Combat Medic Archive
Thread: New post CU FAQ
CM abilities are free to a point, but getting the meds from BEs enhances them even further!
I am currently browsing both the Combat Medic and the Doctor forums to see exactly what the difference between the two is. Such a thing should really be in an FAQ. What are the roles of the two? Which is better at what?
Marked with a asterix (*) are abilities that can be further enhanced using Bio Engineer's medical enhancers. For further information specifically regarding these enhancers, visit the Bio Engineer Boards.
Further note: Both professions are certified for Battle Armour.
Healing
Combat Medic
Combat Medics' healing focus on improved versions of two medic abilities:
Bacta Toss* is a simple ranged heal.
Bacta Spray* is a point-blank AoE heal.
Doctor
Doctors have a wider range of healing abilities, and many of their heals are more powerful than that of a Combat Medic.
Bacta Shot: A medic skill, but further improved - this is a simple, point blank, single heal.
Bacta Jab* [Currently Bugged]: A more powerful version of the Bacta Shot. Can be improved further up the tree.
Bacta Infusion: A HoT (Heal over Time), used in conjunction with other abilities, allows a Doctor to heal damage very quickly.
Toxins/Anti toxins/Buffs/Debuffs/Counter Debuffs
Combat Medic
Neurotoxin* [Toxin]: Health Poison.
Deuterium Toss* [Fire/Toxin]: Fire DoT (Health).
Paralyze [Debuff]: Point Blank Root/Halts Abilities (Breaks on Attack).
Electrolyte Drain [Debuff]: Slows movement speed.
Thyroid Rupture* [Debuff]: Slows attack speed.
Shock [Debuff]: Lowers resist to State Effects
Traumatize* [Debuff]: Decreases Mind Regeneration.
Hemmorhagge [Debuff]: Decreases Action Regeneration.
Resuscitate Player [Misc.]: Revives player, but with some "side effects".
Doctor
Stabilisers* [Counter Debuff]: Clears state effects.
Bandage [Counter Debuff]: Stops bleeding.
Poison Innoculation [Buff]: Increases Resist/Decreases Damage from Poisons.
Disease Innoculation [Buff]: Increases Resist/Wound Damage from Diseases.
Countertoxin [Anti Toxin]: Heals Poison.
Disinfect* [Anti Toxin]: Heals Diseases.
Extinguish Fire [Anti Toxin/Fire]: "Heals/Cures/Extinguishes" Fire.
Heal Wound [Misc.]: Heals Wounds
Revive Player [Misc.]: Revives Player.
Nutrient/Endorphine/Serotonin Injection* [Buff]: Health/Action/Mind Buff (Amount and Regeneration) respectively.
Adrenal Boost [Buff]: Buff to attack speed.
Miscellaneous
Medic
Diagnose: Shows the Battle Fatigue and Wounds of the target.
Drag Incapacitated Player: This will pull the target to your current location.
Conclusion
Combat Medics are the natural transition of a medic to the battlefield. Their abilities have been manipulated in order to fit common battlefield situations. The Combat Medic has therefore been able to use powerful ranged heals, and AoE heals which allow the quick heal of a entire group/party. Furthermore, the Combat Medic can use Debuffs and DoTs to attack the enemy. Using heals and DoTs in conjunction create the Combat Medic; a balanced, powerful addition to any group.
Doctors are (non Jedi-wise) the most potent healers. They can heal any state - and their wide range of healing abilities and buffs make a Doctor extremely proficient. Doctors give up variety and flexibility for raw effectiveness.
Edited for updates ![]()
Edited for corrections.
Message Edited by Kyodor on 05-09-2005 07:19 PM
Awesome work. Below, I denoted (with a *)which actions have enhancers available for them according to the BE med pack price calcuator thread (http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=96200). I hate looking for meds that don't exist.
Kyodor wrote:
Healing
Combat Medic
Combat Medics' healing focus on improved versions of two medic abilities:
* Bacta Toss is a simple ranged heal.
* Bacta Spray is a point-blank AoE heal.
Bacta Shot: A medic skill, but further improved - this is a simple, point blank, single heal.
* Bacta Jab [Currently Bugged]: A more powerful version of the Bacta Shot. Can be improved further up the tree.
*Bacta Infusion: A HoT (Heal over Time), used in conjunction with other abilities, allows a Doctor to heal damage very quickly.
Toxins/Anti toxins/Buffs/Debuffs/Counter Debuffs
Combat Medic
* Neurotoxin [Toxin]: Health Poison.
* Deuterium Toss [Fire/Toxin]: Fire DoT (Health).
Paralyze [Debuff]: Point Blank Root/Halts Abilities (Breaks on Attack).
Electrolyte Drain [Debuff]: Slows movement speed.
* Thyroid Rupture [Debuff]: Slows attack speed.
Shock [Debuff]: Lowers resist to State Effects
*Traumatize [Debuff]: Decreases Mind Regeneration.
Hemmorhagge [Debuff]: Decreases Action Regeneration.
Resuscitate Player [Misc.]: Revives player, but with some "side effects".
Doctor
* Stabilisers [Counter Debuff]: Clears state effects.
Bandage [Counter Debuff]: Stops bleeding.
Poison Innoculation [Buff]: Increases Resist/Decreases Damage from Poisons.
Disease Innoculation [Buff]: Increases Resist/Wound Damage from Diseases.
Countertoxin [Anti Toxin]: Heals Poison.
*Disinfect [Anti Toxin]: Heals Diseases.
Extinguish Fire [Anti Toxin/Fire]: "Heals/Cures/Extinguishes" Fire.
Heal Wound [Misc.]: Heals Wounds
Revive Player [Misc.]: Revives Player.
*Nutrient/*Endorphine/Serotonin Injection [Buff]: Health/Action/Mind Buff respectively.
Adrenal Boost [Buff]: Buff to attack speed.
Message Edited by PeteCJ1970 on 05-09-2005 10:27 AM
I don't feel that I understand the feedback from the UI on warm-ups and cooldowns for my poison and fire attacks. I never quite know when these attacks are going to go off, especially when I do poison followed by fire. I'd like to see this explained in a FAQ.