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Medic - Tale's Medic Guide 2.3
By: Tale
Description
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 250
skill points to spend and novice medic consumes 15. 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 1000 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 750 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 1000" 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 100,000 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 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.
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 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. 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 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, 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 250% 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 1000 medical crafting XP to qualify for Organic Chemistry II and
you reach 2000 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 620 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 medic:
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 600 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 200 health/200 action heal is 100 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 (100% 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.
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