Medic

Today we’re going to look at a class that have been keeping secret for a while. It’s called the Medic.

The Medic was is an ultra-high tech, close range hybrid healer and damage dealer. Think TRON meets neurosurgeon, only weaponized. Like another classes, it is mobile, challenging and fun.

Medics come equipped with resonators, stations, probes, and a medium armor. Resonators allow Medics to charge or channel powerful diagnostic fields that mend wounded allies or devastate healthy enemies, often simultaneously.

Medics can also deploy persistent fields called stations. Stations let them strategically control the battlefield by leaving fixed zones for damage or healing. Probes are little AI scanners that can be attached to allies and enemies to heal, damage, buffs, or de-buffs. Whatever you need, just probe it. When the time is right, you can re-trigger the probes to detonate.

Medics are equipped with medium armor, which is good because sometimes you’ll need to get up in a Boss’s grille and heal your allies.

Well, that’s it for our preview of the Medic. Keeping you eyes close to our class page so you will be the first to know when we have any update.

wildstar medic gameplay

Ability Resources: Power Cores (DPS) and Focus (Healing) are the two ability resources the medic can use to overcome different obstacles encountered during combat. The maximum value of power core is 4. At the beginning of the game, the medic possessed the maximum value of the Power Cores. Powerful abilities such as Gamma Rays used up the Power Cores during combat. Abilities like discharge can regenerate the Power Cores. In addition, Power Cores can also be regenerated when the medic is not involved in combat.

The Focus (Healing) level is full at the commencement of the game. As the game progresses, the Focus level begins to reduce as it is used up to heal the injuries sustained by the medic during combat. Players don’t need to worry as the Focus can be regenerated. This regeneration, however, depends on the Focus Recovery Rate of the medic.

Innate Abilities: Energize is the only innate ability possessed by the medic. The medic uses this innate ability to regenerate its Power Cores and boost its assault and support power by 80 percent for 8.0 seconds. This is essential for the survival of the medic during combat. As the Power Cores of the medic plummets during combat, the medic needs to regenerate it in order to have enough arsenal and firepower to overcome its foes. For every 2 seconds the Power Cores is weakened, the medic loses 20 percent of assault and support power. Thus, the Power Cores need to be constantly energized to function at full capacity.

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Available Race for the Medic

Tips and Tricks

1. You need to learn to make good use of your power core and focus abilities. Power core is used to attack your enemies during combat. Focus is used to heal injuries sustained during combat. In order to inflict maximum damage on your enemies while taking care of friends, you need to balance the use of these two abilities weel. So, improve your use of power core and focus and have a nice time destroying your foes while enjoying healing your allie.

2. Players need to have a sound knowledge of buff, debuff, and probes when playing the medic. So, players should learn, improve and know the right time to make use of these skills if they want to be the last man standing at the end of the battle.

3. Mobility is a key. Medic is a very well-balance class that can deal good damage from afar. Plus, the medium armor helps medic to receive some amounts of damage. It is recommended to always keep moving to avoid unnecessary damage while kiting your foes or healing your friends.

Skills
The medic has a combination of DPS and healing, much like the Spellslinger and Esper, but uses actuators as resource. They are useful as healers because all their skills can be cast while mobile.

Assault
Discharge – Does tech damage to five enemies, and charges about two power charges a second.

Gamma Rays – Costs two acutators to cast. Casts tech damage with three beams that are capable of hitting multiple targets or the same target multiple times.

Nullifier – Creates an area-of-affect that causes tech damage for all enemies that venture in the field.

Fissure – Deals tech damage, and is able debuff enemies’ tech resistance with expose.

Devastator Probes – Damage-over-time skill that does tech damage to enemies for twelve seconds, every two seconds.

Quantum Cascade – One acutator per tick, and does moderate tech damage every tick.

Collider – Does base tech damage, but also does extra damage to enemies that are low on health.

Annihilation – AMP skill. Creates and area-of-effect field that is combined with a damage-over-time effect, and also hurts enemies in the field for a short time.

Atomize – Usable after a critical hit, there is a 50% chance for an acutator charge, also deals tech damage to five enemies.

Dematerialize – Deals tech damage to five enemies, while removing up to two buffs from the enemies.

Support
Emission – Similar to discharge, but instead of doing damage, it heals the players or allies.

Crisis Wave – This is a major heal, it costs two acutators to cast and can potentially heal yourself and your entire party to 100%.

Dual Shock – Deals tech damage to enemies, and restores a moderate amount of health to the player and allies.

Mending Probes – An ability that is essentially a “heal over time”, healing every two seconds for a total of twelve seconds.

Triage – Requires focus. A smaller heal, but also restores a bit of shield player with lowest health.

Flash – Requires focus. Heals more targets than the other healing skills mentioned, for possibility of nine.

Barrier – Requires Focus. Restores a large amount of shield, and a smaller amount of health.

Rejuvenator – AMP Skill. – An area-of-effect that can be thrown. Any ally that walks into will get a healing-over-time benefit.

Shield Surge – Requires Focus and 2 acutators. It does tech damage, and restores shields to allies.

Extricate – Restores a medium amount of health, and pulls two allies to you.

Utility
Paralytic Surge – Deals tech damage to five enemies, with the added chance to stun them.

Urgency – Teleports forward a small distance, and increases player movement speed by 20%.

Restrictor – Teleports player backwards and leaves an area-of-effect that can snares enemies.

Antidote – Restores a small amount of health, and removes two debuffs from you and allies.

Recharge – AMP skill. Restores a specific amount of focus instant, and regenerates it over time.

Protection Probes – Buff. Raises the defense of the player and their allies for ten seconds.

Empowering Probes – Buff. Raises the attack of the player and their allies, also for ten seconds.

Magnetic Lockdown – Deals tech damage, and roots up to five enemies at a time.

Calm – Breaks the player free from any crowd control effects on them, and also reduces the damage dealt to player by 100%.

Field Probes – Creates an area-of-effect that increases incoming healing to allies and decreases incoming healing for enemies.

Medic

Hybrid A/S

Name Description Power Cost Rank

Critical Hit I

Increases Critical Hit Chance by 2%.

1

1

Critical Hit II

Increases Critical Hit Chance by 2%.

1

1

Critical Hit III

Increases Critical Hit Chance by 2%.

1

1

Critical Hit Severity I

Increases Critical Hit Severity by 4%.

1

1

Critical Hit Severity II

Increases Critical Hit Severity by 4%.

1

1

Critical Hit Severity III

Increases Critical Hit Severity by 4%.

1

1

Support

Name Description Power Cost Rank

Focus Recovery I

Increases Fogus Recovery Rate by 0.1 per second.

1

1

Focus Recovery II

Increases Fogus Recovery Rate by 0.1 per second.

1

1

Focus Recovery III

Increases Fogus Recovery Rate by 0.1 per second.

1

1

Support Power I

Increases Support Power by 2.5% of your current maximum.

1

1

Support Power II

Increases Support Power by 2.5% of your current maximum.

1

1

Support Power III

Increases Support Power by 2.5% of your current maximum.

1

1

Focus Cost I

Reduces Focus cost of spells by 2%.

1

1

Focus Cost II

Reduces Focus cost of spells by 2%.

1

1

Focus Cost III

Reduces Focus cost of spells by 2%.

1

1

Hybrid S/U

Name Description Power Cost Rank

PvP Defense I

Increases PvP Defense by 1%.

1

1

PvP Defense II

Increases PvP Defense by 1%.

1

1

PvP Defense III

Increases PvP Defense by 1%.

1

1

Maximum Shield Capacity I

Increases Maximum Shield Capacity by 3%.

1

1

Maximum Shield Capacity II

Increases Maximum Shield Capacity by 3%.

1

1

Maximum Shield Capacity III

Increases Maximum Shield Capacity by 3%.

1

1

Utility

Name Description Power Cost Rank

Dash Regen I

Increases Dash Regeneration by 7%.

1

1

Dash Regen II

Increases Dash Regeneration by 7%.

1

1

Dash Regen III

Increases Dash Regeneration by 7%.

1

1

Cooldowns I

Increases cooldown reduction by 5%.

1

1

Cooldowns II

Increases cooldown reduction by 5%.

1

1

Cooldowns III

Increases cooldown reduction by 5%.

1

1

CC Resilience I

Increases CC Resilience by 10%.

1

1

CC Resilience II

Increases CC Resilience by 10%.

1

1

CC Resilience III

Increases CC Resilience by 10%.

1

1

Hybrid A/U

Name Description Power Cost Rank

Lifesteal I

Increases Lifesteal by 2%.

1

1

Lifesteal II

Increases Lifesteal by 2%.

1

1

Lifesteal III

Increases Lifesteal by 2%.

1

1

PvP Offense I

Increases PvP Offense by 1%.

1

1

PvP Offense II

Increases PvP Offense by 1%.

1

1

PvP Offense III

Increases PvP Offense by 1%.

1

1

Assault

Name Description Power Cost Rank

Armor Pierce I

Increases Armor Pierce by 2%.

1

1

Armor Pierce II

Increases Armor Pierce by 2%.

1

1

Armor Pierce III

Increases Armor Pierce by 2%.

1

1

Assault Power I

Increases Assault Power by 2.5% of your current maximum.

1

1

Assault Power II

Increases Assault Power by 2.5% of your current maximum.

1

1

Assault Power III

Increases Assault Power by 2.5% of your current maximum.

1

1

Strikethrough I

Increases Strikethrough Chance by 1%.

1

1

Strikethrough II

Increases Strikethrough Chance by 1%.

1

1

Strikethrough III

Increases Strikethrough Chance by 1%.

1

1

Above article is just a basic introduction into Wildstar Medic. For something that is more in-depth, written by advanced players with a fantastic walkthrough, I would recommend getting the Wildstar Guide from KillerGuides. What gave me confidence to endorse this guide? Read my full review here.

Warrior Esper Spellslinger Stalker Medic Engineer