swglogo
EverQuest Camelot FFXI WoW EQ2 Planetside Lineage II EQOA
Subscribe...
Home...
News...
News Archives...
Store...
FAQ...
Links...
Submit Information...
Login/User...
User Accounts...
Your Characters...
New Commments...
Journals...
Forums...
Main SWG Forum...
How to Become a Jedi...
Out of Topic Forum...
The Asylum...
Allakhazam IRC Chat...
Game Guides...
Combat...
Crafting...
General...
Location...
Macros...
Profession...
PvP...
Starting...
Discussion...
Servers...
Professions...
Races...
Characters...
Full List...
Races...
Professions...
Skills...
Skill Modifiers...
Abilities...
Certifications...
Schematics...
Items...
Badges...
Character Builder...
Geography...
Planets...
Cities...
Places of Interest...
Resources...
Spaceport Routes...
Dynamic Maps...
Search Locations...
Add Locations...
Location Help...
Commands...
Quests...
List...
By Planet...
By Area...
Missions...
Bestiary...
Search...
Trainers...
Facilities...
Stats:
  • Quests: 487
  • NPCs: 3,696
  • Skills: 927
  • Abilities: 3,360
  • Schematics: 1,455
  • Locations: 2,659
  • Users: 556,663
  • Comments: 3,563,631

  • Medic - Helf's Medic Guide v2.0
    By: Helfmadian, Posted at: Thu, Jul 10th 2:36 PM 2003, Last Edited: Mon, May 31st 12:10 AM 2004
    Rated 4.38 by 13 people


    ********************************************************************

    Additions and Changes: v2.0

    ** Overall re-design of guide for easier traversal and understanding. (i.e. Table of contents, sections, etc�)

    ** Added more tips and Frequently asked questions in the USEFUL TIPS section. Bottom of post for oldies to jump to quickly

    --Budahack (/tendwound vs. /healwound)
    --Zarlor (Use of Stim and Woundpacks, followed by UXP explanation)
    --Bajor_Dit (Crafting and Money making tips)
    -- AmidEpoc (Out-of-game macro construction and In-game importing)
    -- Docsaber (How to power through Organic Chemistry tree quickly)
    -- Scorus (Explanation on how resource values affect experimentation)


    ************************************************************************

    Additions and Changes: v1.01

    ** Fixed an error where I had typed /healwound and meant /tendwound.

    ** Clarified and reworded some of the resource gathering instructions.

    ** Added some clarifications between /tendwound, /healwound, and /healdamage --Thanks Charlestran

    ************************************************************************

    Table of Contents

    I. Creation
    II. After Creation and starting the grind
    III. Surveying and Sampling Resources
    IV. Healing in Med Centers
    V. Useful Tips and Frequently Asked Questions

    ************************************************************************

    I. CREATION:

    My first bit of advice is to start with the Artisan class instead of medic. Yes, you read that correctly...when you first create your character choose Artisan as your beginning class. "Why?", you ask...because, most people don't realize what a HUGE benefit this will give you for two main reasons:

    1. You will start with the only two resource survey tools you'll need to get you WAY ahead of the curve (Flora and Mineral) , and a Generic Crafting Tool that will help you make the lower level stimpacks etc...

    Secondly, when creating your character use stat migration...MAKE SURE AND DO THIS BEFORE YOU COMPLETE THE TUTORIAL (stat migration happens instantly during the introduction tutorial and much slower once you are finished and actually into the game). To do this, open up your character sheet (ctrl-c) and click on stat migration. This step is IMPERATIVE to get your stats back in line with the medic profession. Galaxies automatically gears your stats towards your beginning profession, so before doing stat migration your stats are leaning towards making a good Artisan, with stat migration we will make them good for a Medic/Doctor/Combat Doctor.

    My suggested changes assume that you are actually wanting to concentrate on the medical profession and treat any combat abilities you might gain as second-hand if you use them at all.

    When you have stat migration open, pull every point possible from your health stats (str and con I think)....use these points to redistribute them to where you pretty much have equal action and mind pools. This will help you in surveying resources to make your medpacks and also in healing others. Your first time doing this may be a little confusing but playing around with it and learning how it works is WELL worth the extra minute or two it will take you. After finishing with the game tutorial, finishing with stat migration changes, and choosing a starting city and planet, you are ready to start playing the game.

    II. AFTER CREATION AND STARTING THE GRIND:

    The first thing I recommend you do, once you choose a starting location, is find a mission terminal. Usually around hotels is a good place to look. Get two delivery missions to the farthest city possible away from your starting city and accept them. Do this before spending your starting money so that you can afford tickets to-and-from the city you are fixing to jet to. Complete the missions and prepare to start your career as a medic. (I recommend this cause I feel that it's never a bad idea to have a credit or two in some cushion account (bank) to fall back on when in need. I've found it to be a good idea to repeat this step any time your on-hand funds + bank funds = less than 400 credits.) This becomes very helpful later when you are having to pay NPC�s to train you in Medic / Doctor skills.

    After you are satisfied with the amount of money you have, before doing anything else, find yourself a doctor trainer (easiest way is to type [/find trainer:medic] in your chat window, or you can just type [ /find ] and use the graphical menu to select Trainer: Medic. This should put a waypoint on the closest medical trainer to you, and if you are lucky, will also make a path to the waypoint that you can follow. Can everyone say YELLOW BRICK ROAD!! After you've found the trainer, talked to them, and learned Novice Medic you're ready to start getting into the guts of being a medic.

    III. SURVEYING AND SAMPLING RESOURCES:

    Now let's get started. Remember those resource survey tools I mentioned?, now you'll use them. Open up your inventory and take a look,if you chose Artisan as your starting profession, you should have two survey tools, one Floral and one Mineral. Open radial menus on both and set the range to the only option available to you currently. Once you've done this, use the radial menu on the Floral Survey Tool and select [use]. Selectively go down the list and survey for each of the resources in the window on the right ....keep track of the one that has the highest concentration near you. This information is displayed in the left window as you click the Survey button while going down the list. For each resource, when you click survey, one of two things will happen:

    1. You'll get a message that the resource isn't present.

    Or

    2. You'll see a bunch of percentages in the window to the left, these are density readings for the resource in the area surrounding you. If this happens, you�ll also be notified that a waypoint has been created to the highest density near you.

    If this step proves to be terribly confusing to you look in the handbook that shipped with the game. Their step-by-step instructions are a bit better than mine, remember though that they are probably located under the ARTISAN beginning guide, NOT THE MEDIC. I'll double-check this to be sure when I get home.

    When you've decided which resource has the highest density at your current location, move from waypoint to waypoint (you'll get a waypoint to the highest density near you each time you click survey) until you find a density of approx 80% or higher. This won�t always happen, sometimes the particular resource you chose won�t lead to a 80% concentration. Fret not if this is the case, you can always retry all the resources at a new random location. Once you have found your 80% spot, look in your hot-key at the top of the screen and click on the /sample macro. You will start collecting resources to be used in making stimpacks etc.... Grab a book, turn the tv on, read your manual, or do whatever floats your boat.... this gets pretty boring but you'll want to do this for at least 15-30 minutes to gather enough organic resources to get started.

    Once you've collected 200+ organic resources, repeat the steps above (From �Surveying and Sampling Resources� and down, but this time use the MINERAL resource survey tool instead of the FLORAL. The end result will be a resource that will work for the INORGANIC component of making stimpacks.

    After you have 200+ INORGANIC and ORGANIC resources in your inventory proceed to �Healing in Med Centers�

    IV. HEALING IN MED CENTERS

    Now, make your way to the hospital...it's time to earn your keep in the galaxy. Be forewarned, you'll most-likely be mobbed upon entering the hospital...but if you aren't...then simply say "New doc in the hizoouusse!!! Let me know if you have wounds that need fixer'd up!!" I�m sure this will do the trick.


    --------------------------------------------------

    Three important skills to know you have as a medic---

    /healdamage - to heal regular damage (white on the HAM), if you have medicines to do so.

    /healwound - to heal wounds (black on the HAM), if you have medicines to do so

    /tendwound - to heal wounds at the cost of wounding your mind and using your mind pool
    --------------------------------------------------

    There's a very simple way to get started in the hospital that doesn't require you to craft any stimpacks and we'll touch on that first. Walk around the room and target peeps and pay attention to their HAM indicators in your target window. When you find someone with quite a few wounds (these show up as BLACK areas that aren't filled in with Red, Green, or Blue in their HAM bar). Actually, what you're interested in are Health [Red ] and Action [Green ] wounds ((they'll have to go to the Cantina to loose the mind wounds)). When you find someone with these, have a seat next to them.

    Target your happy customer and type /tendwound [desired wound to heal]. For instance, if someone had lots of action wounds you would type [ /tendwound action ]. You notice that you heal some of their wounds, get medical experience, and lose a little mind power from your [Blue ] mind pool. Keep doing this and you'll soon be ready to advance up the medic tree with your newly earned experience. Make note however that you don�t want to do this indefinitely for two reasons�

    1. The experience is nominal when compared to using stimpacks and woundpacks.

    2. Using /tendwound will cause your character to develop mind wounds which you�ll have to go to the cantina and heal.

    Now that we�ve covered /tendwound, you might be asking yourself "Um, this isn't using any resources, why did Helf have us treking all over the planet for resourcers earlier?". I�ll answer that question now. Although you CAN heal wounds and such without using crafted woundpacks, you'll also want to be raising you're medical crafting so eventually you'll be making stimpacks that will heal a LOT more than you can using the /tendwound command.

    Look in your inventory and open a radial menu on the Generic Crafting Tool that you started the game with. Select [Use] from the radial menu and it will load the crafting tool options. I'm gonna give the short and sweet version of the instructions, if this is confusing then refer to the manual that shipped with your game, it does a much better job.

    Once you�ve opened your Generic Crafting Tool, you�ll be given a list on the left of the items you can create. This list will change according to what tab you have selected near the top of the window. These tabs are the different types of items that your currently selected crafting tool can make. By �Tab�, I mean ( Food, Generic, Pharmaceutical, Clothing, etc�) Select the Pharma tab and then click Stimpack A from the list below.

    Once you�ve selected the item you want to make, you�ll need to use the resources you collected earlier and put 8 INORGANIC and 8 ORGANIC resources into the hopper. This can easily be done by double clicking on your resources in the left most section of the crafting tool window and they will automatically go to the requirement that they correspond with in the right-most section. After you've allocated the resources, then click accept/ok at the bottom right of the tool and you'll be lead through the rest of the process of making the stimpack. Don't worry about experimenting for now...that'll come much later and I'll cover it in a later guide. For now, simply use this technique to grind through the Organic Chemistry tree enough to be able to make Woundpack A�s, as quickly as possible making Stimpack A�s (These can be used for healing damaged party members while out adventuring btw, if you want to give that a try when you are bored of sitting in the Medical Center).

    The reason I had you collect resources is that, with practice, you can easily craft stimpacks to power through your Org Chem tree WHILE you are healing people in the hospital using /tendwound. And as soon as you start advancing up the Organic Chemistry tree you'll be able to make Woundpack A�s.

    As soon as you can make Woundpacks, start making them and using the packs to heal wounds instead of using the /tendwound command. This can be done easily by dragging one each of Action Woundpack and Health Woundpack to your hotkey bar, then targeting someone with wounds and hitting the corresponding F-key to use the pack.

    V. USEFUL TIPS AND FREQUENTLY ASKED DOC / MED QUESTIONS

    --------------------------------------------------

    **/tendwound hits your mind pool hard and gives you 5 focus and willpower wounds as a trade off for not needing ealing packs. Be ready to get them cured up in a cantina. --Thanks Budahack.

    This is definitely true and for this reason I recommend moving over to /healwound as soon as you progress enough to be able to craft the required Woundpacks.

    --------------------------------------------------

    **To use any med or stimpacks you need to have at least some Medicul Use skill, most only needing a level of 5. 5 is what you get by taking Novice Medic for 100 creds and 15 skill points. Anybody just doing that, but no interested in improving their other medical skills, has the ability to heal themselves with someone elses crafted med and stimpacks.
    Of course they won't be able to heal themselves as well or as fast as a trained Medic or Doctor can.

    For use in the field of most importance to most combatants is the ability to stim their, or their comrades, damage away. Stimpack As and Bs are easily usable by anyone with Novice Medic for this purpose. However fo the best effect a Stimpack C can often heal half, or more, of a HAM bar (at least eh health and Action parts) in one shot, but for a basic stim C you would need to have healed enough folks on your own to increase your skill in Pharmacology to level 4. However, a good medic can experiment this requirement down so that they can be used by someone with Pharma 3 or even Pharma 2 skill. I may give it a try again as I increase in Doctor to see just how far I can experiment down the usage requirements, but for some combat-types and for soloists getting those few levels of Pharma only and finding a source for experimented Stims Cs that they can use could be exceptionally useful.

    Oh, and yes, Saxxo, anyone with Novice Medic can heal themselves (or others) without using a stimpack (again, Novice Medic is still a requirement). However they will be taking mind damage the entire time. Anyone with real SWG combat experience knows that a really low mind means you are one head-shot away from incap or death. Don't take the detrimental effects of mind wounds too lightly.
    --Thanks to Zarlor - Dearic, Talus � Eclipse

    --------------------------------------------------

    UXP

    I can�t remember what exactly the U in UXP stands for, but basically it refers to getting experience when others use an item that you have crafted.

    See this post from Zarlor ** Having someone use one of your created items (even for medic items) will gain you Use XP that goes into your, in this case, medical crafting skill (AKA what Organic Chemistry needs to increase). You won�t get the XP until they completely use up the entire pack.

    --------------------------------------------------

    Just a couple of points from other places collected here for medics:

    1. You can craft while sampling for resources. So if you are some sort of artisan (which is almost a must because buying all your raw materials is impractical) you can start to sample and then while collecting craft your meds. Unless you havea crafting droid though, you cannot experiment this way, so it�s best suited for grinding up your lower levels. These rough goods can still be sold on the bazaar for a profit, just not a big profit.

    2. You use more than one crafting kit at a time. 3 kits will mean that you are never idle, but it is really difficult to keep 2 busy while making lower level stuff like Stim-a and Wound-A packs. If you run them both, you can really churn out the goods. This is particularly effective when you are making Stim-B or higher stuff, because you can be making two of the components at once. (Each Stim-B requires 3 separate components that are crafted separately and then combined with some more raw material in a second operation). Just make sure you have all the resources you need, and start a long session.

    3. Meds are great trade goods and gifts for people. Stim-A and Wound-A stuff is tough to sell for a great profit, but people will trade resources for them pretty readily.

    ** Bajor_Dit

    --------------------------------------------------

    One of the biggest problems with being a medic is obtaining the raw materials you need to make the stim and woundpacks. Fortunately if you're on a relatively stable connection you can some extent automate the gathering of resources until you're able to set up harvesters.

    The first step is to train in novice artisan and obtain a flora, mineral, chemical, and water survey kit. Use them to find the appropriate organic, inorganic, chemical and water in your area.

    Now comes the macro part.

    Load up windows notepad (found in your accessories directory in your start menu)

    Create a new text file with the following line in it...

    automine: /stand; /sample; /pause 300; /sit; /pause 120;

    Next highlight from /stand --> /pause 120; then copy and paste it about 20-30 times.

    Save the file as macro.txt in "Program Files/StarWarsGalaxies"

    Load up the game. Open your survey kit and survey for the resource you want to aquire. do a quick /sample to make sure you're mining what you THINK you're mining then stand up. Now type /load macro.txt to load your macro file. then type /automine to start the macro.

    Now you can craft (Yes you can craft most stimkits and woundkits while you're sampling and you can do it faster if you have 2 or 3 chemical and food crafting kits), talk, socialize, while your macro effortlessly and efficiently keeps mining over and over and over for you even if you need to take a quick bio break, watch tv, etc.

    I'm not what the terms of service are as far as starting this thing up and then going to bed so that's not recommended but it sure does take a lot of the tedium out of mining while you are present so it's very useful to know. It won't replace harvesters but it does replace the tedium of manual sampling.

    ** AmidEpoc

    --------------------------------------------------

    **Tips from Docsaber on Powering through Org Chem by crafting

    This is what I found, it is better than other methods on the forums.

    First go to options and turn off destroy and craft verification in miscl. You will make this stuff so fast you will destroy it, not sell it.

    Second, make 3 chem craft stations, you will make them faster than 2 craft stations can keep up with

    Third, don't make stims, make the bio engineer? thingies for 2 reasons. they are the first item when you call up the craft station so you don't waste time selecting a schematic and they are 6 organic and 6 metal so you can make more for your resources than stim A which uses 8 of each and you get the same amount of craft exp for the BE thingies (if thats what they are, I forget exactly but it's the first schematic) about 35 exp

    Fourth, you can OK the crafting steps with the enter key, much faster than the mouse. If you have a programmable stick like I do, I have the F keys and the enter key programmed to it and making these things is very fast and they usually give 35 exp.

    Fifth, you make them so quick you will probably want to destroy a lot of them to clear your inventory for more, have the destroy confirmation turned off (but be careful from then on when you click on something you don't want to destroy), right click the item you want to destroy (single click, don't click and hold), then hit the number 2 key (not number pad) for a quick destruct.

    This technique saves resources and eliminates a lot of mouse clicks for some fast exp.

    --------------------------------------------------

    **Tip from Scorus about understanding how resource values work

    All the basic medical components are based on the same resource properties: 57% Overall Quality; 28% Potential Energy; 14% Toughness. Those are the things you need to look for when selecting organics, metals, water and chemicals for use in your med crafting. Organics have OQ and either PE or Tough (wood has tough); Water has only OQ; Metals have OQ and Tough (radioactives might have PE?); Chemicals have OQ and can have either Tough (Polymers and Fiberplasts) or PE (Fuels). If in doubt, find something with a high OQ and stay away from Lubricating Oils.

    The third experimentation option would make the medicines decay slower, since they are consumables you should completely ignore this. As a rule, I experiment with charges on the Bio component and effectiveness with everything else, including the final products. As you get into much higher meds where they pretty much do complete heals, you will want to get more charges out of them.

    Before you start and after you finish experimenting, it will tell you how many charges and what base healing effectiveness the pack has. However, in practice, that number is then modified by your skills, your targets battle fatigue, and what seems to be a rather huge random factor, therefore actually seeing a consistent difference is difficult. Some people primarily experiment charges for just this reason, it at least is something they know is working.

    --------------------------------------------------

    Hope this helps, cause I wish I had had someone in beta to point out these tips for me when I started playing. I'm simply trying to help others avoid the learning curve that I had to struggle through.

    Vaccinate
    Aspiring Doctor
    Bria Galaxy - Mos Eisley Area

    SWG: Profession: Medic - Helf's Medic Guide v2.0, by Helfmadian
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
    Save:
    2 threads, 1 page(s) long 
       Another FYI Reply...
      Posted @ Thu, Jul 17th 10:46 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Hello,

      In the /load macro.txt information above, to have others avoid the frustration I had, in this line:

      automine: /stand; /sample; /pause 300; /sit; /pause 120;

      There shouldn't be only one space unlike what the author put.  The only space should be between the : and the first / in the sentence. Then you need to copy and paste as he said, but you add it right to the back of the last information. You will end up with a really long file that looks like this:

      automine: /stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;/stand;/sample;/pause 300;/sit;/pause 120;

      Repeating over and over and over with no spaces or returns or separated lines.

      I also found the last pause of 120 too short if you get failures. I was getting a "You will be able to sample in another 28 seconds error," so I just upped the last number from 120 to 150.

      I hope these changes make this process more intuitive for folks!

      8-)

      Agathon Draco
      NOVA Syndicate
      Lowca Server

       
      0 Replies
       www.SWGMedics.com Reply...
      Posted @ Fri, Jul 11th 3:07 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Just a FYI...

      There is a new site/forum focusing on our profession.  http://www.SWGMedics.com                                                   

       
      0 Replies
      0 Message(s) skipped by filter settings, 2 displayed
      Anonymous posting has been disabled on this forum.

      Forum system by Illia