Difference between revisions of "Medic (Long War)"

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Or if Training Roulette puts Packmaster in another rank:
 
Or if Training Roulette puts Packmaster in another rank:
With Savior & with Packmaster, you get 4 free item-less uses, and a whopping 7 uses with Savior, Packmaster, and the Medkit item together: hopefully, mission survival won't call on you to need ''that'' many heal charges-- a Guardian MEC unit would be a more efficient healer, or you may want to rethink your strategies in the first place, if you do need this many on a Medic being used as a dedicated attendant to a Golaith MEC unit.
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With Savior & with Packmaster, you get 4 free item-less uses, and a whopping 7 uses with Savior, Packmaster, and the Medkit item together: hopefully, mission survival won't call on you to need ''that'' many heal charges-- a Guardian MEC unit would be a more efficient healer, or you may want to rethink your strategies in the first place, if you do need this many on a Medic being used as a dedicated attendant to a Goliath MEC unit.
  
 
'''Role 2: Tactical Support.'''
 
'''Role 2: Tactical Support.'''

Revision as of 11:04, 14 December 2015

Medic
Long War Main Page

The Medic is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is Field Medic, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.

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
For soldiers, grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one. Also allows Restorative Mist items to be used three times per battle instead of once.
+1 Mobility.
RANK CORPORAL.png
Lance Corporal
Suppression
Suppression
Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.
Steadfast
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Field Surgeon
Field Surgeon
Reduces (or, for 1 HP flesh wounds, eliminates) Wounded timer on soldiers who sustained HP damage but were not Critically Wounded. Does not affect wound sustained by sending fatigued soldier on a mission.
No other bonuses. +5 Will. No other bonuses.
RANK SERGEANT.png
Corporal
Rapid Reaction
Rapid Reaction
If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit.
Smoke and Mirrors
Smoke & Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
Revive
Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
+3 Aim. No other bonuses. +2 Will.
RANK LIEUTENANT.png
Sergeant
Ready For Anything
Ready For Anything
If the unit fires without taking any other costly action, it automatically enters overwatch at the end of its turn.
Smoke Grenade
Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade.
Paramedic
Paramedic
Once per turn, this unit may use a medikit without spending an action.
+3 Will. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Opportunist
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Dense Smoke
Dense Smoke
Increases the defense bonus from smoke grenade from 20 to 40.
Combat Drugs
Combat Drugs
Smoke grenades confer +20 Will and +20% critical chance in addition to the original 20 defense. The area of effect is also increased by 25%.
No other bonuses. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
Lock N' Load
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
Bombard
Bombard
Throw or launch grenades over exceptionally long distances (+50%).
Sprinter
Sprinter
Grants +4 mobility (roughly 3 tiles movement).
No other bonuses. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Packmaster
Packmaster
Limited-use small items (including those from perks) receive 1 additional use.
Savior
Savior
Provides 2 item-free medikit charges and +4 healing bonus to medikits. Restorative Mist units restore three more health per use.
+4 Aim, +4 Will, +1 Mobility. No other bonuses. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 3 3 6(7) 6(7)
Lance Corporal 0 1 2 5 6(7) 12(14)
Corporal 0 1 3 8 4(5) 16(19)
Sergeant 1 2 2 10 3(4) 19(23)
Tech Sergeant 0 2 3 13 3(4) 22(27)
Gunnery Sergeant 0 2 2 15 3(4) 25(31)
Master Sergeant 1 3 3 18 3(4) 28(35)
  • Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (1 + rand(6)).

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 his 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.

Role 1: Field Medic.

These 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. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.

With Field Medic, Paramedic, Savior and Revive they become dedicated healing 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 can be taken as an item to offer them more options. These dedicated Medics have many uses of Medikits and plenty of healing making them suited to long operations such as base assault.

If you are debating if Savior or Packmaster is a worthwhile final choice: Without Savior & with Packmaster, you get 2 free Medkit uses without giving your Medic the Medkit item, and 5 if you do give them the item.

Or if Training Roulette puts Packmaster in another rank: With Savior & with Packmaster, you get 4 free item-less uses, and a whopping 7 uses with Savior, Packmaster, and the Medkit item together: hopefully, mission survival won't call on you to need that many heal charges-- a Guardian MEC unit would be a more efficient healer, or you may want to rethink your strategies in the first place, if you do need this many on a Medic being used as a dedicated attendant to a Goliath MEC unit.

Role 2: Tactical Support.

Here medics are more than healing units, focusing on defensive support items. Smoke and Mirrors, Dense Smoke and Packmaster 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. 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.

Because these medics are very item dependent it is advisable to only use them in short missions where their item uses are maximized. Such missions include small map Terror Missions, Abductions or small ship Crash Sites. On long missions they risk running out of items and becoming less effective. However during those short missions their support in invaluable as with good timing and tactics you can be keep your soldiers safe the entire mission duration (4 or more smoke grenade uses) preventing wounds rather than healing them, although they also have the tools to do so.

Role 3: Battle Medic.

These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking and overwatching the same turn. Although not required, Suppression can also be used for more fire options and Lock N' Load to overwatch indefinitely (reload then overwatch every turn).

In Long War, Medics have poor aim progression making them not ideal combatants. The Battle Medic overcomes this by going on the left side of the perk tree, gaining bonus aim at Rapid Reaction. This puts them on par with the Infantry class (21 at max rank Vs Infantry 21) while still being able to heal. They make excellent overwatches that can shoot three times without penalty. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing, while still capable of healing squadmates. Due to this appropriate items are Scope for the aim bonus to his shots and the normal Medikit to still fulfill his medical role.

Mechanics

Field Surgeon

A surgeon removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier's lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armoR) damage will not require any hospital time. For soldiers with "deeper wounds" (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.

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