Medic (LWR)

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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 +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
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.
Vital Point Targeting
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.
RANK LIEUTENANT.png
Sergeant
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.
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
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.
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim and crit against biologic targets.
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
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.
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%) +4-12 +0.6 +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 - +1-3
RANK CAPTAIN.png   Tech Sergeant +0-1 (10%) +0-2 - +0-2
RANK MAJOR.png   Gunnery Sergeant +0-1 (10%) - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+0-6
Aim
+7-23
Mobility
+0.6
Will
+7-23

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +1 +8 +0.6 +8
RANK CORPORAL.png   Lance Corporal - +2 - +2
RANK SERGEANT.png   Corporal - +2 - +2
RANK LIEUTENANT.png   Sergeant - +2 - +2
RANK CAPTAIN.png   Tech Sergeant - +1 - +1
RANK MAJOR.png   Gunnery Sergeant - - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+1
Aim
+15
Mobility
+0.6
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 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 Vital Point Targeting 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 -> Ranger or Vital Point Targeting -> Ready for Anything-> Savior -> Any -> Bring 'Em On

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 GSGT perk is very flexible:
    • Grit increases the Medic's survivability by a lot and can create an effective offtank with platings and Psi Defender.
    • Sharpshooter is a generic aim increase against bios, 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 -> Extra Conditioning or Ranger -> Combat Drugs -> Savior -> Grit or Shadowstep -> Packmaster.

Recommended Weapons: Arc Rifle, SMG, Carbine
Recommended Equipment: Medikits, Concussion Grenades, Smoke Grenades, Acid 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 (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 -> Extra Conditioning or Ranger -> Rapid Fire -> Savior -> Grit -> Bring 'Em On

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

Notes:

  • Extra Conditioning and Ranger are the defensive and offensive sides of the same coin. Using a tank without extra armor HP is quite risky until Grit is reached, however..
  • 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