Difference between revisions of "Medic (LWR)"
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− | |MSgt1={{ | + | |MSgt1={{Bring 'Em On (LWR) |text=1|topbotpad=10}} |
|MSgt2={{Packmaster (LWR) |text=1|topbotpad=10}} | |MSgt2={{Packmaster (LWR) |text=1|topbotpad=10}} | ||
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Revision as of 03:36, 14 December 2022
The Medic is a versatile support class. Their signature ability is Field Medic, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Field Medic
Grants 2 free medikits. Medikits heal 1 more HP. Stabilization costs 0 AP and does not consume a medikit. | ||||||
Lance Corporal |
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist. Opportunist
Reaction shots gain +10 aim and can critically hit. |
Will To Survive
All cover DR increased to 70% but grants 15 less defense. Grants +3 armor HP and Steadfast. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. | ||||
Corporal |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. | ||||
Sergeant |
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -40 aim penalty (-20 for shotguns). Grants +0.6 mobility. |
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. Grants +2 ammo to non-arc primary weapons. |
Combat Drugs
Smoke grenades grant +20 aim and +10 crit. Smoke grenades also passively heal 2 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke. | ||||
Tech Sergeant |
Savior
Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP. | ||||||
Gunnery Sergeant |
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost. |
Sharpshooter
All shots with the primary weapon gain +15 aim and crit against biologic targets. |
Shadowstep
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility. | ||||
Master Sergeant |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists. |
Stat Progression
Predictable Potential:
Tactical Advice
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: Field Medic healing squad, Tactical Support providing cover and defense or the Battle Medic providing fire support. If you choose to be a purist in a role or a jack of all trades it's up to you.
Sample Builds
Overwatch Medic
This straightforward build uses the combination of Sentinel and Ready for Anything to bring reliable reaction fire to the field. Ready for Anything grants valuable aim as well as free overwatching as long as the Medic does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to Bring Em' On. The inherent utility of Field Medic is a boon to the squad during downtimes or even in combat if teamates can stay close so the Medic doesn t have to move to heal them.
Sample Overwatch Build: Sentinel -> Bring 'Em On -> Ready for Anything-> Savior-> Impact -> Sharpshooter
Recommended Weapons: Battle rifle, Assault Rifle
Recommended Equipment: Scope, Drum Mags, Shredder/AP ammo, Damage boosting ammunition.
Notes:
- This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
Support Medic
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to Smoke and Mirrors. Combat Drugs offers a welcome upgrade to regular Smoke grenades, healing units taking damage while inside the drug-laced smoke. Proper care is to be observed to not let melee ennemies enter the smoke, or an unwary Commander might be forced to abandon a previously safe position to the now self-healing aliens. Finally, this build has next to no offensive power by itself and must rely entirely on the one brought by the rest of the squad.
Sample Support Medic Build: Smoke and Mirrors -> Extra Conditioning or Ranger -> Combat Drugs -> Savior -> Shadowstep -> Packmaster.
Recommended Weapons: Assault Rifle, SMG, Carbine
Recommended Equipment: Medikits, Concussion Grenades, Smoke Grenades.
Notes:
- Ranger can be picked over Extra Conditioning for a tiny bit more offensive presence and a nice throw range increase.
- Smoke And Mirrors and Shadowstep allow complete immunity to reaction fire as far as this build is concerned.(you will still get shot if using Medikits!)
- A good candidate for psi training for even more support options.
- Can be a decent officer, but won t make very much use of the combat stat boosts.
Tank Medic
An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. Close Encounters and Close Combat Specialist provides some strong close range combat potential whick makes the build bear an uncanny resemblance to the Assault Class, with less overall power and tankyness but noticably more sustain. Being able to self-remove Corrosion and regain full tanking power is also very valuable.
Sample Tank Medic Build: Will To Survive -> Extra Conditioning or Ranger or Bring 'Em On -> Close Encounters -> Savior -> Close Combat Specialist or Shadowstep -> Sharpshooter
Recommended Weapons: Shotgun
Recommended Equipment: High Cap Mags, Reinforced Plating/Regenerative Plating/Chitin Plating, Medikits.
Notes:
- Extra Conditioning and Ranger are the defensive and offensive sides of the same coin. Bring 'Em On will noticably increase damage in crowded fights. A choice for agressive Commanders.
- Close Combat Specialist can be replaced with Shadowstep, this will greatly help manoeuvrability but it does mean movement cannot be used to draw enemy reaction fire.
- Will make good use of defensive Gene Mods or Officer stats boost.