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: 557,760
  • Comments: 3,571,695

  • Rydia's Guide to Medicine in Star Wars Galaxies
    By: Rydia, Posted at: Mon, Jul 21st 6:36 PM 2003
    Rated 5.00 by 11 people

    Rydia's Guide to Medicine in Star Wars Galaxies
    ver. 0.95, written 7/21/2003

    Prologue: I have written this document from memory as of the current retail release of SWG. I'll correct any mistakes that are pointed out happily, but please don't steal this work from me.


    Introduction

    So you want to know more about medicine. Awesome and welcome! You're about to learn about what I personally feel is the most rewarding aspect of all of Star Wars Galaxies (SWG) to date. Yours will be the power of life and death; your well-being is directly linked to the success of your entire team, no matter where you are. People will depend upon you, trust their lives to you, and look to you when they have little else.

    At the same time, unlike any other profession in SWG I feel that medics have a duty. We're obligated to heal, not just for experience but for the others. Every person we refuse is damned to hours of sitting online waiting for their wounds to heal, or a search to find another healer. Yes, we have the right to refuse healing but be cautious as to whom you exercise this upon.

    In this guide, I'll describe each of the core medical disciplines: medic, doctor, and combat medic. I'll begin first by telling you a little about each of them. Then I'll go into how we relate to the other starting professions, continue with a discussion of each one in depth, and I'll end with some comments about our tools, life as a medical professional, and the Master of Medicine.


    Medical Profession Overviews

    Medic - This is the starting level profession and still a highly useful one. While the other professions can choose which lines to specialize in with little penalty, the medic truly requires all their skills for they work together. Medics become adept at healing damage, which is white on a Health-Action-Mind (HAM) bar. This isn't to say that a doctor or combat medic is not better at healing damage; they are. But all of a medic's skills relate to healing damage. Medics also have the capacity to heal wounds (black damage to a HAM bar), but their skills are very limited in this respect. There are really two types of medics in the game: field medics and serious clinicians. I'll go into each of these a bit later on.

    Doctor - It has been said before that if medics are the masters of damage treatment, doctors are the masters of wound treatment. Doctors have the capacity of healing any sort or type of damage in the game that isn't mental. They can treat states, make a mockery of even the most serious wounds, and eventually learn to resuscitate the dead. Again, there are two types of doctors: field docs (resuscitation specialists) and clinicians.

    Combat Medic - The combat medic is the medical profession's offensive line. In my opinion this is the most difficult of all the medical professions for several reasons. One is that in addition to mastering medic (the requirement of a doctor), you have a requirement of field training in a ranged weapon. Second, the components of your medicines are drastically specific, and you will be on goose chases to find them all. Finally, your abilities appear paltry at first. (There's also several major development issues with current combat medics, but I have faith that these will be resolved quickly). In return for all this difficulty, combat medics gain something that no other line of medicine truly has: you can directly and effectively help people on the front lines. When I get into combat medicine, I'll tell you what I mean.


    Medicine and the Other Professions

    Brawler - Medics and Brawlers get along very well together. Traditionally the brawler steps up to the enemy and begins to pound the damage out. Traditionally, brawlers take a lot of damage. A good medic behind the brawler will keep him alive and well, and unless the brawler's mind pool is low this is a tactic to almost assured victory. Remember well that no medical profession can heal the mind, and remind your brawler that retreat is sometimes a necessity.

    Marksman - The medical profession that has the most to offer a marksman is the combat medic. Marksmen typically are sniping and not taking damage, or they're running and shooting. Only a combat medic can heal for any sort of range. In addition, combat medics can poison and disease the stat that most of the marksmen are aiming for. Doctors do have a very necessary role to the marksmen, for they often don't run soon enough and end up as corpses.

    Artisan - Medicine relies on the artisan in many ways along its path. First and foremost, the artisan has the abilities medicine needs to get its resources. (Forget medical forage; it's a waste of a command because it will never get you enough of any one resource to create a medicine). This becomes really important when looking for the stranger things in life like Lokian Wild Wheat or Dolovite Iron. Second, no medic is complete without a host of droids, including medical droids for healing and crafting on the run and combat droids to protect us while we heal and resuscitate. The factory is also a necessity, as we cannot make our highest level medicines without their aid. A few words about medic/artisan characters - this combination as well as scout/artisan has the ability to survey AND sample for organic materials. This ability makes choosing an organic resource much easier when setting down a harvester.

    Entertainer - By far the medic's best friend. When a player dies so many times that their HAM bar is entirely black, the entertainer always has to treat them first (medicines have greatly reduced effectiveness in the presence of battle fatigue). In addition, entertainers are the only people that can keep medics themselves going. I remember well my first days in Mos Eisley. It was day 2 of the game (couldn't log in on day 1), the clinic was filled with wall to wall people bearing some of the most horrendous wounds, and I didn't know what a woundpack was yet. I would come crawling into the cantina with hundreds of fatigue and gaping mental wounds from tending all day, and I remember well the kindness with which the entertainers put me back into the clinic.

    Scout - Scouts are invaluable to medics in the field. Their tents allow us to heal wounds (remember that the higher tents come very close to hospital quality in terms of helping us heal wounds, so if there's a lot of wounded in the party ask for the best tent possible). Their tents also allow us to call upon our droids for crafting or field wound tending. Furthermore, scouts harvest organic materials that serve excellently for components (and are required for some medicines). With a good scout in the group, a medic can work indefinitely with a stock of inorganic materials and a crafting tool.


    An In-Depth Discussion of Medics

    As I've said before, medics are trained to treat damage. At master medic level, a clinician has learned every they will ever know about the treatment of damage; the difference with doctors and combat medics is that the latter gain more experimentation points and higher level schematics.

    First-Aid: This line of medical training teaches the medic how to treat damage more effectively. Every dose of medicine you use becomes more potent and more useful. In addition, advancement in this line grants the ability to cure bleeding and is thus a core necessity for field medics.

    Diagnosis: This line allows the medic to heal damage more quickly. A novice medic must wait six seconds between damage treatments; mastering this line reduces that time to three seconds. This has obvious applications in the field.

    Pharmacology: This line allows the medic to use more advanced medicines. An early note here about medicine at the medic level - a novice medic with no other training is capable of administering B level medicines. Pharmacology IV is required to use the next level, C. (It is possible via experimentation to reduce the required level to the Pharmacology III range on level C medicines). Thus, pharmacology is really a field that should be reserved for those aspiring to go on to higher medical education.

    Organic Chemistry: This line provides more experimentation points and more schematics for the medic to use. A field medic needn't worry about this line as they can ask a clinician to produce the medicines they need. Thus, this line can also be reserved for those wishing to be field self-sufficient or those who are going on to higher medical education.

    ---
    Types of Medics

    There are really two types of medics, field medics and serious clinicians. I use the term 'field medic' to refer to a character for whom medicine is not a focus but a suppliment. These characters tend to spend a lot of time in the field, and so they need or desire little medical education. The bare minimum you need to administer any medicine is Novice Medic. My personal recommendation is to get novice medic and first aid to the second level: this will allow you to treat any damage or wound on the field (with the acquisition of appropriate medicines) and you will also be able to treat bleeding. I also recommend purchasing your medicines from a master doctor, who has the most experimentation available to make the highest quality medicines. You want to purchase StimpackBs by the crate, perhaps two packs of health/action woundpacks, and one woundpack each for strength, stamina, constitution, and quickness. That should serve for most expeditions you go on.

    Serious clinicians are those who intend to go onto further medical education, whether it be as a doctor or combat medic. You have no other option but to master medic first. My recommendation is to move up first-aid and diagnosis simultaneously, saving pharmacology for last. Craft all your medicines yourself, even if they aren't as effective. If you have extra medicine, donate it to other medics below you.

    ---
    Gaining Experience as a Medic

    This section really only applies to serious clinicians, as field medics will have little problems getting the small amount of experience they need on the field. A few notes about medical experience in general:

    1) Wounds grant experience at a 2:5 rate. Thus, two wounds treated equals five experience.
    2) Damage grants expereince at a 5:2 rate (as far as I can tell). Thus, for every five damage treated, two experience is granted. Note that you can treat action and health damage simultaneously.
    3) Medical crafting experience is not at a strict 1:2 resource to experience ratio as it is in most artisan fields. Some components of medicine give more, coming as close as 1:3 resource to experience. My personal experience is that crafting biological effect controllers is the most resource to experience efficient at 6/6 organics/inorganics for 35xp. The fastest crafting experience is Stimpack Bs, which can be made completely without a crafting station. These give about 200 xp when hand-crafted from bare resources.

    Some tips for levelling your medic quickly:

    -- Novice Medics: At this level you're just starting out. You can only make stimpack As, and rarely does someone come into the clinic with white damage. So what do you do? Get a pile of organics, whether by bazaar purchase, donation, hook, or crook. Get a pile of inorganics, and get a generic crafting kit. Walk into the local cantina and start crafting Stimpack As and using them endlessly on the entertainers. Entertainers have a neverending supply of damage for you to treat, and as long as you are using stimpacks you'll get experience as well. If the local cantina is full, find out where all the artisans are macro-harvesting and repeat.

    -- Intermediate and Advanced Medics: At this point you have figured out the basics of a woundpack. Once you have Action and Health woundpacks, you are now ready to handle a small frontier clinic yourself. No, you won't be able to handle the wounds coming in but people are generally patient as opposed to having to purchase a roundtrip ticket to the nearest healer. You also can serve excellently as an apprentice to a doctor in a medium or large city clinic. Doctors generally handle major wounds, as their skills and medicines are wasted on the smaller ones. An apprentice handles the light wounds, and if your mentor is decent you'll also get free teaching and a portion of the tips as well.

    -- Mastery level Medics: You're now ready to handle a small city clinic with the help of an assistant or two. Craft more medicines than you need, and give them to your apprentices for their use. You're almost ready to go on! Congratulations!


    An In-Depth Discussion of Doctors

    As said before and earlier, doctors are the masters of wound treatment. When an entry level medic can heal perhaps 8-10 wounds every 20-30 seconds, you can heal 600+ per 10-15 seconds at your peak. You have the ability to add 1000-2000 to any stat you'd like (barring mental) for as much as an hour or more. Your stimpacks aren't rated for humanoids; you can heal 3-5k HAM pets with ease. And you can revive the dead. A master doctor is just as formidable in their element as a master of Teras Kasi, or Bounty Hunter, or even creature handler. Let's look at your skills:

    Wound Treatment: This line is your bread. With it, you heal more wounds per application of medicine. A master of wound treatment has the potential to revive a player, although you'll need more than this to apply the resuscitation kit.

    Wound Treatment Speed: This line is the butter that goes on your bread. Healing wounds every half minute is novice medic level. With this line, you can cut that down to quarters of a minute (sometimes it seems faster). A master of this will walk into a hospital full of heavily wounded patients and clear it in a few minutes.

    Doctor's Medical Knowledge: Your higher level medicines have some insane requirements, and this is the only way you'll be able to use them. For simple stimpacks, it's possible to get a StimC into the 2000s with perfect resources and advanced components. If you're going to triage a medical tent in a major assault yourself, you want E level woundpacks under your arms. And the resuscitation kit's requirement is not a trifle, either.

    Doctor's Crafting: Only a master of this can create resurrection kits. Most doctors will know a master of this line if they are not one themselves. In addition, mastery grants up to ten total experimentation points for medicine.

    ---
    Types of Doctors

    Similarly to medics, they are dabblers and then there are serious clinicians. Field docs care only about the ability to revive their comrades, and thus must master wound treatment and touch upon medicine knowledge. Gaining experience for you is simple; go into battle and stimpack the incapacitated. Each administration should be good for 300-400 experience, and by this time you can perform that every three seconds.

    Serious doctors belong in the clinics. In a medium to large city, you will be the cornerstone of the medical effort. Any wound over 150 should be brought to your attention, and you'll have to deal with everything if you aren't fortunate enough to have an assistant. Get a crafting droid because you'll almost never have time to run out to a private station. Eventually you'll need access to crates of components; I recommend collecting all the doctors on a planet and distributing cost and access time. One factory can probably serve the component needs for five to ten doctors. You are essential to the health and well-being of your community, just as a doctor is in real life.

    The only real tip for levelling a doc is to go where the wounded are. On Tatooine, I had a network of medic assistants in most cities, and when seriously wounded came in I took the shuttle over and helped them. Towards the end of my career enough docs had surfaced and I just concentrated on my own clinic in Mos Eisley. When your PA or faction is involved in a siege, set up a triage tent with a ranger and treat the wounded there. And so on. The tips for getting through your massive crafting requirements are the same as with a medic: get a pile of organics and inorganics and go craft biological effect controllers or StimpackBs. As a doctor, you can either donate, destroy, or sell the StimBs you produce (with your training, they are very useful to field medics).


    An In-Depth Look at Combat Medics

    Havoc walks in your footsteps. With an arsenal of diseases and poisons at your command, you are among the masters of damage over time (DOT) in SWG. Picture this: your faction is drastically outnumbered and being sieged. The enemy is collecting for their final assault. One lone combat medic goes out, and from fifty meters throws an Area Mind Disease. Can you imagine the horrors as one in five of their offensive line slowly watches their charcter take direct wounds to their mind? This sort of damage can only be treated with the combination of a skilled doctor (to cure the disease) and an entertainer (to cure the mind wounds). You've just doomed at least 20% of their force to 15 minutes in the cantina if they were ready for you. And that's if they had disease resistances.

    With ranged stimpacks, you can be as much as fifty meters away from your tank and keep his or her life well replenished. In terms of field work you trump a doctor save for resuscitation skills: your stimpacks are nearly as powerful, ranged, and only require a little bit more materials for a casing. Let's not forget about area stimpacks as well. And should it be necessary, you still have the wound treatment abilities of a master medic. Your skills:

    Combat Medicine Healing Speed - similar to the medic skill but your ranged stimpacks (and attacks, I believe) base their rate of fire upon this skill.

    Combat Medicine Range - This acts as a multiplier, as much as doubling the range on your arsenal. With decent materials and no advanced components my ranged D stimpack has a range of 26 meters base. Doubling this to 52 meters is quite useful.

    Combat Medicine Support - This is your ability to use more advanced combat medicine. This is much more important for combat medicine than the other medical professions, because combat medicine has its own technique for using it. You won't be able to apply the lowest level disease units without a level or two in this track.

    Combat Medicine Crafting - As with doctor, this adds an additional 5 experimentaion points (to a max of 10) as well as gives you access to more powerful schematics. As with the other lines, medical experimentation is extremely powerful.

    ---
    Types of Combat Medics

    There's really only one type of combat medic. You're in the field, healing from afar and supporting your group with diseases and poisons. Depending on which weapon you chose to fulfill your combat experience requirement, you'll probably specialize in one of the diseases/poisons. Stat poisons and diseases seem only effective against player characters, but it's a load of fun watching the enemy wookie Teras Kasi master take slow strength wounds until the point of ineffectiveness. A combat medic really isn't much better than a medic in town, save for the fun of sitting at the other end of the cantina and lobbing stims at the entertainers.

    There are two strategies for levelling a combat medic. One: master medic, get into the field, and get to work. Two: Master Doctor first. Medical experience is medical experience, and when you can throw around 600+ wound heals for 1.5k experience a shot it doesn't take very long. This is the route I took, and I went from Novice to Master Combat Medic in under sixty hours including power crafting and good sleep. I believe you could do it in 48 hrs. Even if you intend to surrender doctor afterward, I suspect it's a good deal faster than combat medicine alone. Additionally, you don't need to really bother with doctor crafting if you acquire the good woundpacks another way. And you can keep the resuscitation skills if you so choose.


    The Medical Tools

    Part of learning what medicine about is dealing with the various components and medicines we can create. Here I'll describe each of them and give a few thoughts.

    --Main Commands

    * /tenddamage - This basic medic command requires no medicine and heals damage (white injury to HAM). Be warned that this will cause around 180 mind damage to you, as well as inflict battle fatigue and mind, willpower, and focus wounds. Note: this command grants no experience points.
    * /tendwound - This basic medic command requires no medicine and heals a wound type (health, action, constitution, strength, stamina, or quickness). This command will cause about 350 mind damage and double the wounds as /tenddamage.
    * /healdamage - This command uses the first stimpack in your inventory to heal your target. The command will select between ranged and small stimpacks depending on your distance to the patient.
    * /healwound - This command uses the first woundpack in your inventory to treat the largest wound your patient has.
    * /firstaid - This command requires first-aid II and will treat bleeding. Several applications may be necessary to completely stop the bleed.
    * /quickheal - This first-aid IV command obliterates your mind bar to quickly heal damage to your target. I can't even tell you the wounds it causes because I never use it. Keep some stims handy.
    * /resuscitate or /revive - Master Surgeon (Wound Treatment IV) command to bring a player back to life. Successful use of this command *requires* that your patient is a) either in your group or has given you /consent, b) is within 5 meters of you, and c) has not cloned yet. If in a group, advise your groupmates to not hit OK on the clone window until you have told them resuscitation is beyond hope (usually due to aggros sitting on them that you can't distract with your droid). Don't close the clone window either; they will clone. You can send and recieve tells when in corpse state, so use this to gain consent and revive targets. Revives give 750-1k medical experience per application and should be followed immediately with a stimpack. Note that resuscitation is not necessary for incapacitated patients; use a stimpack only for that.
    * /applypoison - Combat Medic command to administer a poison to the target. At time of this writing, four in five poisons fail. If successful, the target will take damage to the poisoned stat.
    * /applydisease - Combat Medic command to administer a disease to the target. At the time of this writing, four in five diseases fail. If sucessful, the target will take wounds to the diseased stat (not as quickly as poison).

    --Medicines

    * Stimpacks - Stims are our damage (white HAM injury) healers. They heal much more damage than a woundpack can heal wounds, and can treat health and action simultaneously. Stimpacks found as loot have been reported to treat mind as well. Advanced stimpacks require berries and fiberplast as base components.
    * Woundpacks - These treat wounds. They are not found as loot and are crafted only by medics and doctors. You must have a woundpack for each of the six types you can treat (health, action, constitution, quickness, stamina, or strength). If you have all six, using the radial and selecting 'heal wound' will show you a list of what medicines you can apply (and thus rule out which areas are not wounded). Advanced versions require tubers and polymer for components.
    * BioEnhancements - Doctor only medicines that boost stats for a period of time. You can look at the duration by examining the drug. (NOTE: At time of writing these are severely bugged. Administration of a health or action boost freezes the HAM bar, and all other stat boosts wear off in about five minutes. Good for experience, though). Advanced versions require avian meat and reactive gas.
    * Biological Effect Controllers - These are required in every healing medicine beyond level B. They are most directly related to how powerful the medicine is. Advanced BECs require Lokian Wild Wheat and Tatooinian Fiberplast. Higher level medicines require more than one BEC, and thus they must come from a factory.
    * Chemical Release Mechanisms - These are required in every healing medicine save for resuscitation kits beyond level B. They control a good deal of the medicine's power as well as the number of doses. In stimpacks, they seem to share the load for decay resistance with liquid suspensions. Basic versions require chemicals and any organic base. Advanced chemical mechanisms require class 4 petrochemicals and herbivore meat.
    * Solid Delivery Shell - These are required for woundpack and bioenhancer construction. They relate most closely to the decay resistance but also affect overall power. Basic versions require any metal and any organic base. Advanced versions require dolovite iron and domesticated oats.
    * Liquid Suspensions - These are required for stimpacks and resuscitation kits. They enhance power, doses per pack, and decay. Basic verions require water and any organic base. Advanced components require Talusian water vapor and Dantooinian berry fruit.
    * Ranged Stimpacks - Similar to ordinary stimpacks save that they can work at range. Require additional materials for a weapons casing (non-ferrous metal).
    * Area Stimpacks - Again similar to small stimpacks and requiring a dditional materials.
    * Injection Amplifiers - Component required for poison and disease units. Basic versions require reactive gas and aluminum. Advanced versions require eleton gas and titanium aluminum.
    * Dispersal Mechanisms - Component for poison and disease units. Basic versions require Liquid Petrochemical Fuel and Inert Petrochemicals. Advanced versions require Class 2 Petrochemical fuels and "fiberplast_yavin" (a bug at the current time; fiberplast from yavin will not work).
    * Resilience Compounds - Component for Poison and Disease Units. Basic versions require reactive gas and radioactives. Advanced versions require Tolium Gas and Class 1 Radioactives.
    * Poisons - Combat Medicine that does damage (white injury) to the target's stat over time. These can be crafted to affect any stat, including the mental ones. Much faster and of limited duration than diseases. Requires fungi and liquid petrochemical fuel.
    * Diseases - Combat Medicine that causes wounds (black injury) to the target's stat over time. These can be crafted to affect any stat, including mental ones. Much slower, but of longer duration than poisons. Require insect meat and radioactives.
    * State Packs - Doctors can, given the right ingredients, cure any status including blinds, dizzy, poison, and disease. Very few of these are of long enough duration to require curing, so I haven't experimented much with them.


    Some advice on surviving as a medic

    The practice of medicine in SWG is very similar to real life: all of the respect, none of the money. Seriously, you're looking at one of the poorest professions in all of SWG. The economy of a healer is based largely on tips. Most players believe they're entitled to free healing since they're giving you free experience, and very few tip in general. Initially, when I played I read a beta FAQ that suggested asking for five credits per wound point healed. The amount of shun I recieved was so great that I learned a valuable lesson about medical economics in SWG. To this day, other doctors have reminded me of that shame in meetings of our colleagues. Don't make that mistake.

    Never let a patient go unhealed unless their offense against you is great. This doesn't mean that you can't put people typing in all caps, speaking d00dish or l33t, or cursing you until you heal them at the back of the line. This also doesn't mean that you can't give priority for those who are willing to tip. It's is the truth of SWG that harvesters require money, power generators require money, factories require money, and if you're in the clinic all day then you can't go out to get the money.

    My personal experience (supported by the Intergalactic Health Association on Starsider) is that in a public clinic (in a town) everyone should be healed in time. Ask for tips, and if asked for an amount suggest one credit per wound point healed. Feel free to give priority to those who can pay, or ask an assistant to handle the others. In a private clinic, I believe it's really your choice. You'll survive or you'll fail, in your own hands. Alternatively, scouts and artisans who bring tips of organic and inorganic resources can be a thousand times better. In most of my days I never had a harvester, relying on donated materials to keep going.

    Finally, as with entertainers never forget to role-play. People tip well if you say hello and talk to them a bit rather than running over with an arm full of medicine and ramming it into them. You'll never even need to ask for tips, because for the five you don't get paid for someone will tip you 5,000 credits. You also get to learn about the world around you, what's going on and who's who. Just as in real medicine, it cures the monotony and makes the practice very exciting.

    Some advice on surviving as a medic ... in combat

    Rule #1 - Never enter combat. If you must, take a few shots and then peace. Your role is to support (heals and resurrections, poisons and diseases if you have them). Especially for doctors; as long as you are alive, your party has a chance at resurrection.

    Rule #2 - If you hear combat music, hit burstrun. Train until reflex. See Rule #1.

    Rule #3 - Advise your group members that if they need attention to send you a tell. The yellow splits it out nicely from combat spam and you can get to who needs you. Also make full use of the ability to select a group member from the group profiles bar and use the tilde key to radial or hotkeys for the appropriate therapy.

    Rule #4 - If a party member is incapacitated, throw them a stim. Unless they've fallen to mind damage that'll be enough to get them on their feet without waiting on the incapacitation timer.

    Rule #5 - If one or two aggros are camping a patient's body or corpse, send a droid or have a party member distract while you perform medical rescue. Healing on the spot is usually the best alternative, though dragging is an option.

    Rule #6 - If you are attacked in combat, run into your group, /peace, and see rules 2 and 1.

    Rule #7 - If you are in PVP combat, take off your title. Trust me on this one. Ow.

    Rule #8 - It is possible to healdamage in combat to yourself or others. Do not use any special maneuvers and enter the command. It will take a few combat rounds but it will come through.

    Rule #9 - A crate of stimpacks in your backpack is invaluable on long campaigns.

    Rule #10 - Overestimate the number of resusciation kits you need by 200%. Never forget to account for players who self-darwinate and the surrounding collateral evolution.

    Crafting Medicine

    Like other crafting disciplines, crafting to full effect requires good materials and experimentation. This includes your components! For medicine, overall quality is the most important thing regarless of intended application. Make sure to examine everything that you put into medicine and check for good quality. Second, experiment as much as you can.

    Pricing Medicine

    I've gotten a lot of questions on how much people should charge for medicines. In general, I believe a good rule is 3 credits per resouce involved plus extra for your time, factory time if needed, power, any travel (for advanced components) and the like. That comes out to around 50 credits for A level medicines, 150 for B and C levels, 300 credits for D levels, and 400 credits for E level medicines. If you add any advanced components or use special resources, go ahead and raise the prices. For that matter, feel free to charge what you wish; for example I need to add a little on Dantooine because it's so hard for me to get some resources. I normally asked for about 500 credits per resuscitation kit given normal materials when I was on Tatooine (easy to get resources from the market).

    The Master of Medicine

    You've done it. You're a master medic through long hours in the cantina or on the field, a master doctor through even longer hours in the clinic or grinding, and a master combat medic. You've got two lines in Marksman, one for your weapon of choice and another for your ranged support. And you have four points left to spare. Sweet.

    Seriously though, life as a Master of Medicine has been something I never really expected. It was always a goal and never really came a thought of 'what next'. As a master of medicine I can generally walk into any hospital and clear it in a few minutes regardless, or be in any battle situation and keep the group alive. Coupled with another resuscitating doc, there really is little I can't do in my realm.

    There are shortfalls. You can't control enough harvesters for all the resources you need, especially from the combat medic side. You have almost no points left. You surrender your surveying ability from artisan, your small bit of entertainer you picked up on the side, your scout ability to make tents... it's all gone.

    What I can tell you is that the journey itself is worth it just to see the surrounding countryside as you travel. You'll meet hundreds of great people, become an invaluable resource to all who know you, and have accomplished what little others will ever do in their SWG careers.

    As a Master of Medicine, life does go on. From joining PA guilds to opening up a little shop, there are more doors open to you than you may initially think. One of my hobbies is to offer anyone who needs healing my services for free, so long as they pay travel. When there's a group of people on Lok who need help, splitting 5k four ways doesn't seem so bad. And I have a little shop, on a river on Dantooine. My advice to you is to get out of the clinic, teach whomever needs it, continue to serve the people around you, and explore the galaxy. And do whatever else you want!

    To all the Masters of Medicine out there, send me an email. Just let me know how the trip was, and what you think of the summit. I'm still having trouble catching my breath.


    Conclusion

    I hope this has helped anyone who had a question about the medical field. If you have any questions, comments, suggestions or contributions, please send them to 'Rydia' on Starsider or my email address. And if you're on 'sider and need me, just send me a tell. Odds are I'm closer than you think.


    Good luck, and if the Force does exist may it be with you as well.

    --Rydia Rautari, M.D., MCM, MM
    Dynamo City, Dantooine, Starsider
    formerly of Mos Eisley, Tatooine

    Thanks: I'd like to thank Jacob Eldritch and Esmerelda Starfinder for their continued support throughout my career. I'd also like to thank the Eisley crowd: Learo, Tenel, Rip, Lelu, Jeggred, Niki, Ben, Rick, and so many others who came through when I needed them. Without them, Eisley clinic would never have survived. Thanks to Sammson for having provided resources and guidance when both were most needed. And finally thanks to all my students including Egama, Carnivex, Agaki, Mao, Emsharas, Sabbthiel, and Jennei. I would have gone crazy without you guys. I'll never forget Eisley.


    SWG: Profession: Rydia's Guide to Medicine in Star Wars Galaxies, by Rydia
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
    Save:
    9 threads, 1 page(s) long 
       Enhancements Reply...
      Posted @ Tue, Feb 10th 2:12 PM 2004
      By: Kubanu
      6 posts
      Score: Decent [3.00]

      The enhancements I put together are great.  However, I have a few questions if anyone can enlighten me. I use the best quality I can find as far as Overall Quality and Potential Energy.

      1) Which part of the component is affected by the resource stats - Overall Quality, Potential Energy, Flavor, Decay Resistance?

      Comment: For instance, recently the duration of each enhancement has gone from over 3 hours to just a little over 2.5 hours. What causes this?

      2) What does the medical rating on a droid really do? The droid I have now has a 110 rating. Does it improve the product? Reduce failures? What, what, what? *smile*

      Yanela Sunchaser, MD, MP
      Town of Rivendell, Rori
      Chilastra

       
      0 Replies
       Hurrah, Hurrah Reply...
      Posted @ Wed, Sep 3rd 9:42 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Very well put together. I am on my way to Master Combat Medic on Bria.
      I have to overwhelmingly support you when you advise that we heal everyone whether or not they can pay. You can't get into this for the credits. I have also achieved Master Marksman and I have used this ability to do missions that have paid for my medicines and some of my crafting materiels.
      There is no greater pleasure right now than when a team mate is down to the short end of a HAM bar and I see the lovely blue light of a ranged stim that I have just thrown arcing straight towards him.

      Machilean Mor <SDS>
      Combat Medic and Master Marksman
      Sidious City, Naboo
      Bria

       
      0 Replies
       healing self in battle Reply...
      Posted @ Wed, Aug 6th 8:43 PM 2003
      By: Anonymous
      Score: Default [2.00]

      I know this was touched on by a few different players, but coud I get it fine tuned a bit?

      When fighting a mob, can I use /healdamage to heal myself in fight?  and this would use my stimpak, correct? and it will not try to heal the damage of the mob or con?

      Silvio
      Tarquinas                         

       
      1 Reply
         RE: healing self in battle Reply...
        Posted @ Sat, Aug 23rd 2:25 PM 2003
        By: Anonymous
        Score: Default [2.00]

        make a macro /healdamage <ur name here> so u can heal urself quick                                                                

         
        0 Replies
       CM Reply...
      Posted @ Tue, Jul 22nd 8:00 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Excelent guide, I suggest reading
      http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=777
      For comments on Combat Medic fighting/healing.
                               

       
      0 Replies
       Great info Reply...
      Posted @ Tue, Jul 22nd 2:15 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Briliant guide. you've answered my most pressing questions.  thank you for your efforts.

      Scrapit                                                                

       
      0 Replies
       Very nice guide Reply...
      Posted @ Tue, Jul 22nd 8:36 AM 2003
      By: Anonymous
      Score: Decent [2.50]

      A very nice guide.  

      I'm about halfway to MM (almost master doc, heading to CM next) and I would suggest adding some information concerning the personal crafting station (either in a house or droid) requirement on advanced medicines. I find the most common question I get from Medics goes something like "Are StimD's bugged? I can't see the schematic even at a crafting station with the chem crafting tool."

       
      0 Replies
       Magnificent Reply...
      Posted @ Tue, Jul 22nd 3:37 AM 2003
      By: Victorchang
      2 posts
      Score: Decent [3.00]

      Very well written. Concise and very informative.
      I have a question tho. What is the "Suspension fluid" thingy schematic i can craft at novice medic?                                                   

       
      0 Replies
       Very well written Reply...
      Posted @ Tue, Jul 22nd 12:25 AM 2003
      By: Malkavia the Stupendous
      42 posts
      Score: Default [2.15]

      Thanks for the excellent guide!  I was very stand offish, about surrending all those tertiary skills to fill out Combat Medic but now I definitely want to go all the way. Pistoleer may be cool for soloing and stuff, and Chef may be cool to add to my business, and Merchant may be cool for making me realize more money potential, but Combat Medic sounds more to me like a path to be a hero.

      Owee-Intrepid-Corellia

       
      0 Replies
       My compliments, a great guide! Reply...
      Posted @ Tue, Jul 22nd 12:05 AM 2003
      By: Xlistin
      11 posts
      Score: Decent [2.50]

      I just wanted to say that was a very well put together guide.

      I just bought the game a while ago and have yet to start at it, although I'm eager to start the medical field. Your guide certainly answered a few of my questions.

      Do you have any input on the Bio-Engineer field? I noticed that its been left out of the guide.

      Xlistin            

       
      0 Replies
      0 Message(s) skipped by filter settings, 10 displayed
      Anonymous posting has been disabled on this forum.

      Forum system by Illia