Difference between revisions of "Medic (Long War)"

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(Stat Progression)
Line 52: Line 52:
  
 
{| class="wikitable"
 
{| class="wikitable"
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim
+
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim!!Will at level!!Total Will
 
|-
 
|-
|Specialist|| 1 || 1 || 2 || 2
+
|Specialist|| 1 || 1 || 2 || 2 || ?? || ??
 
|-
 
|-
|Lance Corporal|| 0 || 1 || 2 || 4
+
|Lance Corporal|| 0 || 1 || 2 || 4 || ?? || ??
 
|-
 
|-
|Corporal|| 0 || 1 || 2 || 6
+
|Corporal|| 0 || 1 || 2 || 6 || ?? || ??
 
|-
 
|-
|Sergeant|| 1 || 2 || 2 || 8
+
|Sergeant|| 1 || 2 || 2 || 8 || ?? || ??
 
|-
 
|-
|Tech Sergeant|| 0 || 2 || 2 || 10
+
|Tech Sergeant|| 0 || 2 || 2 || 10 || ?? || ??
 
|-
 
|-
|Gunnery Sergeant|| 0 || 2 || 2 || 12
+
|Gunnery Sergeant|| 0 || 2 || 2 || 12 || ?? || ??
 
|-
 
|-
|Master Sergeant|| 1 || 3 || 2 || 14
+
|Master Sergeant|| 1 || 3 || 2 || 14 || ?? || ??
 +
|}
 +
 
 +
Hidden Potential w. Strict Screening Second Wave perks enabled:
 +
{| class="wikitable"
 +
!Rank!!Total Base Hp!!Total Base Aim (?-?)/level!!Total Base Will (4-9)/level
 +
|-
 +
|Specialist|| ?-? || ?-? || 34-39
 +
|-
 +
|Lance Corporal|| ?-? || ?-? || 38-48
 +
|-
 +
|Corporal|| ?-? || ?-? || 42-57
 +
|-
 +
|Sergeant|| ?-? || ?-? || 46-66
 +
|-
 +
|Tech Sergeant|| ?-? || ?-? || 50-75
 +
|-
 +
|Gunnery Sergeant|| ?-? || ?-? || 54-84
 +
|-
 +
|Master Sergeant|| ?-? || ?-? || 58-93
 
|}
 
|}
  

Revision as of 21:18, 29 August 2014

Medic

The Medic is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is Field Medic, which has the same effect as vanilla of making Medikit items usable 3 times.

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
SUPPORT FIELDMEDIC.png
Field Medic
Allows medikits and restorative mist kits to be used 3 times per battle instead of once.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
SUPPORT COVERINGFIRE.png
Covering Fire
Allows reaction shots to trigger on enemy attacks, not just movement.
SUPPORT SMOKEGRENADE.png
Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts through the enemy turn. Taking the perk on level up also allows an additional action after deploying a smoke grenade.
Defenders Medal 1 (EU2012).png
Steadfast
Immune to panic, except Psi Panic.
Provides +3 Aim. No other bonuses. Provides +5 Will.
RANK SERGEANT.png
Corporal
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
SUPPORT SMOKEMIRRORS.png
Smoke and Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
SUPPORT REVIVE.png
Paramedic
Once per turn, this unit may use a medkit without spending an action.
Provides +2 Aim, +1 Will. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
SUPPORT DEEPPOCKETS.png
Ranger
Primary weapons do one additional damage
SUPPORT DENSESMOKE.png
Dense Smoke
Smoke Grenades have increased area of effect and further increase units' Defense by 20.
SUPPORT COMBATDRUGS.png
Combat Drugs
Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.
Provides +1 Mobility. Provides +1 Mobility. Provides +1 Mobility.
RANK CAPTAIN.png
Tech Sergeant
HEAVY SUPPRESSION.png
Suppression
Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.
SUPPORT REVIVE.png
Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
SNIPER OPPORTUNIST.png
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Provides +1 Aim. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
MEC ADVANCED FIRE CONTROL.png
Ready For Anything
If the unit fires without moving, it automatically enters overwatch.
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
SUPPORT SPRINTER.png
Sprinter
Allows the soldier to move 3 additional tiles.
Provides +1 Aim, +3 Will. Provides +2 Aim, +1 Will. No other bonuses.
RANK COLONEL.png
Master Sergeant
SUPPORT SENTINEL.png
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
MEC EXPANDED STORAGE.png
Packmaster
All limited-use items in your inventory receive one extra use.
SUPPORT SAVIOR.png
Savior
Medikits restore four more health per use; Restorative Mist units restore three more health per use.
Provides +2 Aim, +1 Will. No other bonuses. No other bonuses.


Stat Progression

Rank HP at level Total HP Aim at level Total Aim Will at level Total Will
Specialist 1 1 2 2  ??  ??
Lance Corporal 0 1 2 4  ??  ??
Corporal 0 1 2 6  ??  ??
Sergeant 1 2 2 8  ??  ??
Tech Sergeant 0 2 2 10  ??  ??
Gunnery Sergeant 0 2 2 12  ??  ??
Master Sergeant 1 3 2 14  ??  ??

Hidden Potential w. Strict Screening Second Wave perks enabled:

Rank Total Base Hp Total Base Aim (?-?)/level Total Base Will (4-9)/level
Specialist  ?-?  ?-? 34-39
Lance Corporal  ?-?  ?-? 38-48
Corporal  ?-?  ?-? 42-57
Sergeant  ?-?  ?-? 46-66
Tech Sergeant  ?-?  ?-? 50-75
Gunnery Sergeant  ?-?  ?-? 54-84
Master Sergeant  ?-?  ?-? 58-93

Tactical Advice

Role: Defensive Support.

Medics are support units and are geared towards defensive roles. Their titular Field Medic perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.

Medics can specialize in three different support roles. With Field Medic, Paramedic, Savior and Revive they become dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won't do much good during said fire fights. Smoke Grenades, Smoke and Mirrors and Dense Smoke make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades. Opportunist, Sentinel and Suppression make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.

Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don't expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.

See also

Lone Wolf (EU2012).jpg Long War: 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 Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
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