Difference between revisions of "Medic (Long War)"
Line 121: | Line 121: | ||
|TSG={{ Opportunist (Long War)}} | |TSG={{ Opportunist (Long War)}} | ||
|GSG={{ Lock N Load (Long War)}} | |GSG={{ Lock N Load (Long War)}} | ||
− | |MSG={{ Extra Conditioning (Long War)}} | + | |MSG={{ Extra Conditioning (Long War)}} or {{Savior (Long War)}} |
|Boost=+7 will, +7 aim, +1 mobility | |Boost=+7 will, +7 aim, +1 mobility | ||
|Strength=good overwatch utility/dmg | |Strength=good overwatch utility/dmg | ||
|Weakness=lacks support of other medic builds | |Weakness=lacks support of other medic builds | ||
|Battles=All | |Battles=All | ||
− | |Loadout=SCOPE, | + | |Loadout=SCOPE, Medkit, and/or Hi Cap Mags |
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply | |Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply | ||
− | |Description=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 | + | |Description=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 up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up. To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist. |
− | |Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload). Once Opportunist enables Rapid Reaction to be consistent, however, | + | |Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload). Once Opportunist enables Rapid Reaction to be consistent and Lock N'Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don't exactly push out massive damage, they often field obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies. |
}} | }} | ||
Revision as of 09:42, 28 September 2021
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 | |||
---|---|---|---|---|
Specialist |
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. | ||||
Lance Corporal |
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
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability. |
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. | ||
Corporal |
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 & 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
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
| |
+3 Aim. | No other bonuses. | +2 Will. | ||
Sergeant |
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
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
Once per turn, this unit may use a medikit without spending an action.
| |
+3 Will. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. |
Dense Smoke
Increases the defense bonus from smoke grenade from 20 to 40.
|
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. | ||
Gunnery Sergeant |
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
Throw or launch grenades over exceptionally long distances (+50%).
|
Sprinter
Grants +4 mobility (roughly 3 tiles movement). | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus. |
Packmaster
Limited-use small items (including those from perks) receive 1 additional use. |
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. |
*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled
Stat Progression
- 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, of course, 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.
If you are debating whether Savior or Packmaster is the most worthwhile final choice consider the following:
- Basic medic gets 1 free use without a Medikit item, and 3 with the item
- With Packmaster, they'll get 2 itemless uses, and 5 with the item-- as well as additional uses of any other consumables (grenades, Battle Scanners, Arc Throwers, ect)
- With Savior, 3 itemless uses, and 5 when carrying the Medikit (in addition to the +4 healing boost per medkit)
Or if Training Roulette puts Packmaster in another rank, and you decide to get both it and Savior; you get 4 free item-less uses, and a whopping 7 uses with Savior, Packmaster, and the Medikit 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 if damage is spread out amongst your team, or you may want to rethink your strategies in the first place. You may, however, find use for this many medikits on a Medic being used as a dedicated attendant to a strong tank MEC such as a Goliath.
If you are debating whether to take Field Surgeon, don't. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst. Suppression utility and the panic immunity + will boost of Steadfast both HEAVILY outcompete it, and no serious build should ever take it. If you think wound timers are too long, you are genuinely better off and will have more fun by just shortening them with a simple .ini edit.
Sample Builds
Field Medic
Tactical Support
Battle Medic
Field Surgeon
Field 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.