Medic FAQ

Medic profession discussion
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Aedales
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Medic FAQ


The information in this FAQ was complied and adapted from Mistress Aerea on SWGEmu.

The guide is broken into the following sections:

● General Medic Information
● Healing and Medicines
● Crafting
● Gaining Medic Experience
● The Art of Medic
● Skill Point Allocation

General Medic Information

What is a medic?

Medic is one of the six starting professions. Any character can become a medic. If you did not start as one, you can still train in novice medic by conversing with a medic trainer NPC. A medic's primary responsibility is to heal injuries and wounds to player's action and heath pools. The profession is a prerequisite for the specialized professions of Doctor, Combat Medic, and Bio-Engineer.

What characters are best for medic?
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 (with the assistance of an Image Designer).


How do I become a medic?
Any character can become a medic. If you did not start as one, you can still train in novice medic by conversing with a medic trainer NPC. After gaining enough experience, you can get training from other players trained in medic or medic trainer NPCs.


Where Can I find NPC trainers?

You can find NPC medic trainers in most med centers in NPC cities, and in many player cities. Here is a list of NPC city locations:

Code: Select all

Tatooine - Bestine /waypoint -1263 3576
 Tatooine - Bestine /waypoint -1312 -3482
 Tatooine - Mos Eisley /waypoint 3522 -4774
 Tatooine - Mos Entha /waypoint 1307 3286
 Tatooine - Mos Entha /waypoint 1338 3293
 Tatooine - Mos Entha /waypoint 1325 3148
 Tatooine - Mos Espa /waypoint -3158 2122
 Tatooine - Mos Espa /waypoint -2931 2116
 Tatooine - Wayfar /waypoint -5123 -6615
 Talus - Dearic /waypoint 317 -3054
 Talus - Nashal /waypoint 4389 5281
 Rori - Narmle /waypoint -5154 -2238
 Rori - Narmle /waypoint -5140 -2217
 Rori - Narmle /waypoint -5109 -2212
 Rori - Restuss /waypoint 5373 5588
 Rori - Restuss /waypoint 5284 5587
 Naboo - Kaadara /waypoint 5113 6651
 Naboo - Kaadara /waypoint 5095 6624
 Naboo - Kaadara /waypoint 5211 6694
 Naboo - Keren /waypoint 1982 2598
 Naboo - Keren /waypoint 1952 2636
 Naboo - Keren /waypoint 1956 2605
 Naboo - Keren /waypoint 1784 2714
 Naboo - Keren /waypoint 1541 2789
 Naboo - Moenia /waypoint 4772 -4814
 Naboo - Moenia /waypoint 4808 -4724
 Naboo - Moenia /waypoint 4901 -4930
 Naboo - Moenia /waypoint 4932 -4923
 Naboo - Theed /waypoint -5968 4277
 Naboo - Theed /waypoint -4934 4153
 Naboo - Theed /waypoint -5004 4157
 Naboo - Theed /waypoint -4592 4125
 Naboo - Theed /waypoint -5031 4172
 Lok - Nym's Stronghold /waypoint 586 5145
 Corellia - Coronet /waypoint -71 -4439
 Corellia - Coronet /waypoint -104 -4444
 Corellia - Coronet /waypoint -172 -4691
 Corellia - Coronet /waypoint -33 -4422
 Corellia - Doaba Guerfel /waypoint 3341 5517
 Corellia - Kor Vella /waypoint -3139 2792
 Corellia - Kor Vella /waypoint -3786 3131
 Corellia - Tyrena /waypoint -4989 -2491
 Corellia - Tyrena /waypoint -5014 -2471
 Corellia - Tyrena /waypoint -4971 -2467
 Corellia - Tyrena /waypoint -5027 -2311 
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Healing and Medicines



Can I heal myself without getting the Medic profession?
No you cannot heal yourself without being a Medic. In order to heal your self you need the /healdamage skill, this can only be acquired by taking the Medic profession.

Is there a command for healing myself?

Yes. The command “/healdamage self” or “/healdamage [your name]" will heal yourself. Using a stim or wound pack with nothing targeted will also heal yourself.


How do I heal?
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). A starting medic can perform small heals without medicine using the /tendwound and /tenddamage commands. The effort of healing without medicine causes focus and willpower wounds to your character, so it's better to use medicine. For bigger heals that will not cause self-inflicted wounds, medicine is required in the form of stimpacks and wound packs.


How do I heal without medicine?
If you run out of charges on your stims and wound packs, 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 wounds each to your focus and willpower, plus battle fatigue, each time you use them. You'll need an entertainer to heal those later. The /tendwound command 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 more mind to use, causes more wounds to focus and willpower, and causes more battle fatigue, but it can heal up more health and action damage per use.

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.


What is a stim pack?
Stimspacks heal health and action damage (white areas in the red and green bars). They can be used anywhere 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.

What is a wound pack?
Wound packs allow a medic to heal the health and action wounds of other players. Wounds are the black areas 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. Wounds also occur to the statistics not shown on the HAM bars. You can check for them by using the /diagnose command. This will bring up a window indicating a player's wounds.

As a medic, you can heal wounds in action, health, stamina, strength, constitution and quickness, but only in medical centers, scout camps, or certain player-made buildings. You use wound packs in the same way as stims, except you double-click wound packs in your inventory, use the wound pack'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.

Where do I get wound and stim packs?
To be an effective healer, you will need 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 wound packs yourself. First, you need some resources. 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. You will also need a food and chemical or generic crafting tool (more than one is even better).
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Medic Crafting



How do I craft my own medicine?

First you will need resources. Once you have those, 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. You can also use a food and chemical crafting tool (which might be better if you plan on advancing to a specialized medical profession). Once the window for the tool opens, choose the schematic for "Small Stimpack - A".

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 from your resource stacks, or double-click a stack to make the required amount of resources jump into a slot. Note that you can't put 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. 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 made your first stim and earned some medicine crafting experience points (XP), which are used in training Organic Chemistry.

Wound medpacks are a slightly different story. 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 1000 or a wound heal for 500. 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.

How can I speed up crafting?
The Yes/No confirmation boxes are annoying. You can get rid of them by pressing Ctrl-O to bring up the options screen. Select the "Misc" tab and switch off "confirm crafting actions". Goodbye confirmation boxes, hello faster crafting.

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. This makes clicking much more efficient and comfortable.

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 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.

How can I make better medicines?
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 220s. 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. 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.

How do I make mass-produced medicines?

Architects can make food & chemical crafting factories, which are buildings that churn out up to 1000 items at a time. You can buy them or friends can give you access to their factory. You put enough resources in (e.g. 800 organic and 800 inorganic for a batch of 100 stim A), and the factory automatically produces crates of medicines. 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.

Where do I get all these resources?
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).

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.

What kind of ingredients are useful for making stims and/or wound packs?


This is a very broad question, but for the most part, you can count on the following:
1) All medical items look for Overall Quality, Potential Energy and Unit Toughness
2) The importance of each is as follows:
For effectiveness: OQ 66%, PE 33%
For charges: OQ 66%, UT 33%
3) Using advance components will greatly increase the overall quality of anything your making, But they require very specific resources.
4) A good practice for any starting medic is to get the scout skill and harvest meat off of any animal that you kill. This will be the ideal organic resource for crafting medical supplies.

What resources do I need for advance components?

You will need the following resources:

Advanced Biological Effect Controller: (Used in creating Stims and Wound Packs)
Lokian wild wheat and Tatooinian fiberplast

Advanced Chemical Release Duration Mechanism: (Used in creating Stims and Wound Packs)
Class 4 liquid petro fuel and Herbivore meat

Advanced Liquid Suspension: (Used in creating Stims)
Dantooine berry fruit and Talusian water vapor

Advanced Solid Delivery Shell: (Used in creating Wound Packs)
Dolovite iron and Domesticated oats

Is there a macro for crafting?
There are macros that can assist you in the crafting process, but there are none that will do the process for you. Crafting goes far beyond the scope of just medic, however you can find some great information on how to create a macro here:

Start by getting a metal (either by mining or purchasing; any ferrous metal will do) and begin crafting survey tools. Actually create the 1st tool, and then use this macro for the rest. (Macro by Imodi Ibanei)

Code: Select all

/ui action toolbarSlot01; (uses first tool in F2 box)
/selectdraftSchematic 33; 
/pause 5;   (this pause gives you time to add in the resources, adjust it as you see fit) 
/nextC; 
/nextC; 
/nextC; 
/createprototype practice no item; 
/createprototype practice no item; 
/pause 2; 
/ui action toolbarSlot02; (uses second tool in F3 box)
/selectdraftSchematic 33; 
/pause 5; 
/nextC; 
/nextC; 
/nextC; 
/createprototype practice no item; 
/createprototype practice no item; 
/pause 2; 
/ui action toolbarSlot03; (uses third tool in the F4 box)
/selectdraftSchematic 33; 
/pause 5; 
/nextC; 
/nextC; 
/nextC; 
/createprototype practice no item; 
/createprototype practice no item; 
/pause 2; 
/ui action toolbarSlot00; (loops macro)
To use this macro, place the macro in the F1 slot of one of the toolbars, and place 3 generic crafting tools in the F2, F3 and F4 slots. This will run until you type /dump. A good tip to help save time is to double-click the resources into the slots (its even better if you have a mouse that has a third button for double-clicking).
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Gaining Medic Experience



How do I get medic XP?
You gain medic experience by healing player's wounds or injuries using stim packs or wound packs. You also earn medical crafting experience by crafting your own medicines.

How do I advance the fastest?
There are three common methods of gaining experience points as a medic:
  • 1) Stay in a medical centre (or a scout camp or player-made building) and treat people's black wound damage with wound packs or /tendwound. Earns you steady experience but heals small amounts per charge with a long wait for the ability to recycle. However, if you are a crafting medic there is enough time to craft a new wound pack 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.

    2a) 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).

    2b) A variety of the entertainer healing method is to find a friendly entertainer who will agree to burn action for you. Entertainers can burn action at amazing rates by using their special display abilities. Using this method, an entertainer can burn action faster than you can heal it, which always gives you something to heal.

    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. 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.

What skills should I train in first?

This is a trade off between diagnostics and first aid. First aid allows you to heal for more points each time you heal, which gives more XP. Diagnostics allows you to heal faster, which means you get the change to gain XP more frequently. Most seem to think that diagnostics is better in the long run for fastest XP gain.

What should I grind for the crafting tree for fastest progression?

Make Biological Effect Controllers until you get the schematic for Advanced Biological Effect Controllers. At that point some continue to make Biological Effect Controllers, due to the simplicity. Others choose to make the advanced variety for the increased XP. The advance variety take sub-components, which need to be crafted first, so there is a trade off.

Medic Cantina XP Grinding (hands free, mostly) Macro

Grind up a number of StimA's/B's or purchase them on a vendor. Go into a cantina, and /sit near a bunch of Entertainers burning action, that are within your heal range (may have to play with this a bit).

Code: Select all

 Macro Name: entHeal
 /ui action cycleTargetNext;
 /healDamage;
 /pause XX;
 /macro entHeal;
Change your /pause XX timer to your heal rate. When you get into the cantina, select nothing (click the floor) and then log out. Log back in, and then select each entertainer within range of your healing ... don't click anything else BUT the ents. Run the macro. Gain XP.
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The Art of Medic



What do each of the skills actually mean?

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.


How do I keep my group healed effectively?

This is one strategy for healing in a group as a novice medic:

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. 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. You can also target group members by using Ctrl-#, if you find that easier, use that method. You might also want to have 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). Lag can sometimes be an issue. With a little bit of practice you can learn to anticipate the lag and react accordingly.

What foods/drink are useful for medic?
  • Halva - A food that speeds up the time between heals.
    Ruby Bliel - A drink that speeds up the time between heals.
    Bivoli - Increases the power of wound packs.
Are there any clothes that help?
You might want to get Bioengineered clothes for Medics & doctors with +25 Wound Treatment and Injury Treatment. These are usually used for doctors who are buffing, but they would be useful to grind with as well. The +25 IT will boost healing power of your stims, giving more xp and reducing the time of the grind once more.
Skill Point Allocation

I have 14 skill points that I want to spend on medic, how should I spend them?
A good suggestion would be to get First Aid II and Pharmacology III. This would use all 14 skill points. This combination would give you the ability to stop bleeds with FAII and the ability to use Stim C’s that have been experimented down to 30 Med use with Pharmacology III.


I have 9 skill points available to spend on medic, how should I spend them?
With nine skill points, you can either go for Pharmacology III, which will allow you to use Stim pack C’s or you can get First Aid III, this would allow you to use Stim B’s, have the ability to stop bleeding and it will assist in making your Stims heal more damage per use. Getting Pharmacology III is probably the way to go, this will give you the most amount of healing, but if First Aid is important to you then go with option 2.
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