Difference between revisions of "Medic (LWR)"

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== Sample Builds ==
 
== Sample Builds ==
  
===Support 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.
A pure, simple, Medic build that focuses on making the Medic the best healer s/he can be. The Support Medic provides very strong healing capabilities, alongside being able to support the squad with Concussion and Smoke grenades as needed. It sacrifices having little combat prowess aside from what an Assault Rifle brings. Smoke and Mirrors and the late game Packmaster grants the Medic additional support grenades, and SaM guarantees the Medic can throw them even if under enemy overwatch, this can allow the Medic to throw a Smoke Grenade to cover someone else from the overwatch, or a Concussion Grenade to cancel the overwatch. Extra Conditioning gives the Medic some extra survivability, while Shadowstep lets the Medic ignore overwatch, which can allow the Medic to rush to aid someone. Combat Drugs provides a strong boost to Smoke Grenades, providing the user with a small boost to their will, but also providing free healing to anyone who takes damage while under the smoke (be careful to not throw the smoke near aliens who will also benefit from the healing).  
 
  
Sample Support Medic Build:
+
Sample Overwatch Build:
''Smoke and Mirrors -> Extra Conditioning -> Combat Drugs -> Savior -> Shadowstep -> Packmaster.''
+
''Sentinel -> Bring 'Em On -> Ready for Anything-> Savior-> Impact -> Sharpshooter''
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
+
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
+
|level2={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level3={{Combat Drugs (LWR)|align=center|topbotpad=7}}
+
|level3={{ Ready For Anything (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={{Impact (LWR)|align=center|topbotpad=7}}
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
+
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Recommended Equipment: Medkits, Concussion Grenades, Smoke Grenades.
+
'''Recommended Weapons:''' Battle rifle, Assault Rifle<br>
 +
'''Recommended Equipment:''' Scope, Drum Mags, Shredder/AP ammo, Damage boosting ammunition.
  
Notes
+
Notes:
* Ranger can replace Extra Conditioning if you prefer additional throw range and increased weapon damage over increased survivability.
+
* This build will put Gene Mods to good use, especially Predictive Tracking to nullify Cover defense on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
  
===Tank Medic===
 
  
An unorthodox but effective tank build. The Medic sacrifices its support powers for being a powerful tank, being capable of pushing forward and absorbing fire intended for other units while emerging with little damage. Will to Survive, Extra Conditioning, Close Encounters and Close Combat Specialist all serve to boost the Medics survivability, WtS also grants the Steadfast perk which ensures the Medic will not panic while drawing enemy fire. Close Encounters and Close Combat Specialist provides the Medic with some close range combat capability, and Pack Master gives a boost to the amount of medkits this build can carry.  
+
===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 Tank Medic Build:
+
Sample Support Medic Build:
''Will To Survive -> Extra Conditioning ->  Close Encounters -> Savior -> Close Combat Specialist -> Packmaster.''
+
''Smoke and Mirrors -> Extra Conditioning or Ranger ->  Combat Drugs -> Savior -> Shadowstep -> Packmaster.''
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
+
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
+
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}
|level3={{Close Encounters (LWR)|align=center|topbotpad=7}}
+
|level3={{Combat Drugs (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}}
+
|level5={{Shadowstep (LWR)|align=center|topbotpad=7}}
 
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
 
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Note: Close Combat Specialist can be replaced with Shadowstep, this will greatly help the manoeuvrability of the Medic but it does mean the Medic cannot use their movement to intentionally draw enemy overwatch fire.  
+
'''Recommended Weapons:''' Assault Rifle, SMG, Carbine<br>
 +
'''Recommended Equipment:''' Medkits, Concussion Grenades, Smoke Grenades.
  
Recommended Equipment: Ceramic Plating, Alloy Plating, Medkits.
+
Notes:
 +
* ''Ranger'' can pe 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.
  
===Overwatch Medic===
+
  
To Be Added
+
===Tank Medic===
 +
An unorthodox but effective tank build that sacrifices supporting power for a 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 Overwatch Medic Build:
+
Sample Tank Medic Build:
''Sentinel -> Bring 'Em On ->  Ready For Anything -> Savior -> Impact  -> Sharpshooter.''
+
''Will To Survive -> Extra Conditioning or Ranger or Bring 'Em On ->  Close Encounters -> Savior -> Close Combat Specialist or Shadowstep -> Sharpshooter''
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}
+
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level2={{Bring 'Em On (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}}
|level3={{Ready For Anything (LWR)|align=center|topbotpad=7}}
+
|level3={{Close Encounters (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={{Close Combat Specialist (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}
 
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}
 
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
Note:  
+
'''Recommended Weapons:''' Shotgun<br>
 +
'''Recommended Equipment:''' High Cap Mags, Reinforced Plating/Regenerative Plating/Chitin Plating, Medikits.
  
Recommended Equipment: Ceramic Plating, Alloy Plating, Medkits.
+
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.
  
 
</div>
 
</div>

Revision as of 20:48, 19 January 2022

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    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.

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


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 +15 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
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.
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.
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.
RANK LIEUTENANT.png
Sergeant
Close Encounters
Close Encounters
The first standard shot against an enemy within 4 tiles or destructive grenade thrown within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to reaction fire and critical hits from enemies within 4 tiles.
Ready For Anything
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
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 CAPTAIN.png
Tech Sergeant
Savior
Savior
Grants +2 armor HP. Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP.
RANK MAJOR.png
Gunnery Sergeant
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
Impact
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
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
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.
Packmaster
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

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (50%) +3-9 - +4-12
RANK CORPORAL.png   Lance Corporal +0-1 (10%) +1-3 - +1-3
RANK SERGEANT.png   Corporal +0-1 (10%) +1-3 - +1-3
RANK LIEUTENANT.png   Sergeant +0-1 (10%) - - +1-3
RANK CAPTAIN.png   Tech Sergeant +0-1 (10%) - - +0-1
RANK MAJOR.png   Gunnery Sergeant +0-1 (10%) - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+0-7
Aim
+5-15
Mobility
-
Will
+7-22

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +1 +6 - +8
RANK CORPORAL.png   Lance Corporal - +2 - +2
RANK SERGEANT.png   Corporal - +2 - +2
RANK LIEUTENANT.png   Sergeant - - - +2
RANK CAPTAIN.png   Tech Sergeant - - - +1
RANK MAJOR.png   Gunnery Sergeant - - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+1
Aim
+10
Mobility
-
Will
+15

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 to nullify Cover defense 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: Medkits, Concussion Grenades, Smoke Grenades.

Notes:

  • Ranger can pe 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 a 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.

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