Fortunately, Medics are quite good at acquiring injured targets without your direct influence, and what's more, their energy tends to last a long while. Keep in mind, though, that Medics cannot keep healing forever, and will need to wait and recharge when their energy runs low. One Medic to every six Marines and / or Firebats tends to be a good ratio. You can also research two additional Medic abilities from the Academy, but her true strength will always be her healing powers.
Restoration
This is a fairly useful ability that negates all adverse affects on the targeted unit. Use it primarily to negate the Zerg Queen's Parasite and the Terran Ghost's Lockdown, both techniques whose tactical functionality can be devastating. The only disadvantage to Restoration is the simple fact that, to use it, your Medic must be in the right place at the right time. When your Battlecruisers are locked down across enemy lines, chances are, you will not have a Medic around to restore them. Unless, of course, you escorted your Battlecruisers with a Dropship full of Medics.
Optic Flare
This ability is basically worthless, except in certain very specific situations. An enemy unit struck by Optic Flare has its vision permanently reduced to one. Unfortunately, any other enemy unit in the vicinity can spot for the blinded one, which can then continue to attack as if nothing happened. Worse yet, even isolated units that are blinded may still fire back at your forces that attack them. In spite of these shortcomings, Optic Flare can nonetheless be useful in rare instances; a Protoss opponent inclined to use Shuttle and Reaver combinations can be thwarted by Optic Flare, which can be researched before a Shuttle and a Reaver become available. Also try using the ability on lone enemy units scouting your premises. In the end, though, you'll find that an enemy unit is much better dead than blind.
Next: The Terran Units, continued
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