Will we ever get a gear set for medics? I like playing the medic role and I have over 3200 skill power personally but I haven’t found a gear set that caters to medics, everything is damage based or if it uses a skill it’s not a skill that you can actually heal with. It would be nice if Ubisoft can show the medics some love. Will all the medics please stand up!
There should be perks for things like medic and healing on high end pieces. Also IMO they need to seriously look at reintroducing the same skillpower system as the first, as well as bringing back some of the original skills such as the medic box. At the moment it is just all about DPS builds and that is it, I used to love playing the medic with my OP healing box of love.
There is, in a sense.
Capacitive Talent on all 6 gear pieces: 120% duration.
It makes Reinforcer Chem shots last over 11 full seconds, you can fully heal any player in one shot.
The glitter animation fades away within default time, however the green healing radius on the ground remains & heals.
I've been running that setup most of the time now, able to fully heal dps running teammates pushing 250K armor & up all the time. Plus amazingly enough, using that setup with the few decent skills mods for the Chem Launcher that survived the nerf, you've got options. Ammo & duration boost skill mods being the options.
So I can either run a R-Chem Launcher with 15 shots, & 11 second healing time per shot.
Or I can run a healing R-Chem Launcher with 9 shots, & 12.8 second healing time per shot.
Something high tank build players like, is holding the front against heavies & bosses, & I just pop a healing shot at their position now & then. With it's extended duration as is, my Chem shots act like a far more efficient Healer Hive.
I do run the Auto-Revive hive too, 96 second recharge time thanks to all 3 slots with cooldown skill mods.
I'd be interested in a legit medic gear set, however I don't think it would turn out well, given how crappy the Hardwired (Skill Build) gear set turned out. I'd rather not have a Medic Gear set at all, rather than have a really disappointing one.
This is really fascinating. How would you describe your role/moment to moment actions while in a firefight? What is your playstyle when running as a medic?Originally Posted by VampiricVulpix Go to original post
Tactics with that build: Mid range support.Originally Posted by Ubi-RealDude Go to original post
With all the effort going into gathering the talent for all gear pieces & skill power building, on average a player at best will mark around 150K-170K armor max, with around 50k-60k health. Basically I'm pretty much glass on higher difficulties, going in as a front line teammate isn't realistic. Running with a Tactical Mk 16 & Classic M60, both with 20% magazine capacity & the Everlasting talent, makes it so when I'm engaging, I stick behind my teammates, literally spraying MG fire at heavier class npcs, or precise whittling away at a specific targets with the Mk 16. My teammate stats bar on my hud I've enlarged a bit (through basic settings options in-game), so when I see someone taking a good hit or two, I simply turn to them, pop a shot, then continue on with whatever else I was doing. Takes about 2-3 seconds out of my actions to hit a teammate with a healing shot at any range with accuracy, & then it's essentially a "forget about that teammate" for a bit mentality. Due to the extended healing time, I know the player will be fully healed & they can utilize that location for over 10 seconds as essentially a healing station. So for the most part I don't move as much in that specific manner as one would expect a medic to, due to the build allowing me to "fire & move on to the next teammate" quickly, which allows me to swap to my other task as providing extended heavy fire support or even acting as a lightweight backup shooter (running to their aid) for specific teammates that are having trouble with a particular enemy or two.
I generally find the "cover hop" procedure effective. I'll pop a healing shot at some cover ahead of a teammate, they see it & roll or sprint for it, as I swap to give suppressing fire. By the time the teammate gets to their new position, the healing effect still has about 8-9 seconds left in it when they get to it, as my teammate has now advanced against the npcs in a rather effective way, any health they lost during their advance being restored & for a brief time able to engage from cover while having a few seconds left of a "safety net" of health on standby.
Due to the heavy investment in time, effort, & materials it feels quite rewarding to have it completed.....but it's tedious to create. Alot of resources & re-calibration, to make a custom gear set essentially where every piece has that talent. THEN re-calibrating everything meticulously in order to gain the skill power to support the build & scrounge up as much armor & health possible. The only real weakness to the build, is when some teammates aren't aware of the extended healing effect. They seem to miss the green perimeter healing circle on the ground. So when the green glitter animation fades within default time, some players assume it's over & waste their own healing skills or even armor kits.
Fun fact is originally it was the build I used with the riot foam launcher, trapping enemies for a little over 6 full seconds at a time. However as of the TB update/the skill mod nerfing where the radius mods were ruined, the now necessary sniper accurate requirements of the foam launcher have steered me away from it, which crushed me because I loved that build. So now using the Reinforcer, I kept the ammo mods which seem to be the only skill mods for the launcher that remained decent, & swapped out the pointless 17% radius (was 147% before the nerf) for another ammo + skill mod. Sometimes I will use only one ammo boosting skill mod & apply a duration increase mod that adds about another full second to the healing effect. It kind of comes down to the situation, on average I just run one ammo + mod so I have 9 shots & the other a duration adder for an extra +1 second of healing time per shot. However I will rock two ammo boosting mods on it when playing in missions that are so intense, players are red-lining health almost nonstop.
Agreed, the Restorer Hive works slow, radius mods on it would actually make it worthwhile.Originally Posted by iuki. Go to original post
Un-nerfing the radius mods would bring back practical use of the foam launcher at the minimum, it should'nt be frustratingly sniper accurate demanding.