Difference between revisions of "Medic"
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[[SWG Main Page|SWG Main Wiki]] | [[SWG Main Page|SWG Main Wiki]] | ||
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+ | ==From TH's FAQ== | ||
Medics use the powerful healing properties of bacta to keep others alive before, during and after combat. Their remarkable knowledge of anatomy and medicines allow them to counter the detrimental effects of toxins, diseases, and vertigo. | Medics use the powerful healing properties of bacta to keep others alive before, during and after combat. Their remarkable knowledge of anatomy and medicines allow them to counter the detrimental effects of toxins, diseases, and vertigo. | ||
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* Nerve Gas Canister – area effect that poisons all opponents | * Nerve Gas Canister – area effect that poisons all opponents | ||
* Group Revive – ability to revive an entire group | * Group Revive – ability to revive an entire group | ||
− | * Malevolent Insight – using your knowledge of anatomy to make your opponent's more susceptible to damage | + | * Malevolent Insight – using your knowledge of anatomy to make your opponent's more susceptible to damage |
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Revision as of 20:17, 18 November 2005
From TH's FAQ
Medics use the powerful healing properties of bacta to keep others alive before, during and after combat. Their remarkable knowledge of anatomy and medicines allow them to counter the detrimental effects of toxins, diseases, and vertigo.
The nature of war dictates that Medics also know how to fight. Some medics use their medicinal knowledge to poison or disease while others fight with blasters.
General Skills :
- Ranged Combat
- Healing – the only Profession that can heal other players
- Poisons and Diseases
Special:
- Nerve Gas Canister – area effect that poisons all opponents
- Group Revive – ability to revive an entire group
- Malevolent Insight – using your knowledge of anatomy to make your opponent's more susceptible to damage