they can not escape. or in general PvE combat to keep at bay. however, melee tends to play a better role in combat as it can glance every single melee attack and since can effect as seen below. it is more suited in PvP. solo gameplay a ranged weapon will be quite better.

Glance comes from multiple sources:



Officer Buffs.

Medic Skills Part Two

Medic Healing Main Abilities(Part I)

They's Abilities will buff you're target or group they are highly used and great to have if you're playing a full support medic. the buffs timers can be increased from 30 minutes to 1 hour and 30 through a heroic 5 piece known as (Strikers) very worth grabing for pvp and heroics as you're second 5 piece.

Bacta Bomb

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This is you're main heal only use this if you're target is below 30% Health or 50% if not much healing is needed. this heal can if speced and geared right can get up to 20, Health restored. this skill can also be coupled with (First Responder) heroic 5 piece to receive a swift heal reseting the cooldown of it. if you're with multiple medics and in voice i advise calling out who you're healing it with.

Bacta Ampule

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Bacta Amplule is a low heal that is spammablemy advice only use this heal if your target is above 50% health under very certain circumstance you can use it below if you're target is not in harm's way. this skill is great for recovering health fast it's low cost very effective in long fights and very cheap on the action. i just advise not using it on someone about to incap you may get them killed!

Bacta Spray

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Bacta Spray is a Area Heal that is used quite alot. it is best used when AoE damage is being dealt to you're group/team-mates. this heal can get up to 10, health per target which in any heavy damage fight can be a real life-saver. if you're with multiple medics and in voice i advise calling out when you're going to use it so you don't get any wasted area heals or bacta bombs!

Bacta Infusion

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Bacta Infusion is a HoT (Heal over Time) this is a skill i advise using on cool down and using it on you're top three players and keeping it up. however now that we have a AoE only use this for single target/you're self or when you're solo.

Bacta Burst

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Bacta Burst is you're Area Heal Over Time much the same as infusion but is a Area version and this should be kept on you're group at all times. this heal is mainly used to offset the damage of officer or spy DoTs. this is a skill i advise keeping on cool down.

Bacta Grenade

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Bacta Grenade is a low cost heal and is now separated from other heals and is now it's own heal and is now a must have ability for it is a mini bacta bomb well kinda.

Bacta Jab

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Bacta Jab is a heal used for solo combat when you have no pet and are on you're own it's much like bacta bomb but a bit less healing and a very faster cool down and cost much less.

Medic Support Abilities( Part II)

Medic Buffs

This is you're support role medic buffs. they are 30 minutes long. they can be increased to 1 hour 30 minutes long with a 5 piece heroic set known as (Strikers) i highly advise picking this up as you're second 5 piece for medic. i highly advise geting the buffs if you're runing alot of heroics and pvp if you go full support medic.

Serotonin Boost

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This ability will be used quite a lot mostly in PvP combat as it can remove one debuff from a player and is mostly used to remove stuff like bacta corruption (Doom Medic) or dreadstrike (BH) this skill is useful but if you're a solo medic and trying to use this and you're target is being hit by a full doom medic it's almost impossible to remove the heal debuff. you are far better having them hang back to let the debuff wear off otherwise you will not get it in time. however if you're target has dreadstrike and corruption remove it asap or all healing on that player is pretty much useless!.

Cure Affliction

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This skill is a godsend this should be used on cool down never ever let this stay un-used in PvP combat if you're being hit by (commando's). this ability removes 5 stacks of a dot. so if you're target has every dot at a 10 stack this removes 5 from every stack. this ability also gives you're target seconds immunity to all dots being applied on them. so if you're target has a 5 stack heat dot use this and it's gone!!!!! please use this skill a lot it will save you're group and you will notice how big of a deal it is in mass pvp. in pve it's not used as much. i advise not using it on targets who only got officer dots. spy one's yes.

Blood Cleansers

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This ability is also a godsend in PvP or PvE what it does is removes the incap timer from you're target so if they get knocked down then back up use this on them asap so they do not get death-blowed this will help in large scale pvp , heroics , battlefields.

Drag Corpse

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this ability i only use in pvp what it does is drag you're group members corpse's to you're location if within like 45 meters and a viewable range i would use this in battlefields and large scale pvp. this ability can clutch win a fight you may be able to use this drag you're group to safe area and mass rez and you're back up. this ability can drag none group members to if they /consent you however i have no idea if this is working atm.


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This ability is a holy crap button or a get out of dodge ability. this ability gives you some serious evasion much like a spy's ability this is used best for heavy aoe when it's about to drop instead of using a stasis i would use this and be able to take the punishment given vs others may get killed this allows you to save a stasis for when you really need it. never use this while in stasis. this ability can also be used to get out of combat remove any dots or debuffs you have then hit it and call a bike make sure to spam the bike as you hit it. and boom you can bike away from a losing battle!. in pve this ability really only has use if you got aggro or are being hit by aoe's or need to get off a none combat rez/area revive.

Reckless Stimulation

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This abilityis tricky it restores action at the cost of health now if you do not have 2 general officers in you're group you may use this quite a lot. i would highly advise using one rank lower then the max so use rank 5 as this restores about the same action but does not take a huge chunk of health. use this only above like 30% health otherwise you may kill you're self and regret it. you can use this near death but if you do try to be out of harms way and no dots. so you can safely restore action hide behind walls/objects so no one can just hit you while using it. however with current update you can use rank 6 and be fine as it was changed to take less health and restore more action. still this is more for advanced medics who trust there self or group.

Stasis Self

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This ability will be used so much in all aspects of the game. what this ability does is for a brief part of time makes you immune to all sources of damage however doom medics can still damage and apply debuffs to you through the 5 piece heroic sets proc. otherwise use this ability when you're low health or when you know you're about to take so much heat that you know you can't out heal it. this is great to use when you're pvp group pushes into a group of the enemy and you may be the first target so you would hit this and it makes all the damage going to you useless. great ability and if you dont have this you are not playing medic right.

Stasis Other

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This ability works the same as above with a twist..now you can use this one on group members , mobs , enemy faction/enemy anyone who is red to you. or in you're group. this ability can be used in pve to stop a mobs damage or to save a team-mate or as a back up stasis for you're self. it can also be used on enemy medics to pre-stasis then before a push and they will not be able to use their stasis on them and are singled out to be killed. you can also use this ability to target a enemy who may of hit force run or sprint stim or a burst run and most cases by the time the box wears off they are slowed and dired or dead in a instant. use this on bh or jedi who hit burst/force run's and it will pretty much neglect it and they are screwed.

Area Revive

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This ability is a out of combat area revive this ability can revive everyone at you're feet or within 5 meters. if you're not in combat that is.

PVP Area Revive

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This ability works the same as above however it's allowed while in combat but for PvP combat deaths only by players.

PvP Combat Revive

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This ability works the same as the above PvP revive while in combat and will be one of you're main revives.

PvE Combat Revive


Works the same as the above PvP combat revive but also works in PvE and does not share the same cool down so this gives you 2 single target revives and one AoE for PvP.

Combat Medic Abilities(Part III)


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Reduces the movement speed of you're target.


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This skill looks like it may of been fixed in our version  so it is useful

Deuterium Rounds

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Fun ability that adds a dot on basic attacks with ranged weapons. 

Poison Knuckle

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Now..this ability works the same as rounds..

Nerve Gas

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This is a AoE ability great for medic to deal AoE damage that also has a chance to apply a long dot on anyone hit by it. very useful in all combat and even great in PvP when you're group may push into the enemy multiple medics dropping this adds quite a lot of extra damage that helps alot.


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Pretty much a Damage ability that has a chance to apply a dot but over-rides nerve gas.

Vital Strike

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Vital Strike is a Low damage skill that is used in mostly PvE/solo combat cost to much action if playing a PvP Support Medic

Combat Medic Doom Abilities(Part IV)

Alright so as a doom medic it is very skill Dependant on the player and players he's with in PvP. if you go this route i would advise picking up a 5 piece doom set. the reason is because when you use one of the skills below there is a 20% chance that for every doom buff below you have in expertise it applies every debuff when it procs. so if you used corruption on a target and have all the debuffs and it procs Doomthen every debuff is applied or refreshed. Doom is fun but it's not just as simple as hiting someone with the debuffyou will need to be able to heal under stress while completing the task of throwing out debuffs, now this is pretty tasky and most fail at this and find out they can not do both and keep going. there is no chance for fuck ups. it can cost you're entire group and can also cost the enemies entire group if you're skilled enough.

if you go the doom route be advised it's heavy on action you also need a second medic with you who has First Responder otherwise two doom medics will not sync very well and the long revive timers and no swift heals it can be pretty stressful and very risky in mass PvP. play at you're own risk otherwise i would try support then see how well you do and ask others and if it's doing great then maybe you can do both at once. Doom has no place in PvE it's mostly a PvP role and is highly sought after very skilled one's for battlefields. however it may be worth having a couple of the skills to toss on enemy medics i'll put that in the skill description.

Bacta Corruption

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A very good debuff this debuffs the target reducing the healing they can get. this is worth having to use even without doom as it can be used on prime targets to reduce the healing they get. use this on medics officers or shot callers.

Serotonin Purge

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This ability strips a buff from the target a very useful skill as buffs make a huge impact in PvP. i advise looking into grabing it maybe.. also note this ability looks like the doom proc dot. also this ability can be used to strip buffs off the ISD bosses who have SFP or used in the hoth instance to strip the buffs from the Gold troopers which remove SFP or the general buff that gets applied to all npcs around themso this is useful in PvE big time!

Electrolyte Drain

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This ability reduces the movement speed of you're target.

Thyroid Rupture

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This ability reduces the damage you're target deals and is quite useful in PvE on heroic bosses. or the undead bosses but is very great in PvP for high value damage targets


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Reduces the targets action pool also slowly drains them of action. very useful for fighting officers medics bounty hunters. no action=dead weight

Rheumatic Calamity

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This ability is decent/good what it does is when you're target spends action they take damage. much like the clenched fist of hate boss in EK just less damage but it does add up. quite useful with doom. in our version/gu22 this does quite a lot of damage. can even kill you're target in pvp..

Misc Abilities(Part V)

Pet Incubation

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If you are doing PvP alot grab this and a pet with high defense stats as even if the pet is level 1 and dead you gain part of it's stats which add to you surviving and is actually quite a huge impact

Medic Expertise

Here is a list of the few pretty popular and most used and all around sets of expertise!

Setup One Full Support Build (Most Used)

This is pretty much the main support build everyone used near the end. you had full support buffs and heals and abilities. 1 point is for the pet for bonus stats

Expertise Tree 1

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Expertise Tree 2

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Setup Two Full Doom Build

This is the main Doom build you can of course switch out the electro to something else like stats or what not. 1 point is for the pet for bonus stats

Expertise Tree 1

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Expertise Tree 2

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Setup Three BeasterMaster Support Build

This is the BM Build you can change out armor bonus for the pet to extra skills if need.

Expertise Tree 2 (nothing goes into one)

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Expertise Tree 3

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Setup Four Evasion Doom Build

You can change out the debuffs however you always want bacta coruuption atleast the other two can be switched to Thyroid which works just as good. purge is nice for stripping buffs. 1 point is for the pet for bonus stats

Expertise Tree 1

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Expertise Tree 2

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Setup Five Full Combat Medic Build

This Build you can switch from ranged or melee expertise it is pretty fun to mess around with and is something you rarely see but it is pretty interesting if they ever fix the two rows of skills it may be worth having. either way have fun with it! i put one point in BM for the stats incase you get in mass pvp then you are still useful , you also have the full buff line as well so this gives you still quite a lot to play with. you can also change out the last 4 points in armor to get flurry or burst.

Expertise Tree 1

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Expertise Tree 2

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Food , Drinks , Weapon Selections , Armor Selections and elemental damages and powerups!

Here is a list of all food,drinks,weapons,armor and elemental damage types and powerups that are best used with medic.

Food/Drink Selections for Medics

Here are some foods and drinks ranked best first that medics will use quite alot in the game.


Healing Potency/Con

Breath of Heaven:http://swg.wikia.com/wiki/Breath_of_Heaven

High Con/Dodge Chance


Healing Potency/Con

Fizz Pudding:http://swg.wikia.com/wiki/Deneelian_Fizz_Pudding

High Luck/BC/BV


Agility/Movement Speed

Weapon Selections

Going to only list heroic weapon types that have the high damage bonus. from cheapest/easy to hardest/most expensive the more expensive the more harder it is to obtain and likely better. not going to list heroic weapons that are weak. i did not addbattlefield weapons as they can take alot of work to unlock and also require some more hard to obtain resources and given the work to get them they are more of a high end weapon. and most use tokens on the pistol or heavy weapon.

Charric Carbine:


Invasion token weapon pretty on par with heroic weapons and very easy to obtain then a heroic weapon.

Massassi Guardian Carbine:


Very Cheap and very easy to loot drops quite alot. but is locked to cold.

Whistler Carbine:


Decently Cheap very good carbine decent damage and quite easy to get compared to most heroic weapons.

A Blaster Rifle:


Cheap/cost effective but not that great in the element area. but used for combat/doom medic.

E-Web Rifle:


Cheap/cost effective but not that great in the element area.but used for combat/doom medic.

TC Blaster Rifle:


Invasion Weapon very cheap good and decent and just as decent as a Elite TK and barely any effort needed to obtain.but used for combat/doom medic.

Massassi Enforcer Blade:


Very nice melee weapon the highest damage of all and extreme elemental and cold locked so it does amazing.

Acidic Paragon Axe:


Very decently priced often very good the only heroic polararm that is lootable other then NSEL which is not good in combat.

Elite Gaderiffi Baton :


Pretty expensive for a melee weapon but pretty nice and cool looking but in my opinion cost to much.

Elite Tusken Rifle:


Very expensive very good high damage and elemental but also very rare and sought after.

Medic Armor

so alot ask about what armor to use with medic and pretty much the best all-around is primus battle armor which is Kin Eng Base. this all around is the best to use. however, it can be costly in the millions to tens of millions of credits.

my advice if you're starting out and new is go and do this quest series. if you're after unlocking dwb do not choose a faction and do the non-faction quest.


this quest series is easy and the stats on the Katarn armor is to all. so its great starting out and can be sold later. also looks cool.

otherwise, unlayered battle armor is all resist and most of the time cost under k credits. however, primus is as low as k now. so for new players its very cheap.

Medic Elements

So a lot ask what elements do what here is a list of them and what they do


Duration: 6 seconds

Effect: Adds a Heat DoT attack that will tick 3 times with 2-second separation for damage per tick before armor mitigation.


Duration: 3 seconds

Effect: the Acid Elemental effect is a Critical Chance increase to all attackers on that target. The target will have a 75% chance to be hit by a Critical Hit for the duration. If you are stacking Critical Chance on top of this, you will likely hit every attack with a Critical. Very useful and probably the most popular elemental type.


Duration: 6 seconds

Effect: the Cold Elemental effect will increase all damage being dealt to the target for the entire duration. The % increase in damage is dependent on your cold elemental value. Basically, your cold elemental is divided by 5 and that value is the % increase in damage your target will see. This increases all incoming damage by all attackers to the target. Useful and underrated mod since this will stack with Critical and Strikethrough attacks.


36 cold elemental on the weapon x = % Damage Increase.

elemental value on the weapon = x = 20% Damage Increase


Duration: 6 seconds

Effect: +75% Glancing Blow increase debuff on the affected target.

Note: While the tooltip will state that 'Trivial Hit' is the one being modified, Trivial Hit is a 96% damage reduction and a remnant from an old combat system, while Glancing Blow is a 60% Damage reduction. The correct modifier is Glancing Blow, the tooltip is incorrect. The combat log and skill mod character sheet will confirm this.

Note 2: The effect of this element is regarded as being most useful in PvE, due to the benefits of Glancing Blow in PvE

Conclusion: Heat and Electric are bother very good options as a medic with acid being 3rd.

the reason heat is so good is it gives you a 3rd dot and this alone adds a bit of damage add in someone else's crit or cold debuff and it adds up.

also note that acid overrides cold they can not stack.

Medic PowerUps

Here is a list of best powerups to use with a medic situations vary. because it all depends on you're playstyle as well and what you're comfortable with.

Healing Potency:Increases the strength of you're heals caps out at 14 , +15 if we ever obtain the bonus RE chance. every 1 point of HP=1% Healing potency so a 14=14%.also this gives the best benefit for medic, going up to 20k on a bacta bomb and 10k area sprays is insanely huge.

CHR:Reduces the chance to be critically hit, very effective stacking and caps out at 29+, 31+ if we ever obtain the bonus RE chance

Glance Blow:Decent but not exactly worth stacking unless solo in PvE as it does help. caps at +7 rarely , +8 if we ever obtain the bonus RE chance

i'm not gonna add dodge , evasion , block as honestly they are hit so hard by diminishing returns and you are better off stacking a basic stat in you're exotics/pups because it's not hit by diminishing return as badly as the flat stat stacking on them.

my advise is use HP For mass pvp big fights need alot of heals and with food/pups capped. you can get some crazy heals..without it will show very hard and you will wonder if you're doing something wrong.!

Frequently Asked Questions

Question 1:Why don't you have Harmonious Understanding in any of you're expertise setups?

Answer 1: Because I don't rely on damage and 25% reduction with medic honestly is not that big of a deal.

Question 2: What's your advice on farming credits as a medic?

Answer 2: A lot of heroics selling loot and 5 pieces or get an alt commando and officer and gear them and set up an afk group at night sisters or dwb.

Question 3:How would you go about gearing first.

Answer 3: it depends. what you are going to shoot for first? weapon? then invasions. armor? then Avenging mort quest. also, do all of Mustafar! sell you're heroic loot and eventually buy a 35 suit. trust me it makes a big impact.

Question 4:How would you go about leveling?

Answer 4:Legacy and doing daily terminal missions. otherwise AFK groups

Question 5:What pet would you use for Beastmaster?

Answer 5: well it depends. DPS/Tanking? Cats are great. Klikniks are great as well and have double dots.

Question 6:Best 35 suit to use?

Answer 6:Con/Agi/Luck , HP/HACR/CHR Or instead of HACR GB®

Question 7:Best Element to use as a medic?

Answer 7:Heat (more dots)

Question 8:Best Crafted Armor for a medic?

Answer 8:Battle primus or unlayered

Question 9:Best heroic 5 piece to grab?

Answer 9: First Responder (more heals less cost swift revives)

Question Best Weapon choice to pick ranged/melee.

Answer Ranged For PvE and melee for PVP with a ranged weapon. however, if you go doom please note you need a rifle for the range bonus.

Question Why do you always push forward and aggressive like? thought medic was supposed to hang in the back?

Answer we are supposed to. but when you're group pushes it helps pushing with. if people hang back your push won't work, everyone pushes. I push straight in I'm not afraid to run into 20+ players and eat the damage with stasis because most of the time my team is right with me. medic is also great at being the first target so when everyone's trying to kill you with stasis up that damage is not on you're guys. I learned from live too passive as a medic will not cut it. if you're passive and never aggressive your team will die you just can't have a passive medic with aggressive DPS. however please note i'm no normal medic i have roughly 30, hours in medic maybe more since live. so i trust myself enough to know I am extremely capable of taking the heat vs most medics to freeze up or freak out and that's a sign you are not ready. it can take years to get to the ability to where you trust yourself, however, this is only part of the factor.

add in the factor you need to trust your group. and I'm afraid to tell you this will never happen unless they are in the same skill set and you have been with them years to where everyone knows how each person plays. without this you will never be able to completely be able to be at your fullest. also you need insanely high reaction times most humans do not have without being younger and having the experience under their belt.

Question Why are you moving so much? you look like a headless chicken!!!

Answer Yeah that's because the movement is key in PvP so you always want to be on the move ready at a moment's notice to slip back or make a massive push into the enemy, to dodge AoE's. if you just stand still you're making yourself a massive target (HEY KILL ME IM STANDING STILL) not good as a medic not to mention a melee spy can one-shot you and if you stand still..you're feeding them a kill and win. be warned the more you stand still the easier it is to damage you. every aoe ingame has a range where the damage starts dropping off till it becomes 0. so constantly moving can allow you to evade aoes that may be thrown at a teammate.

Question Whats this I hear about clouding in deep?

Answer This term is used by pvp medics to say they are going to run into the enemy group or near and drop nerve gas to add more damage or get counted for credit to get Restuss Comms. it's risky but it's a medic's life.

Question Why no ranged weapon?

Answer Because the role of a medic is to heal not damage that to dps every auto attack is pretty useless when everyone else can do 10x the damage, a nerve gas is a great way to do damage. this is why you see me with melee only. it gives medics extra defense that ranged weapons won't get. so use it. the only time you will see me with ranged is tagging a player's bike or tefing them out of a buff house. if your doing damage and trying to heal you doing it wrong if you are not insanely skilled like some of us. your DPS is insanely tiny compared to a combat role even a droid does more damage than a medic most times.so the bonus defense to be able to parry beats a bit of useless damage you won't be doing.

Question Are combat expertise skills worth it?

Answer only if you are solo and don't want to have buffs on standby which is kinda a bit retarded as having buffs on the go means you can farm longer. however it's not needed so it is a fun role to play if in PVEPVP not do much.

Question Do you stream your gameplay?

Answer Yes I do when heroics other no but i can if enough people ask. i do more than medic , I play my alts. I craft for the server and my guild. I help people when needed.

Question What's your youtube/twitch

Answer https://www.youtube.com/channel/UCvuL3LlSeFobmkYncMZi8Zw?view_as=subscriber and https://www.twitch.tv/ladygothica

Notable Expertise & Medic Video's

Here is a list of notable expertise that are not listed under abilities.

Increased Armor

Increases all Armor Protections By

Enhanced Armor

Increases all Armor Protections By


Reduces Hate/Aggro Generation by 50% from healing.

Hasty Resuscitation

Reduces the cooldown of revive by 15 Seconds total

Bacta Efficiency

Reduces the action cost of all you're instant healing abilities by 35%

Bacta Potency

Increases the strength of you're healing by 25%

Bacta Concentration

Increases the heal over time potency of Bacta Infusion And Bacta Burst

Other Players Medic Video's

If you want you're video's listed please shoot me a pm with links and name to put them under!.












https://www.youtube.com/watch?v=rjm5mIJuYvY&t(Not medic but worth puting)








My Medic Video's/Erotica












This is going to be updated a bit more Soon

Sours: https://swgprophecy.com/printthread.php?tid=
Learning How To Medic \u0026 PVP Flashpoint Gameplay - SWG Legends Live


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