Medic

From Soloralwiki

Medic
Tier Second
Requirements Merchant
Weapons {{{wep}}}
Good Stats {{{gstat}}}
Bad Stats {{{bstat}}}

Contents

Job Origin Backgound

Doctors, healers, clerics, lum'eirs... medics have many names but their purpose is largely the same; to heal the wounded. The medic is one of Micras's oldest professions and has firm roots within most societies. In more civilized times attacking these field healers would be a grievous sin, but in this current age of chaos and strife all rules of combat chivalry have vanished. Still though the medics venture onto the battlefield with their trusted allies to provide healing and medicine to the needy.

Stats

  • Good stats: Magic Defense, Magic Power
  • Bad stats: Strength, Defense

Equip-able Weapons

  • Rods
  • Staves

Skill Tree

Abilities

  • First Aid Tree
    • Leeches (ability, 0 MP, range 1) Removes bad status other than dying.
    • Bandage (ability, 0 MP, range 1) Restores about 45 HP (not based on magic power)
    • Resuscitate (ability, 0 MP, range 1) Revives dying status and gives about 10% HP back.
  • Healer Magic
    • Heal (magic, 10 MP, range 3) Restores minor HP, starts at around 30ish.
    • Purify (magic, 10 MP, range 3) Removes bad status, radius 2
    • Recover (magic, 20 MP, range 3) Restores moderate HP, starts at around 65ish, radius 2
    • Salvation (magic, 30 MP, range 3) Restores heavy HP, starts at around 110ish, radius 3
  • Revive Magic
    • Revive (magic, 20 MP, range 3) Revives KO status and gives about 20% HP back
    • Power Revive (magic, 40 MP, range 3) Revies KO status and gives about 60% HP back

Support

Healer - weapon attacks heal HP

Reaction

Magic Defense Up - if hit with a magic spell, improves further resistance against magic damage

Masters

Affects any magic or abilities that fit the description

  • First Aid mastery
    • Level 1: medic abilities 15% faster
    • Level 2: medic abilities 15% more potent
    • Level 3: medic abilities used at +1 range
  • Healer Mage mastery
    • Level 1: healing spells 10% faster
    • Level 2: healing spells MP cost -30%
    • Level 3: healing spells 20% more potent
  • Revive Mage mastery
    • Level 1: revive spell MP cost -20%
    • Level 2: revive spells cast at +1 range
    • Level 3: revived character immune to all damage until their next turn

Notes

Most groups will want to train a main job Medic and have at least one person with as many medic moves as possible. The MP-less abilities are useful when the Medic can get close enough to heal without worrying too much about their own saftey and can also target the Medic itself. For dangerous territory or when obstacles prevent direct healing, cure spells work wonders. Knowing when to use magic directly and when to save MP and use abilities are keys to running a successful Medic.

Medic as a Main Job

A main job medic removes some offense for the party in return for unparalled saftey. A group with a main job medic will be able to pull off more dangerous and reckless attacks since they know someone has their back when its time for healing. Add a mage sub job for additional MP and to take advantage of their high magic power. Wizard or Distortionist sub can create a wonderful support character while Elementalist or Empath will give your innocent healer some offensive options.

Medic as a Sub Job

Medic as a sub job can be almost as wonderful as a main if you've learned enough abilities. A Distortionist / Medic or Wizard / Medic is one of the best support characters in the game. You can also teach Medic abilities to a mobile melee character such as Rogue or Sword Mage but beware that Medic has the worst stat growth in the game for Strength - melee jobs won't want to spend too much time here.

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