Difference between revisions of "Medic (Long War)"
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− | {{CheckOutdated (Long War)| | + | {{CheckOutdated (Long War)|b14}} |
[[File: CLASS SUPPORT.png|left|frame|64px|Medic]] | [[File: CLASS SUPPORT.png|left|frame|64px|Medic]] | ||
<div style="float:right">__TOC__</div> | <div style="float:right">__TOC__</div> | ||
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== Abilities == | == Abilities == | ||
{{Class Tree (Long War)| | {{Class Tree (Long War)| | ||
− | |Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]'''Field Medic''' <br/> '' | + | |Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]'''Field Medic''' <br/> ''Grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one.'' |
|SpecialistE1=''No other bonuses.'' | |SpecialistE1=''No other bonuses.'' | ||
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement.'' | |LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement.'' | ||
− | |LCorporal2=[[File: | + | |LCorporal2=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.'' |
− | |LCorporal3=[[File: | + | |LCorporal3=[[File:SUPPORT_REVIVE.png|32px|center]]'''Revive'''<br/>''Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.'' |
|LCorporalE1='''Provides +3 Aim.''' | |LCorporalE1='''Provides +3 Aim.''' | ||
− | |LCorporalE2='' | + | |LCorporalE2='''Provides +5 Will.''' |
− | |LCorporalE3='' | + | |LCorporalE3=''No other bonuses.'' |
− | |Corporal1=[[File: | + | |Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]'''Paramedic'''<br/>''Once per turn, this unit may use a medkit without spending an action.'' |
− | |Corporal2=[[File:SUPPORT | + | |Corporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade'''<br/>''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.'' |
− | |Corporal3=[[File: | + | |Corporal3=[[File:Defenders_Medal_2_(EU2012).png|32px|center]]'''Paramedic'''<br/>''Once per turn, this unit may use a medkit without spending an action.'' |
− | |CorporalE1='''Provides +2 Aim | + | |CorporalE1='''Provides +2 Aim.''' |
|CorporalE2=''No other bonuses.'' | |CorporalE2=''No other bonuses.'' | ||
|CorporalE3=''No other bonuses.'' | |CorporalE3=''No other bonuses.'' | ||
− | |Sergeant1=[[File: | + | |Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.'' |
− | |Sergeant2=[[File:SUPPORT | + | |Sergeant2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors'''<br/>''Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.'' |
− | |Sergeant3=[[File: | + | |Sergeant3=[[File:Adaptive_Bone_Marrow_Gene_Mod_(EU2012).png|32px|center]]'''Field Surgeon'''<br/>''Has a 75% chance to reduce or eliminate recovery time of non-critically wounded soldiers. Automatic reduction if multiple medics on a mission have this perk. Does not affect wound sustained by sending fatigued soldier on a mission.'' |
− | |SergeantE1='''Provides + | + | |SergeantE1='''Provides +3 Aim.''' |
− | |SergeantE2='' | + | |SergeantE2=''No other bonuses.'' |
− | |SergeantE3='' | + | |SergeantE3=''No other bonuses.'' |
− | |TechSgt1=[[File: | + | |TechSgt1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons do one additional damage'' |
− | |TechSgt2=[[File: | + | |TechSgt2=[[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke'''<br/>''Smoke Grenades have increased area of effect and further increase units' Defense by 20.'' |
− | |TechSgt3=[[File: | + | |TechSgt3=[[File:SUPPORT COMBATDRUGS.png|32px|center]]'''Combat Drugs'''<br/>''Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.'' |
− | |TechSgtE1='''Provides + | + | |TechSgtE1='''Provides +3 Aim.''' |
|TechSgtE2=''No other bonuses.'' | |TechSgtE2=''No other bonuses.'' | ||
|TechSgtE3=''No other bonuses.'' | |TechSgtE3=''No other bonuses.'' | ||
|GunSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Ready For Anything'''<br/>''If the unit fires without moving, it automatically enters overwatch.'' | |GunSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Ready For Anything'''<br/>''If the unit fires without moving, it automatically enters overwatch.'' | ||
− | |GunSgt2=[[File: | + | |GunSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.'' |
|GunSgt3=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''Allows the soldier to move 3 additional tiles.'' | |GunSgt3=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''Allows the soldier to move 3 additional tiles.'' | ||
− | |GunSgtE1='' | + | |GunSgtE1=''No other bonuses.'' |
− | |GunSgtE2='' | + | |GunSgtE2=''No other bonuses.'' |
|GunSgtE3=''No other bonuses.'' | |GunSgtE3=''No other bonuses.'' | ||
|MSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.'' | |MSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.'' | ||
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.'' | |MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.'' | ||
− | |MSgt3=[[File:SUPPORT SAVIOR.png|32px|center]]'''Savior'''<br/>''Medikits restore | + | |MSgt3=[[File:SUPPORT SAVIOR.png|32px|center]]'''Savior'''<br/>''Medikits restore six more health per use.'' |
− | |MSgtE1='''Provides +2 Aim | + | |MSgtE1='''Provides +2 Aim.''' |
|MSgtE2=''No other bonuses.'' | |MSgtE2=''No other bonuses.'' | ||
|MSgtE3=''No other bonuses.'' | |MSgtE3=''No other bonuses.'' |
Revision as of 17:05, 29 October 2014
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
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
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 | ?-? | ?-? | 40-53 |
Sergeant | ?-? | ?-? | ??-?? |
Tech Sergeant | ?-? | ?-? | ??-?? |
Gunnery Sergeant | ?-? | ?-? | ??-?? |
Master Sergeant | ?-? | ?-? | ??-?? |
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.