WildStar Medic Class Guide – Builds, Abilities and AMPs

By   /   Jul 2, 2014

Don’t let the name of the class fool you – the Medic may sound like a supporting cast, but this class has a hidden ruthlessness to it that can be exploited by those looking to go on the offense.

The Medic is thus very versatile in its usage, and you shouldn’t be surprised if you spot a large set of DPS Medics playing in the vast world of Wildstar.

WildStar Medic Class

We’ll be covering the basics of this class in this guide, with the core focus on the essential abilities and AMPs that should or shouldn’t be considered a part of your LAS (build).

Please note that we haven’t actually used the in-game description for the skills, but only our and the general perspectives of whether a specific skill is good enough or not to make it into your action slot.

If you wish to have a look at the in-game description of each skill, visit the WS-Base Builder, which we have also used for our suggestive builds at the end of the guide.

Actuators
Generating and spending Actuators is a Medic-specific mechanism that empowers certain abilities. Certain abilities require Actuators to work, such as Gamma Rays, Quantum Cascade, Shield Surge etc. In order to generate Actuators, you must first generate Power Charges.

Power Charges are generated by builder skills like Discharge – once three Power Charges are generated, you gain 1 Actuator. It’s a bit of a stretch, but the mechanism is highly rewarding, since the abilities associated with spending Actuators are quite lethal.

Attributes
The core attributes for the Medic are Tech (DPS) and Insight (Healer).

Medic
DPS: Tech, Moxie, Brutality
Healer: Insight, Grit, Finesse

For more details on Attributes for all classes, make sure you check out our Attributes Guide.

Assault Abilities

Discharge
Discharge is your primary Actuator generating ability, and the bread and butter of being a DPS Medic. There’s everything right with this skill – the damage is decent, it comes in early, the Tier upgrades are good. You’ll likely be sticking to this spell from the start.

Tier 4 will deal additional damage to a foe after all ticks, while Tier 8 will give you an additional stack of Power Charge at full ticks.

Gamma Rays
On paper this ability is absolutely brutal, and for PvE it’s probably worth a try. For PvP however, this is a bad ability, since landing all three of the rays on a specific target is very difficult, and will often leave you vulnerable to attacks.

I would give this a try in PvE, but for Raids and PvP I’d avoid it altogether.

Nullifier
Nullifier would be a useful AoE damage skill for any other RPG game, but with Wildstar’s combat system it doesn’t work too well, particularly in Arena and PvE. You might want to try it in objective PvP though.

Fissure
Fissure is a strange ability. There are a lot of people using it, but overall it doesn’t proc too well and has been nerfed quite a bit.

It really doesn’t suit my personal taste, but those who tend to level the ability to T8 seem to get a lot of benefit from it. It’s your call, but personally I wouldn’t really touch this skill.

Devastator Probes
Devastator Probes are pretty good – they deal lots of damage, and they grant you good synergy with the T4 upgrade by combining with Fissure/Collider.

It’s a useful spell and one I’d definitely bag. It can give you sustained DoT damage, and on demand burst damage thanks to the amazing T4 upgrade.

Quantum Cascade
This is a very good Actuator spender but comes at a hefty price. It has a lengthy casting time and sucks up Actuator points in no time.

The damage is pretty good if you’re patient enough, but more often than naught you’ll end up desiring more than what you got. A good PvP skill, though it can be lacking in PvE.

Collider
I’m not a fan of Fissure, but Collider does great when combined with T4 D. Probes. It gives an amazing amount of burst damage, and it’s a brilliant finisher skill on its own as it does extra damage to foes that are below 30% health. The Tier upgrades are also absolutely brilliant.

Tier 4 of the skill further takes that to below 70% health, which is even more amazing, while Tier 8 will allow you to build an Actuator when you use it on a foe below 30% health.

Annihilation
Annhilation sounds nice, but it lacks mobility, and you’ll have to spend unnecessary AMPs to unlock the ability in the first place. This is an anti-PvP skill with more downsides than ups, so I would recommend ignoring it.

Atomize
Ouch, this ability hurts, which is all the more reason to take it. Now if you’re planning to use Atomize, you want to have as much Critical Hit Chance as possible, because that’s what this ability procs on.

Atomize damage is highly rewarding, and it’s use even more rewarding considering it has a 50% chance to give you an Actuator. Sweet ability that should make it to your action bar if you’re playing a DPS Medic.

If you can’t find any other skill to level, Atomize should make it to your list – send it all the way to Tier 8 for additional damage and also 18% Armor Piercing from T4.

Dematerialize
A strange ability that is only rewarding when you go all the way to T8, which means for the longest duration this skill will be more or less useless. It’s a really hit and miss skill, and the lack-luster debuff just isn’t impressive enough to win any offensive Medic over.

Support Abilities

The Medic wouldn’t be a Medic if not for the support tree. It’s a powerful, no-bullshit tree with plenty of skills that would aid in making a powerful healing Medic. There are some skills that even DPS Medics would enjoy.

Emission
Brilliant and simple are the two words that describe Emission. It’s a great Actuator builder and does the job that anyone would expect a Support Medic would do.

Tier 4 is one hell of an amazing upgrade to Emission, with no Focus cost when below 250 Focus, and Tier 8 will allow additional heal with all ticks.

Crisis Wave
Pretty nice name for the ability, don’t you think? It has a good telegraph AoE heal and can be effective if you’re sitting back, but the cast time can be rather daunting.

Thankfully, Tier 4 takes care of that (somewhat), making Crisis Wave a little more reliable. I would keep this ability as a Support Medic.

Dual Shock
This is an offensive-defensive ability that uses the same Critical Hit proc as Atomize.

Sadly, it’s not that damaging, but it tends to compensate for that by adding a bit of heal. This is obviously quite useless for a pure support Medic, but those looking to go for a hybrid could take use of Dual Shock.

Mending Probes
This is a god-sent ability that only a few people seem to value. Mending Probes attach to your allies and you, giving a vital amount of HoT that simply cannot be overlooked in a support role. With the right build and correct mentality, MP is one must-have ability.

Triage
The idea is interesting, but Triage is far too inferior to the other Support abilities to even be considered in any kind of way.

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