Field Medic (Killing Floor 2): Difference between revisions
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While it might feel unnatural, as a ''Resilience'' medic you might want to stay at 40-50% HP if you planning to improve your [[Combat_Armor|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 [[Siren_(Killing_Floor_2)|sonic]] attacks and [[Mechanics_(Killing_Floor_2)#Gameplay_-_Crashing_.2F_falling_damage|falling]] damage. | While it might feel unnatural, as a ''Resilience'' medic you might want to stay at 40-50% HP if you planning to improve your [[Combat_Armor|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 [[Siren_(Killing_Floor_2)|sonic]] attacks and [[Mechanics_(Killing_Floor_2)#Gameplay_-_Crashing_.2F_falling_damage|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 | 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. | ||
''Acidic Rounds'' skill works well with Mine Reconstructor (projectile impact), HRG Incision, HRG Vampire (crystal spikes), Hemogoblin and Corrupter Carbine (primary) since these weapons do high damage per shot and this skill multiplies this value by x1.3 and repeats for a few ticks. For instance single HRG Incision shot (400 damage) may cause 4 ticks for 520 damage each, although the damage type is Toxic which isn't that great against big ZEDs. | |||
==Trivia== | ==Trivia== | ||
*According to the [[Characters_(Killing_Floor_2)|character]]'s favourite weapon lines, Reverend Alberts and Rae Higgins are both the Field Medics of the team. | *According to the [[Characters_(Killing_Floor_2)|character]]'s favourite weapon lines, Reverend Alberts and Rae Higgins are both the Field Medics of the team. | ||
{{KF2NavBox}} | {{KF2NavBox}} |
Revision as of 14:25, 22 November 2022
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 protects everyone from danger; the inoculation that kills off outbreaks and diseases; the medicine that keeps teammates walking and shooting long after they should be nothing more than a stain on the ground.
Field Medics do not have a specialized weapon, instead having a large variety of types to choose from: from pistols and shotguns to assault rifles and railguns, nearly all of them can directly shoot a healing dart that homes in on injured players. Your skill choices allow you to become a symbiotic organism on the battlefield who provides health and buffs, or a surgeon who can fend off the horde while keeping everyone's insides in.
General Information
Not only do you rapidly provide health, but you also fill a strong supporting role in thinning the horde or watching the flanks. Your weapons, while modest to most other classes, allow you to deal with most ZEDs in a surprisingly efficient manner thanks to the higher-than-average capacity of your HMTech guns.
Each gun requires a differing amount of dart ammo and time to fully recharge its healing, with each tier lowering the ammo and time required. Learn the rough amount of darts each gun shoots so you don't run out at a critical time.
Your high armor and high capacity weapons makes you a perfect fit for the front lines. There are very few situations you're uncomfortable of fighting in; even fighting alone can't slow you down, thanks to the faster syringe recharge, but large ZEDs will more often than not send you fleeing if you don't have backup.
If a teammate is injured, then any of your medic guns will make a small sound, indicating that your dart will home in on them. Be warned though, there is no prioritization between picking a teammate with 95 HP or 5 HP if they are close enough.
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 | ||
1500 |
7 |
Corrupter Carbine (DLC) | ||
1600 |
7 |
HRG Medic Missile | ||
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.
Normal | Hard | Suicidal | Hell on Earth | |
---|---|---|---|---|
Bonus Experience | 4 | 4 | 4 | 4 |
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. 50%
|
( Increase Armor 2% 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 6% of your total Health. | Increase damage resistance 1% per Health point lost, up to 60%. | |||
Movement
| ||||
Adrenaline Shot | 10
|
Combatant Doctor | ||
All your healing increases player 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 | ||
All your healing increases player damage output 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 | ||
All your healing increases player 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) | -60% |
Symbiotic Health (player HP multiplier) | x1.25 |
Symbiotic Health (self-healing amount, of max health) | 6% |
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 damage types, grenades do not count - instead they cause their own poisoning. As only one instance of the same DOT type can be applied on the ZED at time, for weapons that apply toxic DOT even without this skill (e.g. HRG Healthrower) the best DOT in terms of total damage "wins" (amount of ticks x damage per tick). Damage type - toxic. DOT damage ROUNDED UP. Note that even without this skill, healing darts and grenades are still capable of applying poison power on ZEDs. Acidic Rounds as well apply posion power per tick.
- Damage types that this skill work with: Ballistic_Assault_Medic, Ballistic_Hemogoblin, Ballistic_HRGIncisionHurt, Ballistic_MedicRifleGrenadeLauncher, Ballistic_ParasiteImplanter, Ballistic_ParasiteImplanterAlt, Ballistic_Pistol_Medic, Ballistic_Shotgun_Medic, Ballistic_SMG_Medic, Bleeding_HRG_Vampire_BloodSuck, Piercing_HRG_Vampire_CrystalSpike, Piercing_KnifeStab_FieldMedic, Slashing_Knife_Medic, Slashing_KnifeHeavy_Medic, Toxic_MineReconstructorImpact, Toxic_MineReconstructorImpactHeavy.
- 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 Medic 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 6% of their maximum health (7.5, rounded down to 7) 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. Like Healing Cloud of Medic Grenade, the explosion passes through closed doors, damaging ZEDs and healing players.
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_MedicMissile (child of Ballistic_Shell), Explosive_HRG_MedicMissile, Toxic_HRG_MedicMissile |
HRG_MedicMissile | 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_ParasiteImplanter, Ballistic_ParasiteImplanterAlt, Toxic_ParasiteSeedExplosion |
MedicGrenade | Ballistic_Pistol_Medic |
MedicGrenade_Mini (projectile) | Ballistic_Shotgun_Medic |
Mine_Reconstructor | Ballistic_SMG_Medic |
Pistol_Medic | Bludgeon_MedicBatLight, Bludgeon_MedicBatBash, Bludgeon_MedicBatHeavy, Toxic_MedicBatDoT, Toxic_MedicBatGas |
Rifle_Hemogoblin | Mine_Reconstructor_BileExplosionDoT, Toxic_MineReconstructorExplosion, Toxic_MineReconstructorImpact (child of Ballistic_Shell), Toxic_MineReconstructorImpactHeavy (child of Ballistic_Shell) |
Rifle_HRGIncision | Piercing_KnifeStab_FieldMedic |
Rifle_ParasiteImplanter | 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, 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 to do that instead.
Think of your team: it is recommended to stick up with the "left" skill tree if you play co-op. Your darts will always provide any buffs of the skills you picked, regardless if they were healed or not.
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 40-50% 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.
Acidic Rounds skill works well with Mine Reconstructor (projectile impact), HRG Incision, HRG Vampire (crystal spikes), Hemogoblin and Corrupter Carbine (primary) since these weapons do high damage per shot and this skill multiplies this value by x1.3 and repeats for a few ticks. For instance single HRG Incision shot (400 damage) may cause 4 ticks for 520 damage each, although the damage type is Toxic which isn't that great against big ZEDs.
Trivia
- According to the character's favourite weapon lines, Reverend Alberts and Rae Higgins are both the Field Medics of the team.