Difference between revisions of "Medic (LWR)"

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[[File: CLASS SUPPORT.png|left|frame|64px|    '''''Medic''''']]
 
[[File: CLASS SUPPORT.png|left|frame|64px|    '''''Medic''''']]
  
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.
+
The '''Medic''' is a versatile support class. Their signature ability is '''Field Medic''', which grants three medikits per mission. They also have access to '''Combat Drugs''' perk that is light AOE heal that can heal bio and mech units (not SHIVs).
  
 
:'''Primary Weapon''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
 
:'''Primary Weapon''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
 
:'''Secondary Weapon''': Pistols, Machine Pistols, Sawed-off shotgun.
 
:'''Secondary Weapon''': Pistols, Machine Pistols, Sawed-off shotgun.
 
:'''Class-Limited items''': None.
 
:'''Class-Limited items''': None.
 +
:'''Attribute Growth''': Will x2, Mob x2.
 
<br/>
 
<br/>
 
   
 
   
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{{Class Tree (LWR)|
 
{{Class Tree (LWR)|
 
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}
 
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}{{ Slayer (LWR)|text=1|topbotpad=10}}
+
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}
 
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}
 
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}
 
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}
 
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}
|Corporal1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
+
|Corporal1={{Rapid Fire (LWR) |text=1|topbotpad=10}}
|Corporal2={{Ranger (LWR) |text=1|topbotpad=10}}
+
|Corporal2={{Lock n' Load (LWR) |text=1|topbotpad=10}}
|Corporal3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}
+
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}
|Sergeant1={{Rapid Fire (LWR) |text=1|topbotpad=10}}
+
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}
|Sergeant2={{Ready For Anything (LWR) |text=1|topbotpad=10}}
+
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}}  
|Sergeant3={{Combat Drugs (LWR) |text=1|topbotpad=10}}
+
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}
 
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}
 
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}
|GunSgt1={{Close Combat Specialist (LWR) |text=1|topbotpad=10}}
+
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}
 
|GunSgt2={{Bring 'Em On (LWR) |text=1|topbotpad=10}}
 
|GunSgt2={{Bring 'Em On (LWR) |text=1|topbotpad=10}}
 
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}
 
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}
|MSgt1={{Sharpshooter (LWR) |text=1|topbotpad=10}}
+
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
|MSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}
+
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}
}}
 
 
 
== Stat Progression ==
 
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+0-1 (50%) | rank1-aim=+4-12 | rank1-mob=+0.6 | rank1-will=+4-12
 
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3
 
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3
 
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3
 
| rank5-hp=+0-1 (10%) | rank5-aim=+0-2 | rank5-mob=- | rank5-will=+0-2
 
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+0-6 | aimtotal=+7-23 | mobtotal=+0.6 | willtotal=+7-23
 
}}
 
 
 
'''Predictable Potential:'''
 
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+1 | rank1-aim=+8 | rank1-mob=+0.6 | rank1-will=+8
 
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2
 
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2
 
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2
 
| rank5-hp=- | rank5-aim=+1 | rank5-mob=- | rank5-will=+1
 
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+1 | aimtotal=+15 | mobtotal=+0.6 | willtotal=+15
 
 
}}
 
}}
  
Line 62: Line 37:
  
 
===Overwatch Medic===
 
===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.
+
This straightforward build uses the combination of ''Sentinel'' and ''Ready for Anything'' to bring reliable reaction fire to the field. ''Ready for Anything'' grants free Overwatching as long as the Medic does not move and increases the stagger chance of all reaction fire. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to ''Impact'' or ''Ranger''. The inherent utility of ''Field Medic'' is a boon to the squad during downtimes or even in combat if teammates can stay close so the Medic doesn't have to move to heal them.
  
 
Sample Overwatch Build:
 
Sample Overwatch Build:
''Sentinel -> Bring 'Em On -> Ready for Anything-> Savior-> Impact -> Sharpshooter''
+
''Sentinel -> Ready for Anything -> Any -> Savior -> Any -> Extra Conditioning or Sharpshooter''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}
 
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}
|level2={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
+
|level2={{Ready For Anything (LWR)|align=center|topbotpad=7}}
|level3={{ Ready For Anything (LWR)|align=center|topbotpad=7}}
+
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}}
 
|level4={{Savior (LWR)|align=center|topbotpad=7}}
 
|level4={{Savior (LWR)|align=center|topbotpad=7}}
|level5={{Impact (LWR)|align=center|topbotpad=7}}
+
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}
+
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
 
'''Recommended Weapons:''' Battle rifle, Assault Rifle<br>
 
'''Recommended Weapons:''' Battle rifle, Assault Rifle<br>
'''Recommended Equipment:''' Scope, Drum Mags, Shredder/AP ammo, Damage boosting ammunition.
+
'''Recommended Equipment:''' Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers, Special ammo.
  
 
Notes:
 
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.
+
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.
 +
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items. Ready For Anything lets you use a Psi ability while still Overwatching as well.
 +
* The SGT perk you choose significantly affects how you'll want to use your Medic:
 +
** ''Impact'' is likely the default choice, as it's a solid damage increase against aliens.
 +
** ''Ranger'' is a very general increase in effectiveness, but also makes your secondary much more effective, opening up the option to take a riskier primary such as an Arc Rifle or Shotgun.
 +
** ''Pistolero'' essentially functions like an even higher risk Run and Gun assault, dashing into enemies to utilize ''Opportunist'' shots with a pistol.
 +
* The GSGT perk is also very flexible:
 +
** ''Grit'' increases the Medic's survivability by a lot and can create an effective offtank with platings and Psi Defender.
 +
** ''Bring 'Em On'' is a generic damage boost and survivability boost, which is always appreciated.
 +
** ''Shadowstep'' gives you more flexibility to move if pinned by opposing Overwatch, and gives you extra crit for your manually activated Overwatch afterwards.
  
 
===Support Medic===
 
===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.
+
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. 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:
 
Sample Support Medic Build:
''Smoke and Mirrors -> Extra Conditioning or Ranger ->  Combat Drugs -> Savior -> Shadowstep -> Packmaster.''
+
''Smoke and Mirrors -> Combat Drugs -> Impact or Ranger -> Savior -> Grit or Shadowstep -> Extra Conditioning.''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
 
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}
+
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}
|level3={{Combat Drugs (LWR)|align=center|topbotpad=7}}
+
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}
 
|level4={{Savior (LWR)|align=center|topbotpad=7}}
 
|level4={{Savior (LWR)|align=center|topbotpad=7}}
|level5={{Shadowstep (LWR)|align=center|topbotpad=7}}
+
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
+
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
'''Recommended Weapons:''' Assault Rifle, SMG, Carbine<br>
+
'''Recommended Weapons:''' Arc Rifle, SMG, Carbine<br>
'''Recommended Equipment:''' Medikits, Concussion Grenades, Smoke Grenades.
+
'''Recommended Equipment:''' Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.
  
 
Notes:
 
Notes:
* ''Ranger'' can be picked over ''Extra Conditioning'' for a tiny bit more offensive presence and a nice throw range increase.
+
* ''Impact'' can be picked over ''Ranger'' for a more offensive presence and the ability to break OW after smoking.
* ''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!)
+
* ''Smoke And Mirrors'' and ''Shadowstep'' allow complete immunity to reaction fire as far as this build is concerned (but you will still get shot if using Medikits!).
 +
* ''Grit'' can create a potent offtank if paired with a plating or Psi Defender.
 
* A good candidate for psi training for even more support options.
 
* 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.
+
* Also works well as an Officer, due to the stats and added support potential.
  
 
===Tank Medic===
 
===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.
+
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. ''Rapid Fire'' gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.
  
 
Sample Tank Medic Build:
 
Sample Tank Medic Build:
''Will To Survive -> Extra Conditioning or Ranger or Bring 'Em On -> Close Encounters -> Savior -> Close Combat Specialist or Shadowstep -> Sharpshooter''
+
''Will To Survive -> Rapid Fire -> Pistolero or Ranger -> Savior -> Grit -> Extra Conditioning or Packmaster''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
 
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
+
|level2={{Rapid Fire (LWR)|align=center|topbotpad=7}}
|level3={{Close Encounters (LWR)|align=center|topbotpad=7}}
+
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}
 
|level4={{Savior (LWR)|align=center|topbotpad=7}}
 
|level4={{Savior (LWR)|align=center|topbotpad=7}}
|level5={{Close Combat Specialist (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}
+
|level5={{Grit (LWR)|align=center|topbotpad=7}}
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}
+
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
'''Recommended Weapons:''' Shotgun<br>
+
'''Recommended Weapons:''' Shotgun, SMG, Arc Rifle<br>
'''Recommended Equipment:''' High Cap Mags, Reinforced Plating/Regenerative Plating/Chitin Plating, Medikits.
+
'''Recommended Equipment:''' Platings, Medkits, Psi Defender, Utility, Damage-increasers.
  
 
Notes:
 
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.  
+
* ''Pistolero'' and ''Ranger'' are both offensive boosts. Ranger provides a more well rounded boost.
* ''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.  
+
* Rapid Fire Arc Rifles are quite powerful for busting mechs, but cannot be employed until Elerium Batteries is acquired due to the lack of ammo.
* Will make good use of defensive Gene Mods or Officer stats boost.
+
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.
 +
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.
  
 
</div>
 
</div>

Latest revision as of 19:08, 3 February 2024

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    Medic

The Medic is a versatile support class. Their signature ability is Field Medic, which grants three medikits per mission. They also have access to Combat Drugs perk that is light AOE heal that can heal bio and mech units (not SHIVs).

Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
Class-Limited items: None.
Attribute Growth: Will x2, Mob x2.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Field Medic
Field Medic
Grants 2 free medikits. Medikits heal 1 more HP. Stabilization costs 0 AP and does not consume a medikit.
RANK CORPORAL.png
Lance Corporal
Sentinel
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.
Will To Survive
Will To Survive
All cover DR increased to 70% but grants 15 less defense. Grants +3 armor HP and Steadfast.
Steadfast
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
RANK SERGEANT.png
Corporal
Rapid Fire
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.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Combat Drugs
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.
RANK LIEUTENANT.png
Sergeant
Pistolero
Pistolero
Reaction shots from pistols gain +70% weapon damage and the ability to crit. If idle at the end of turn, this unit will switch to their pistol if it has ammo. If this unit is wielding a pistol, grants a reaction shot at any enemy within 4 tiles that acts. [Pistolero reaction shots bypass half of cover DR/def and require hit chance >30]
Ranger
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.
Surgical Targeting
Surgical Targeting
Grants double damage dealt to autopsied targets affected by red fog. Automatically enters overwatch at end of turn if this unit consumed a medikit this turn.
RANK CAPTAIN.png
Tech Sergeant
Savior
Savior
Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP.
RANK MAJOR.png
Gunnery Sergeant
Regen Biofield
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.
Bring 'Em On
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.
Shadowstep
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.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
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.
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim and crit against biologic targets.


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 free Overwatching as long as the Medic does not move and increases the stagger chance of all reaction fire. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to Impact or Ranger. The inherent utility of Field Medic is a boon to the squad during downtimes or even in combat if teammates can stay close so the Medic doesn't have to move to heal them.

Sample Overwatch Build: Sentinel -> Ready for Anything -> Any -> Savior -> Any -> Extra Conditioning or Sharpshooter

Recommended Weapons: Battle rifle, Assault Rifle
Recommended Equipment: Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers, Special ammo.

Notes:

  • This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.
  • Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items. Ready For Anything lets you use a Psi ability while still Overwatching as well.
  • The SGT perk you choose significantly affects how you'll want to use your Medic:
    • Impact is likely the default choice, as it's a solid damage increase against aliens.
    • Ranger is a very general increase in effectiveness, but also makes your secondary much more effective, opening up the option to take a riskier primary such as an Arc Rifle or Shotgun.
    • Pistolero essentially functions like an even higher risk Run and Gun assault, dashing into enemies to utilize Opportunist shots with a pistol.
  • The GSGT perk is also very flexible:
    • Grit increases the Medic's survivability by a lot and can create an effective offtank with platings and Psi Defender.
    • Bring 'Em On is a generic damage boost and survivability boost, which is always appreciated.
    • Shadowstep gives you more flexibility to move if pinned by opposing Overwatch, and gives you extra crit for your manually activated Overwatch afterwards.

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. 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 -> Combat Drugs -> Impact or Ranger -> Savior -> Grit or Shadowstep -> Extra Conditioning.

Recommended Weapons: Arc Rifle, SMG, Carbine
Recommended Equipment: Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.

Notes:

  • Impact can be picked over Ranger for a more offensive presence and the ability to break OW after smoking.
  • Smoke And Mirrors and Shadowstep allow complete immunity to reaction fire as far as this build is concerned (but you will still get shot if using Medikits!).
  • Grit can create a potent offtank if paired with a plating or Psi Defender.
  • A good candidate for psi training for even more support options.
  • Also works well as an Officer, due to the stats and added support potential.

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. Rapid Fire gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.

Sample Tank Medic Build: Will To Survive -> Rapid Fire -> Pistolero or Ranger -> Savior -> Grit -> Extra Conditioning or Packmaster

Recommended Weapons: Shotgun, SMG, Arc Rifle
Recommended Equipment: Platings, Medkits, Psi Defender, Utility, Damage-increasers.

Notes:

  • Pistolero and Ranger are both offensive boosts. Ranger provides a more well rounded boost.
  • Rapid Fire Arc Rifles are quite powerful for busting mechs, but cannot be employed until Elerium Batteries is acquired due to the lack of ammo.
  • Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.
    • Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s