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Box archive This article relates to an element of Star Wars Galaxies prior to the New Game Enhancements. It is no longer accurate and remains for historical purposes only.
Skill tree
Master Combat Medic
Distance Healing IV Chem Warfare IV Bio-Suppression IV Biological Warfare IV
Distance Healing III Chem Warfare III Bio-Suppression III Biological Warfare III
Distance Healing II Chem Warfare II Bio-Suppression II Biological Warfare II
Distance Healing I Chem Warfare I Bio-Suppression I Biological Warfare I
Novice Combat Medic

Profession Overview[]

Combat Medics are the offensive support players of a group during battle. They have the ability to inhibit opponents with debuffs, in addition to healing group members from a distance and simultaneously. The profession has minimal defense mods and no regular attacking abilities, so often works best as part of a group or templated with an elite combat profession.

This profession requires 121 skill points to master, 58 of which go towards prerequisites.

XP requirements to master, including prerequisites:

  • 6,025,000 Medical XP (granted for using medical abilities on others during combat)

Profession Role Summary[]

  • Primary Role: Medical Combatant
  • Secondary Role: Combat Healing
  • Offense: Strong (4)
  • Defense: Weak (2)
  • Crowd Control: Moderate (3)

Combat Medics are the natural progression of Medics into the combat field. Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless. They also have the ability to competently heal their allies while in the thick of battle.

Getting Started[]

Training Novice Combat Medic requires 125,000 Medical XP, one branch from Marksman and one branch from Medic:

You can find a Combat Medic trainer in one of the following locations:

Related Skill Mods[]

Abilities[]

Name Command Description Granted At
Bacta Spray
(Improved, Advanced)
/bactaspray Area-effect ranged heal. Ranged Healing II, Distance Healing I, Distance Healing III
Bacta Toss
(Improved, Advanced)
/bactatoss Single-target ranged heal. Ranged Healing II, Distance Healing I, Distance Healing III
Deuterium Toss
(Improved)
/deuteriumtoss Attempts to catch the target on fire. Chemical Warfare II, Chemical Warfare IV
Electrolyte Drain
(Improved)
/electrolytedrain Movement speed debuff. Biological Warfare I, III
Hemorrhage
(Improved)
/hemorrhage Action regeneration debuff. Bio-Suppression I, III
Infect
(Improved, Advanced)
/infect Attempts to disease the target. Chemical Warfare I, Chemical Warfare III, Master Combat Medic
Neurotoxin (Improved, Advanced) /neurotoxin Attempts to poison target. Novice Combat Medic, Chemical Warfare II, Chemical Warfare IV
Paralyze
(Improved)
/paralyze Attempts to paralyze the target. Biological Warfare III, Master Combat Medic
Place Hospital - Allows you to place a player hospital. Master Combat Medic
Register /register Allows a Novice Combat Medic to temporarily register a Medical Center on the planetary map. Novice Combat Medic
Resuscitate Player /resuscitateplayer Brings back ally from death without cloning. Master Combat Medic
Shock
(Improved)
/shock State effects resist debuff. Bio-Suppression II, IV
Thyroid Rupture
(Improved)
/thyroidrupture Attack speed debuff. Biological Warfare II, IV
Traumatize
(Improved)
/traumatize Mind regeneration debuff. Bio-Suppression II, Master Combat Medic

Schematics[]

Combat Medic no longer requires crafting. Bio-Engineer can craft Enhancers to many of the Combat Medic's abilities.

Certifications[]

Community Information[]

Combat Medic Correspondent: PsionicHawk
Former Correspondents:

  • vortexala
  • Pahdbacca
  • Kavedawg

Combat Medic Forum: http://forums.station.sony.com/swg/board?board.id=combat_medic

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