Engineering Guild Conglomerate (EGC)
Holocron Database
EGC Guild Information
SUPPORT GUIDE
Welcome to the Supporting Classes. You may be wondering why Medic/Doctor and Scout/Ranger are called Supporting professions. These classes are very difficult to play without another profession. For example, it is difficult to gather resources from creatures without having combat skills to kill them. I will deal with the common support requirements and then detail specific issues governing each class.

Requirements

Your first requirement is reading the Crafting Section. Both professions require crafting; although, Scouts require much less crafting than Medic. Your second requirement is having a second profession. For Scout, you really should have a combat profession. Since most creatures run up to you to fight, Brawler is preferred to Marksman. For the Medic, you should be an artisan. You have a requirement of organic and inorganic material for most of your medicines. A artisan can survey and sample materials very easily. Gathering these resources will be cheap or free. This is essential to get through this profession early in your career.

Scout/Ranger

A scout is required to gain 3 different types of experience (xp for short); Scouting xp, trapping xp, and camping xp. You must gather a resource from a creature to gain Scouting XP. You must use a trap against a creature for Trapping xp. You must activate a camp and rest. The more time you (and your friends) stay in camp, the more Camping XP you get.

Gathering Resources

Once you kill a creature (easily found on mission terminals, so you can get money, resources, and experience), you must hold your cursor over the dead creature (this must be done outside of combat) and hold the left button until the Radial Menu appears. One option is Gather Resources. Under Gather Resources, you may gather one of 3 types of resources (not all creatures have all 3 resources); Meat, Hide, and Bone. Each resource can be used by specific professions to make a multitude of items. As a scout, you wil be making traps and camps from various materials you gather. This makes you very self sufficient. Any extra resource may be sold on the bazaar or to other guild members. Many resources sell for 2 or 3 credits per unit (or cpu), while many others wil sell for much more. Read the crafting section to understand the importance of the different statistics that govern resources.

Important note: Bazaar terminals can only hold 25 items per person, cannot be sold for a total price of 6000 credits, and it costs YOU 20 credits to sell anything on the bazaar. Most players want to buy as much of a material as possible. If you plan on selling a resource for 3 cpu, then the most efficient thing you can do is gather 2000 units of material (2000 units times 3 cpu equals 6000 charge on bazaar). All the resource must be the exact same to be sold as one sum. If you gather Avian Bone and Avian Meat, they could not be sold together as organic. The same is true for planet specific material. Dantooine Avian Bone is not the same as Tatooine Avian Bone.

Using Traps

Once you make or buy a trap, you can use them during combat. You may "grab hold" of a trap by holding the cursor over the trap that is in your inventory (control i) then hold the left mouse button until you drag the trap onto your toolbar (which is located at the top of the screen). You may use the F1-F12 keys to use an item (in this case traps) that you have placed in the toolbar. Once you throw a trap at a creature, that initiates combat. You will gain Trapping xp for the first trap that effects the creature. You only get xp for the first trap that effects the creature.

Camping

You gain Camping XP by spending time in a camp. Camps can provide many benefits. You heal quicker while in a camp. You can take advantage of Entertainer Healing in a camp. You may summon your vehicle or droid (if you have one) from your datapad (control D) without the 15 second wait. Creatures will avoid attacking you while you are in a camp, unless they are attacked. The more people you have in camp, the more Camping XP you gain.

Camps and Traps are not reuseable. You must contineously make more after you use them. (Traps have charges, but a camp can only be used once).

Medic/Doctor

A medic/doctor needs two types of experience; medical healing xp and medical crafting xp. The medical crafting xp is gained the same way crafting xp is gained under the artisan profession. The only difference is you must create items (or practice creating items)that only medics/doctors can create, such as Stimpacks.

You can gain medical healing xp by healing the many different types of damage that exists in the game. There are three damage types in Start Wars Galaxies (SWG for short), Damage, Wounds, and Battle Fatigue. Damage is the simplest to heal. When you take damage, your HAM bar will be reduced. You HAM bar is located in the upper left side of the screen. When you are damaged, the color will move to the left and be replaced with white. If the bar in any of the three bars moves completely to the left (Red for Health, Green for Action, and Blue for Mind), you will be incapacitated. During and after combat, you will heal based on the appropriate seconday attribute (Constitution for Health, Stamina for Action, and Willpower for Mind). If you are not engaged in combat, you can see the damage heals on its own.

(Side note: Many combat characters learn the medic profession to heal themselves faster; especially during combat where the recharge rate always seems too slow. A Medic can heal the health and action pool, but a mind pool can only be healed by a Combat Medic.)

The second damage type is a Wound. Wounds are semi-permanent damage to your character. Consider a wound similar to a broken bone. If you do not get it treated, it will never heal properly. Wounds can be heal by three methods. First, just sit in a medical center. A medical center will SLOWLY heal all your wounds, including mind wounds. Otherwise, the other two method depend upon the type of wound you have. A medic/doctor can heal physical wounds (a.k.a. Health, Action and all secondary statistic wounds), and a entertainer/dancer/musician heals all types of mind wounds. In order for you to receive healing from a medic/doctor, they must use an action to heal you. You must be in a medical center, camp, or have a droid that has medical capability in order for the medic/doctor to heal any wounds. Many medics perform this service for free, but asking for tips if not considered impolite. Just do not be surprised if you are not tipped.

Mind wounds and Battle Fatigue are healed by watching/listening to an Entertainer. Battle Fatigue will reduce the effectiveness of your medicine regardless if you have it or your patient does. Try to keep your Battle Fatigue as low as possible.

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