WildStar Medic Class

Medic Wildstar Class
Capable of both healing and doing DPS, Medics are trying to take the best from both worlds. Even though their range is shorter than the Esper’s or Spellslinger’s, Medics can be extremely dangerous because they can cast all of their abilities while moving. They are not your typical medic class.

 
With some clever customization and use of Medic’s abilities, players are able to create characters that will both do DPS and heal, in some cases even at the some time. Several abilities that they posses create fields which can then be strategically placed on the battlefield so that they damage enemies and heal friendlies that stand in them.
 
Except for Fields, the Medic’s power is well placed in lethal Resonators and Probes. Who will bother complaining about medium armor, when enemies will have big problems deflecting Medic’s hyper-offensive attacks and pesky Probes.
 

Medic Available Races

wildstar human Human wildstar mechari Mechari
wildstar granok Granok wildstar cassian Cassian
wildstar mordesh Mordesh wildstar chua Chua

 

Medic Statistics

  • Role: Close to mid-range DPS, Healer
  • Equipment: Dual Wield Resonators
  • Armor Weight: Medium Armor
  • Ability Resources: Power Cores
  • Primary Attributes: Healing Nova (Healer), Repair Station (Healer) Atomize (DPS), Gamma Rays (DPS)

 

WildStar Medic Combat Mechanics

The main resource of WildStar Medic class is called Power Cores. At the begging of each fight they are always at full but they slowly deplete during combat, since Medic uses them for strong attacks and special heals. However, by using only basic attack and basic heal The Medic can regenerate Power Cores. When the fight is over Power Cores will be once again regenerated back to full.
 

Medic Abilities

Icon Ability Details
Discharge Discharge Deal 96 technology damage to 5 foes every 0.5s and build 1 Power Core.
Gamma Rays Gamma Rays Deal technology damage with 1 center and 2 outer beams to 5 foes.

Center Beam: 362 dmg
Outer Beam: 170 dmg

Nullification Field Nullification Field Create a field, lasting 6s, at the targeted location.

Foes inside the field take 44 technology damage every 0.5s and are Snared.

Snare: Reduces Movement Speed by 15%.

Fissure Fissure Deal 163 technology damage every 0.25s for 0.5s and applies an Expose to 5 foes.

Expose: Technology Resistance decreased by 10% for 12s.

Devastator Probes Devastator Probes 1st Press: Attach probes that deal 69 technology damage to 5 foes every 2s for 14s.

2nd Press: Detonate probes, dealing 234 technology damage.

Quantum Cascade Quantum Cascade Deal 305 technology damage to 5 foes every 0.5s.

Drain 1 Power Core per tick.

Particle Collider Particle Collider Deal 132 technology damage to 5 foes.

Foes take 265 damage if they are below 30% health.

Annihilation Annihilation Create a field, lasting 2.0s, that deals 110 technology damage to 5 foes every 0.5s.
Atomize Atomize Deal 632 technology damage to 5 foes.

Usable after landing a Critical Hit.

Dematerialize Dematerialize Deal 167 technology damage and Purge a Buff from 5 foes.
Paralytic Surge Paralytic Surge Deal 66 technology damage and Stun 5 foes.

Stun: Prevents any action for 3s. Destroys 1 Interrupt Armor.

Urgency Urgency Break free from movement impairing CC states and blink forward to the nearest ally or foe.

Blinking to an ally restores 47 health to yourself and 5 allies within 5m.

Blinking to a foe deals 47 technology damage to 5 foes within 5m.

If there are no targets to blink to you will instead blink forward 25m.

Restraint Grid Restraint Grid Blink backward and leave behind a field, lasting for 4.5s. Foes inside the field are Snared.

Snare: Reduces Movement Speed by 50%.

Calm Calm Pacify 10 foes for 5s and restore 92 shield every 2s for 8s.

Pacify: Reduces Damage Dealt to the Pacifier by 25%.

Suture Suture Restore 98 health and Dispel 1 Debuff from yourself and 5 allies.
Recharge Recharge Restores focus instantly plus focus every 1s for 5s.

C1: 20 focus, +4 per tick, 30s cd
C2: 40 focus, +8 per tick, 60s cd

Protection Probes Protection Probes Grant Defense to yourself and 4 party members.

Defense: Increases Damage Mitigation by 23.5% for 6s.

Empowering Probes Empowering Probes Grant Empower to yourself and 4 party members.

Empower: Increases Damage Dealt by 7% for 10s.

Magnetic Lockdown Magnetic Lockdown Deal 78 technology damage and Root 5 foes.

Root: Prevents movement for 3s.

Field Probes Field Probes Create a field, lasting for 10s, at the targeted location.

Grants Beacon to allies and Wound to enemies.

Beacon: Increases Incoming Healing by 12%.
Wound: Reduces Incoming Healing by 12%.

Shield Surge Shield Surge Deal 376 technology damage to 5 foes and restore 376 shield to yourself and 5 allies.
Emission Emission Restore 78 health to yourself and 5 allies every 0.5s and build 1 Power Core.
Paddle Shock Paddle Shock Deal 355 technology damage to 5 foes and restore 355 health to yourself and 5 allies.

Usable after landing a Critical Hit.

Repair Probes Repair Probes 1st Press: Attach probes that restore 67 health every 2s to yourself and 5 allies for 14s.

2nd Press: Detonate probes, restoring 231 health.

Treat Wounds Treat Wounds Restore 483 health to 1 ally.
Healing Nova Healing Nova Restore 682 health to yourself and 10 allies.
Repair Station Repair Station Deploy an activator, lasting for 30s, at the targeted location.

The first injured ally that walks into the activator triggers a field which restores 99 health every 1s to allies.

Field Surgeon Field Surgeon Restore 820 health to yourself and 5 allies.
Barrier Barrier Restore 806 shield plus 156 health every 2s and grants 1 Interrupt Armor to 1 ally for 10s
Extricate Extricate Restore 284 health and Pull 2 party members.

Leave a Reply

Your email address will not be published. Required fields are marked *