Field Medic (Killing Floor 2): Difference between revisions
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|<small>Ballistic_HRG_Vampire_BloodBallImpact, Ballistic_HRG_Vampire_BloodBallHeavyImpact (both are childs of Ballistic_Shell), Bleeding_HRG_Vampire_BloodSuck</br>Bludgeon_HRG_Vampire, Piercing_HRG_Vampire_CrystalSpike, Toxic_HRG_Vampire_BloodBall</small> | |||
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| rowspan="1" |<small>Ballistic_MedicRifleGrenadeLauncher (child of Ballistic_AssaultRifle), Ballistic_MedicRifleGrenadeLauncherImpact (child of Ballistic_Shell)</small> | | rowspan="1" |<small>Ballistic_MedicRifleGrenadeLauncher (child of Ballistic_AssaultRifle), Ballistic_MedicRifleGrenadeLauncherImpact (child of Ballistic_Shell)</small> | ||
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Revision as of 22:17, 5 November 2020
Killing Floor 2 perk | |||||
Field Medic | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Field Medic weapon damage. | |||||
• Healing Teammates. | |||||
Starting Loadout | |||||
HMTech-101 Pistol | 9mm Pistol | ||||
Scalpel | Medic Grenade | ||||
Perk Information | |||||
Role | |||||
• Medium Range | |||||
• Rear Rank Position | |||||
• Heal Squad | |||||
Strength | |||||
• Healing Darts | |||||
• Mimic Other Perks Through Weapons | |||||
• Healing Grenades that Harm Zeds | |||||
Weakness | |||||
• Ineffective Against Larger Zeds | |||||
• Requires Constant Vigilance | |||||
Target Priority | |||||
HIGH | |||||
MEDIUM | |||||
LOW | |||||
Related Achievements | |||||
Console Achievements / Trophies | |||||
The Field Medic is the guardian angel that keeps your squad fighting long past when you should be on the ground bleeding. Field Medics have access to a diverse selection of weapons, all of which have an alternate fire mode for deploying healing darts to aid your comrades, allowing Field Medics to stay back from the front lines while keeping your squad in fighting shape.
General Information
Field Medic specializes in mid to long range combat with an emphasis on healing. Their skill choices let them focus on either being a supportive-type player that provides team with a set of movement, damage and resistance buffs, or to improve their own combat capabilities with better weapon, health and speed handling.
Weapon List
200 |
1 |
HMTech-101 Pistol | ||
650 |
3 |
HMTech-201 SMG | ||
1000 |
7 |
HRG Healthrower | ||
1100 |
7 |
Hemogoblin | ||
1100 |
6 |
HMTech-301 Shotgun | ||
1200 |
8 |
Mine Reconstructor (DLC) | ||
1500 |
7 |
HMTech-401 Assault Rifle | ||
1500 |
8 |
HRG Incision | ||
1500 |
8 |
HRG Vampire | ||
2000 |
8 |
HMTech-501 Grenade Rifle | ||
1200 |
4 |
Hemoclobber | ||
--- |
--- |
Scalpel | ||
40 |
--- |
Medic Grenade |
Bonus Experience
Field Medics receive bonus XP for healing teammates. Additional XP reward given for building up every 10 points of the healing meter.
Each Field Medic has its own "healing" meter. Every time a Medic heals a friendly player, the meter increases by healer's heal amount (heal amount depends on the weapon and level, from +15 points for HMTech-101 Pistol at level 0 up to +30 points for the Medical Syringe at level 25). When the meter is filled (i.e. has 10 points on it), it resets and the player receives an additional XP reward. The meter does not become zero, but instead begins with the leftover heal amount from the previous healing cycle. For example, a player who had 7 points on the healing meter and then added +15 points with the HMTech-101 Pistol's healing dart will get XP twice because two cycles will be completed: cycle 1 completed after adding 3 more points starting cycle 2 with 15-(10-7) = 12 points, 12 > 10 so cycle 2 also completed, and the next cycle begins with (12-10) = 2 points on the healing meter. A Field Medic can build up its healing meter from multiple teammates; there are not individual meters for each teammate.
Perk Bonuses
This table represents the passive stat bonuses the Field Medic receives.
Syringe Recharge Rate
|
max. 200%
|
( Decrease syringe recharge rate 8% per level. )
| |
Syringe Potency
|
max. 50%
|
( Increase Health restored by syringe 2% per level. )
| |
Bloat Bile Resistance
|
max. 50%
|
( Decrease damage from poison 2% per level. )
| |
Movement Speed
|
max. 10%
|
( Increase movement speed 0.4% per level. )
| |
Armor Bonus
|
max. 75%
|
( Increase Armor 3% per level. )
| |
( perk feature (not listed in UI). )
| |
Perk Skills
This table represents the active abilities the Field Medic has access to. You have the option of choosing one per tier.
Conditioning
| ||||
Symbiotic Health | 5
|
Resilence | ||
Increase total Health 25%. Healing teammates will heal you 10% of your total Health. | Increase damage resistance 1% per Health point lost, up to 50%. | |||
Movement
| ||||
Adrenaline Shot | 10
|
Combatant Doctor | ||
Shooting teammates with healing darts increases their movement speed 10% for 5 seconds. This can stack up to a 30% bonus. | Increase magazine capacity of perk weapons 50% and movement speed by 10%. | |||
Damage
| ||||
Focus Injection | 15
|
Acidic Rounds | ||
Shooting teammates with healing darts increases the damage they inflict 5% for 5 seconds. This can stack up to a 20% bonus. | Perk weapons can poison ZEDs, inflicting poison damage over time. | |||
Combat Technician
| ||||
Coagulant Booster | 20
|
Battle Surgeon | ||
Shooting teammates with healing darts increases their damage resistance 10% for 5 seconds. This can stack up to a 30% bonus. | Increase damage with perk weapons 20%. | |||
Advanced Tech
| ||||
ZED TIME - Airborne Agent | 25
|
ZED TIME - Zedative | ||
You release a healing gas During ZED Time, healing teammates close by. | During Zed time your perk weapons damage is increased 30%, and your kills generates a toxic explosion that damage Zeds and heal players. |
Actual Stats
Acidic Rounds (DOT damage type) | toxic |
Acidic Rounds (DOT duration) | 5s |
Acidic Rounds (DOT interval) | 1s |
Acidic Rounds (DOT scale, of weapon damage) | x1.3 |
Acidic Rounds (poison power, add, per hit / DOT tick) | 200 |
Adrenaline Shot (duration) | 5s |
Adrenaline Shot (extra movement speed, add) | +10% |
Adrenaline Shot (extra movement speed, max) | +30% |
Airborne Agent (explosion damage) | 50 |
Airborne Agent (explosion falloff exponent) | 0 (none) |
Airborne Agent (explosion radius) | 350 |
Airborne Agent (heal amount) | 5 |
Airborne Agent (heal duration) | 8s |
Airborne Agent (heal interval) | 1s |
Battle Surgeon (extra damage) | 20% |
Coagulant Booster (damage diminution, add) | -10% |
Coagulant Booster (damage diminution, max) | -30% |
Coagulant Booster (duration) | 5s |
Combatant Doctor (extra mag ammo, of base value) | 50% |
Combatant Doctor (extra movement speed) | +10% |
Focus Injection (duration) | 5s |
Focus Injection (extra damage, add) | +5% |
Focus Injection (extra damage, max) | +20% |
Resilience (damage diminution, add, per 1 HP loss) | -1% |
Resilience (damage diminution, max) | -50% |
Symbiotic Health (player HP multiplier) | x1.25 |
Symbiotic Health (self-healing amount, of max health) | 10% |
Zedative (damage to ZEDs) | 150 |
Zedative (explosion radius) | 400 |
Zedative (extra damage) | 30% |
Zedative (heal amount) | 15 |
Zedative (snare power, add, per hit) | 100 |
Perk Notes
- Damage modification (skill): Battle Surgeon skill affecting on-perk weapons (including Knife). Zedative skill affecting all toxic damage causers. Damage ROUNDED.
- Passive (Bloat bile resistance): Unlike Berserker (with Resistance skill) which resists to all forms of toxic damage, Field Medic's resistance applied exclusively on Bloat's puke attacks.
- Passive (Syringe recharge rate): With each next level amount of the time it takes to fully recharge Medical Syringe or Healing Darts decreased by 8% (base recharge time / 1.08, base recharge time / 1.16 etc.), up to 200% at level 25 (on top of the base 100% recharge rate). This allows to recharge syringe up to 3 times faster.
- Skill (Acidic Rounds): DOT is caused by Field Medic's on-perk weapons, grenades do not count - instead they cause their own poisoning which cannot co-exist with the Acidic Round's DOT (best DOT in terms of total damage "wins"). Damage type - toxic. DOT damage ROUNDED UP. It should be noted that even without this skill, the healing darts and grenades are still capable of applying poison power on ZEDs - Acidic Rounds applies DOT (hence also poison power) with bullets / projectiles and healing darts and grenades apply posion power with every dart impact / grenade tick.
- Skill (Adrenaline Shot, Coagulant Booster, Focus Injection): Buffs apply at player's patient even at full health, buffs also apply at the player themself when self-healing. Furthermore, player with the Symbiotic Health skill buffs themself each time when healing teammate that lacks some of the health (healing teammate that has full HP will buff that teammate but not the player). Buff timer is being reset when player is healed again.
- Skill (Airborne Agent): Essentially explosion emitted from the player location resembles the explosion of Healing Grenade.
- Skill (Adrenaline Shot): Speed bonus is a multiplier towards player's current speed - either x1.1, x1.2 or x1.3.
- Skill (Coagulant Booster): Damage resistance bonus is a multiplayer towards the all incoming damage - either x0.9, x0.8 or x0.7.
- Skill (Focus Injection): Extra damage bonus is a multiplayer towards the damage dealt by player - either x1.05, x1.1, x1.15 or x1.2. Bonus works with all weapons, even off-perk.
- Skill (Symbiotic Health): Player heal themself for 10% of their maximum health (e.g. 12.5, rounded down to 12) every time when healing other players. Healing yourself will not grant that bonus. Amount of health provided via either of options is also affected by perk's Syringe Potency bonus, making it x1.5 more at level 25.
- Skill (Zedative): For the duration of the ZED Time this skill increased damage of on-perk weapons by 30%. Every ZED killed emmits an explosion that damages nearby ZEDs and heals players. Every ZED killed by an explosion emmits exact same explosion allowing to perform explosion chains. There is 0.15s delay between explosion animation and application of damage on nearby ZEDs. While ZED Time active this skill also allows to apply Snare power with every weapon hit. Amount of healing from explosion is affected by Field Medic's passive bonus.
On-perk Weapons
Following weapons and damage types are associated with the Field Medic. They are getting damage bonuses and buffs to their attributes from the respective skills:
Weapons | Damage Types |
---|---|
AssaultRifle_Medic | Ballistic_Assault_Medic |
AssaultRifle_MedicRifleGrenadeLauncher | Ballistic_Hemogoblin |
Blunt_MedicBat | Ballistic_HRGIncisionHeal (child of Toxic), Ballistic_HRGIncisionHurt (child of Rifle) |
HRG_Healthrower | Ballistic_HRG_Vampire_BloodBallImpact, Ballistic_HRG_Vampire_BloodBallHeavyImpact (both are childs of Ballistic_Shell), Bleeding_HRG_Vampire_BloodSuck Bludgeon_HRG_Vampire, Piercing_HRG_Vampire_CrystalSpike, Toxic_HRG_Vampire_BloodBall |
HRG_Vampire, Proj_BloodBall_HRG_Vampire Proj_CrystalSpike_HRG_Vampire |
Ballistic_MedicRifleGrenadeLauncher (child of Ballistic_AssaultRifle), Ballistic_MedicRifleGrenadeLauncherImpact (child of Ballistic_Shell) |
Knife_FieldMedic | Ballistic_Pistol_Medic |
MedicGrenade | Ballistic_Shotgun_Medic |
MedicGrenade_Mini (projectile) | Ballistic_SMG_Medic |
Mine_Reconstructor | Bludgeon_MedicBatLight, Bludgeon_MedicBatBash, Bludgeon_MedicBatHeavy, Toxic_MedicBatDoT, Toxic_MedicBatGas |
Pistol_Medic | Mine_Reconstructor_BileExplosionDoT, Toxic_MineReconstructorExplosion, Toxic_MineReconstructorImpact (child of Ballistic_Shell), Toxic_MineReconstructorImpactHeavy (child of Ballistic_Shell) |
Rifle_Hemogoblin | Piercing_KnifeStab_FieldMedic |
Rifle_HRGIncision | Toxic_HRGHealthrower |
Shotgun_Medic | Toxic_MedicGrenade |
SMG_Medic | Toxic_MedicGrenadeLauncher |
Toxic_ZedativeCloud |
It should be noted that Battle Surgeon is the only skill that provides direct boost to the weapon damage.
Strategy
As a Field Medic try to focus on healing and buffing. While you can be an effective "trash killer" with your shotgun and assault rifle, don't forget that there are dedicated perks for it.
Think of your team: it is recommended to stick up with the "left" skill tree if you play co-op. While you might want to have better combat capabilities for yourself keep in mind that there are perks which will do this job more effectively. Your buffs to their health, damage, speed and resistance will be vital for them!
Debuffs from the Hemogoblin might greatly aid your team in combat against big ZEDs, alternatively Hemogoblin might be replaced with Freezethrower + Medic Pistol combo. Should be noted that either of loadouts is rather "heavy" and leaves you next to no room for the weapon upgrades.
Having a Crossbow in your loadout will help you and your team with the Scrake takedowns. It has enough stun power to immobilize a Scrake even as an off-perk weapon.
While it might feel unnatural, as a Resilience medic you might want to stay at 50% HP if you planning to improve your armor durability. The reason is that damage to armor is calculated after your HP resistance; hence the lower your health, the less damage armor takes. However, don't forget that armor does not protect you from sonic attacks and falling damage.
Kill and heal: HRG Incision not only heals but does moderate damage to ZEDs with its healing darts. A wise choice granted that darts are unlimited. Also its does quite a lot of damage with its primary attack, especially when combined with Acidic Rounds skill as its per-tick DOT is equal to weapon damage.
Trivia
- According to the character's favourite weapon lines, Reverend Alberts and Rae Higgins are both the Field Medics of the team.