Republic medicine is some of the most advanced in the Galaxy, and the combat medics of Havoc Squad are simply the best of the best when it comes to battlefield treatment. Trained by the Republic’s finest medical minds drawn from both the military and private sectors, many doctors are hard pressed to provide the type of care which a Havoc Squad combat medic is capable of upon the battlefield.
Havoc Squad is an elite group comprised of unique individuals which handle special missions, so it stands to reason that they would require the finest medical technology the Republic has to offer. Geared with advanced medical sensors and prototype field treatment probes the combat medics of Havoc Squad are fully equipped to deal with extreme wounds in real-time and to provide immediate treatment for all forms of ailments, from rare alien diseases to total body surface burns.
Role: Healer
Skills Focus: Wound treatment and support
Combat Medic Skill Tree (Commando) – The Complete List
Tier 1
Cell Capacitor
Passive
Ranks: 2
Prerequisites: None
Effect: Recharge Cells now immediately recharges 1/2 additional cells.
Field Training
Passive
Ranks: 3
Prerequisites: None
Effect: Increase ranged and tech critical chance by 2/4/6 percent.
Quick Thinking
Passive
Ranks: 2
Prerequisites: None
Effect: Reduces the activation time of Medical Probe by .25/.5 seconds and reduces the cooldown of Advanced Medical Probe by 1.5/3 seconds.
Tier 2
Field Medicine
Passive
Ranks: 2
Prerequisites: 5 points in the Combat Medic tree
Effect: Increases the healing done by Medical Probe and Advanced Medical Probe by 3/6 percent. In addition, Medical Probe builds 3/6 charges of Combat Support Cell.
First Responder
Passive
Ranks: 2
Prerequisites: 5 points in the Combat Medic tree and 3 points in Field Training
Effect: Critical results with damage and healing abilities have a 50/100 percent chance to grant First Responder, increasing alacrity by 5 percent for 6 seconds.
Steady Hands
Passive
Ranks: 2
Prerequisites: 5 points in the Combat Medic tree
Effect: Reduces the pushback suffered while activating healing abilities by 35/70 percent and reduces the threat generated by healing abilities by 5/10 percent.
Supercharge Cells
Activated
Ranks: 1
Prerequisites: 5 points in the Combat Medic tree
Effect: Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 2 energy cells and increasing all damage and healing dealt by 10 percent for 10 seconds. While active, the following abilities gain Supercharge effects: Charged Bolts: Cost reduces by 2. Full Auto: Cost reduced by 1. Advanced Medical Probe: Cooldown reduced by 100 percent. Kolto Bomb: Places a shield on all targets, reducing damage taken by 10 percent for 15 seconds.
Tier 3
Combat Shield
Passive
Ranks: 1
Prerequisites: 10 points in the Combat Medic tree
Effect: Reactive Shield now further decreases ability activation pushback by 30 percent and makes you immune to interrupts.
Efficient Conversions
Passive
Ranks: 1
Prerequisites: 10 points in the Combat Medic tree
Effect: Reduces the cost of Concussion Charge, Concussive Round and Cryo Grenade by 1.
Kolto Bomb
Activated
Ranks: 1
Prerequisites: 10 points in the Combat Medic tree
Effect: Lobs a kolto bomb at the target area, exploding on impact. Heals up to 3 allies within 8 meters of the targeted area for 68 – 148.
Ability – Kolto Bomb
Ammo: 2
Activation Time: Instant
Cooldown: 6 seconds
Range: 30 meters
Effect: Lobs a kolto bomb at the target area, exploding on impact. Heals up to 3 allies within 8 meters of the targeted area for 68 – 148.
Kolto Residue
Passive
Ranks: 2
Prerequisites: 10 points in the Combat Medic tree and 1 rank in Kolto Bomb
Effect: Kolto Bomb has a 50/100 percent chance to leave Kolto Residue on the affected targets, increasing all healing received by 5 percent for 15 seconds.
Tier 4
Field Triage
Passive
Ranks: 3
Prerequisites: 15 points in the Combat Medic tree
Effect: Advanced Medical Probe has a 33/66/100 percent chance to reduce the cost of your next Medical Probe by 2.
Med Zone
Passive
Ranks: 2
Prerequisites: 15 points in the Combat Medic tree
Effect: Increases all healing received by 10/20 percent while Reactive Shield is active.
Treated Wound Dressings
Passive
Ranks: 2
Prerequisites: 15 points in the Combat Medic tree
Effect: Reduces all damage taken by 2/4 percent while Combat Support Cell is active.
Tier 5
Armor Screen
Passive
Ranks: 1
Prerequisites: 20 points in the Combat Medic tree and 2 points in Preventative Medicine.
Effect: Preventative Medicine now also provides 10 percent armor while active.
Preventative Medicine
Passive
Ranks: 2
Prerequisites: 20 points in the Combat Medic tree
Effect: Advanced Medical Probe has a 50/100 percent chance to apply Preventative Medicine to the target, healing for an additional 0 over 9 seconds.
Psych Aid
Passive
Ranks: 1
Prerequisites: 20 points in the Combat Medic tree
Effect: Reduces the cost of Field Aid by 1. In addition, Field Aid now removes negative mental effects.
Trauma Probe
Activated
Ranks: 1
Prerequisites: 20 points in the Combat Medic tree
Effect: Deploys a trauma probe with 10 charges that lasts 5 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for 44 – 52. This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time.
Ability – Trauma Probe
Ammo: None
Activation Time: Instant
Range: 30 meters
Effect: Deploys a trauma probe with 10 charges that lasts 5 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for 44 – 52. This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time.
Tier 6
Potent Medicine
Passive
Ranks: 5
Prerequisites: 25 points in the Combat Medic tree
Effect: Increases the critical healing bonus of all heals by 3/6/9/12/15 percent.
Tier 7
Bacta Infusion
Activated
Ranks: 1
Prerequisites: 30 points in the Combat Medicine tree
Effect: Instantly heals a friendly target for 168 – 288.
Ability – Bacta Infusion
Ammo: None
Activation Time: Instant
Cooldown: 21 seconds
Range: 30 meters
Effect: Instantly heals a friendly target for 168 – 288.


