Field Medic (Killing Floor 2)

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Killing Floor 2 perk
Field Medic
UI PerkIcon Medic.png
General Information
XP Objectives
• Dealing Field Medic weapon damage.
• Healing Teammates.
Starting Loadout
HMTech-101 Pistol 9mm Pistol
KF2 Weapon HMTech101Pistol White.png KF2 Weapon 9mmPistol White.png
Scalpel Medic Grenade
KF2 Weapon Scalpel White.png KF2 Weapon MedicGrenade White.png
Perk Information
Role
• Medium Range
• Rear Rank Position
• Heal Squad
• {{{Role_3}}}
• {{{Role_4}}}
Strength
• Healing Darts
• Mimic Other Perks Through Weapons
• {{{Strength_2}}}
• Healing Grenades that Harm Zeds
• {{{Strength_4}}}
Weakness
• Ineffective Against Larger Zeds
• Requires Constant Vigilance
• {{{Weakness_2}}}
• {{{Weakness_3}}}
• {{{Weakness_4}}}
Target Priority
KF2 Zed Cyst Icon.pngKF2 Zed AlphaClot Icon.pngKF2 Zed Slasher Icon.pngKF2 Zed Crawler Icon.pngKF2 Zed Stalker Icon.png HIGH
KF2 Zed Gorefast Icon.pngKF2 Zed Gorefiend Icon.png MEDIUM
KF2 Zed Bloat Icon.pngKF2 Zed Siren Icon.pngKF2 Zed Husk Icon.pngKF2 Zed QuarterPound Icon.pngKF2 Zed Scrake Icon.pngKF2 Zed Fleshpound Icon.png LOW
KF2 Zed Cyst Icon.png KF2 Zed AlphaClot Icon.png KF2 Zed Slasher Icon.png KF2 Zed Crawler Icon.png KF2 Zed Stalker Icon.png KF2 Zed Bloat Icon.png KF2 Zed Gorefast Icon.png
KF2 Zed Siren Icon.png KF2 Zed Gorefiend Icon.png KF2 Zed Husk Icon.png KF2 Zed QuarterPound Icon.png KF2 Zed Scrake Icon.png KF2 Zed Fleshpound Icon.png
SURVIVALIST EFFECTIVENESS AGAINST ZEDS IS DETERMINED BY THEIR SKILL AND WEAPON CHOICES
Technical Information
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

KF2 Dosh Black.png 200
KF2 Weight Black.png 1
HMTech-101 Pistol KF2 Weapon HMTech101Pistol Black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 650
KF2 Weight Black.png 3
HMTech-201 SMG KF2 Weapon HMTech201SMG Black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1000
KF2 Weight Black.png 7
HRG Healthrower Kf2 hrg healthrower black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1100
KF2 Weight Black.png 7
Hemogoblin KF2 Weapon Hemogoblin Black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1100
KF2 Weight Black.png 6
HMTech-301 Shotgun KF2 Weapon HMTech301Shotgun Black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1200
KF2 Weight Black.png 8
Mine Reconstructor (DLC) Kf2 minereconstructor black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1500
KF2 Weight Black.png 7
HMTech-401 Assault Rifle KF2 Weapon HMTech401AssaultRifle Black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1500
KF2 Weight Black.png 8
HRG Incision Kf2 hrg incision black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1500
KF2 Weight Black.png 8
HRG Vampire Kf2 hrg vampire black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1500
KF2 Weight Black.png 7
Corrupter Carbine (DLC) Kf2 weap parasiteplanter black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1600
KF2 Weight Black.png 7
HRG Medic Missile Kf2 weap HRG MedicMissile black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 2000
KF2 Weight Black.png 8
HMTech-501 Grenade Rifle Medic gl black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 1200
KF2 Weight Black.png 4
Hemoclobber Kf2 medic bat black.png
KF2 Perk Berserker Black.png
KF2 Dosh Black.png {{{WeaponPricing_13}}}
KF2 Weight Black.png {{{WeaponWeight_13}}}
[[{{{WeaponLink_13}}}|{{{WeaponName_13}}}]] link={{{WeaponLink_13}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_14}}}
KF2 Weight Black.png {{{WeaponWeight_14}}}
[[{{{WeaponLink_14}}}|{{{WeaponName_14}}}]] link={{{WeaponLink_14}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_15}}}
KF2 Weight Black.png {{{WeaponWeight_15}}}
[[{{{WeaponLink_15}}}|{{{WeaponName_15}}}]] link={{{WeaponLink_15}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_16}}}
KF2 Weight Black.png {{{WeaponWeight_16}}}
[[{{{WeaponLink_16}}}|{{{WeaponName_16}}}]] link={{{WeaponLink_16}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_17}}}
KF2 Weight Black.png {{{WeaponWeight_17}}}
[[{{{WeaponLink_17}}}|{{{WeaponName_17}}}]] link={{{WeaponLink_17}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png ---
KF2 Weight Black.png ---
Scalpel KF2 Weapon Scalpel Black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png 40
KF2 Weight Black.png ---
Medic Grenade KF2 Weapon MedicGrenade Black.png
KF2 Perk FieldMedic Black.png
KF2 Dosh Black.png {{{WeaponPricing_20}}}
KF2 Weight Black.png {{{WeaponWeight_20}}}
[[{{{WeaponLink_20}}}|{{{WeaponName_20}}}]] link={{{WeaponLink_20}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_21}}}
KF2 Weight Black.png {{{WeaponWeight_21}}}
[[{{{WeaponLink_21}}}|{{{WeaponName_21}}}]] link={{{WeaponLink_21}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_22}}}
KF2 Weight Black.png {{{WeaponWeight_22}}}
[[{{{WeaponLink_22}}}|{{{WeaponName_22}}}]] link={{{WeaponLink_22}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_23}}}
KF2 Weight Black.png {{{WeaponWeight_23}}}
[[{{{WeaponLink_23}}}|{{{WeaponName_23}}}]] link={{{WeaponLink_23}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_24}}}
KF2 Weight Black.png {{{WeaponWeight_24}}}
[[{{{WeaponLink_24}}}|{{{WeaponName_24}}}]] link={{{WeaponLink_24}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_25}}}
KF2 Weight Black.png {{{WeaponWeight_25}}}
[[{{{WeaponLink_25}}}|{{{WeaponName_25}}}]] link={{{WeaponLink_25}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_26}}}
KF2 Weight Black.png {{{WeaponWeight_26}}}
[[{{{WeaponLink_26}}}|{{{WeaponName_26}}}]] link={{{WeaponLink_26}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_27}}}
KF2 Weight Black.png {{{WeaponWeight_27}}}
[[{{{WeaponLink_27}}}|{{{WeaponName_27}}}]] link={{{WeaponLink_27}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_28}}}
KF2 Weight Black.png {{{WeaponWeight_28}}}
[[{{{WeaponLink_28}}}|{{{WeaponName_28}}}]] link={{{WeaponLink_28}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_29}}}
KF2 Weight Black.png {{{WeaponWeight_29}}}
[[{{{WeaponLink_29}}}|{{{WeaponName_29}}}]] link={{{WeaponLink_29}}}
KF2 Off Perk Black.png
KF2 Dosh Black.png {{{WeaponPricing_30}}}
KF2 Weight Black.png {{{WeaponWeight_30}}}
[[{{{WeaponLink_30}}}|{{{WeaponName_30}}}]] link={{{WeaponLink_30}}}
KF2 Off Perk Black.png


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. 5%
( Increase movement speed 0.2% per level. )
Armor Bonus
max. 50%
( Increase Armor 2% per level. )
+Less distractive camera VFX for toxic damage
( 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 3% of your total Health. UI Talents Medic SymbioticHealth.png UI Talents Medic Resilience.png Increase damage resistance 1% per Health point lost, up to 30%.
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. UI Talents Medic AdrenalineShot.png UI Talents Medic CombatantDoctor.png 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. UI Talents Medic FocusInjection.png UI Talents Medic AcidicRounds.png 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. UI Talents Medic CoagulantBooster.png UI Talents Medic BattleSurgeon.png 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. UI Talents Medic AirborneAgent.png UI Talents Medic Zedative.png 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) -30%
Symbiotic Health (player HP multiplier) x1.25
Symbiotic Health (self-healing amount, of max health) 3%
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. Since only one instance of the same DOT type can be applied on a ZED at the same time, for weapons that apply toxic DOT even without this skill (for example Mine Reconstructor) 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.