Field Medic (Killing Floor 2): Difference between revisions

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{{KF2PerkInfo
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| PerkName=Field Medic
| PerkName=Field Medic
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| Level_5_Skill_Left_Name=Symbiotic Health
| Level_5_Skill_Left_Name=Symbiotic Health
| Level_5_Skill_Left_Description=Increase total Health 25%. Healing teammates will heal you 3% of your total Health.
| Level_5_Skill_Left_Description=Increase total Health 25%. Healing teammates will heal you 6% of your total Health.
| Level_5_Skill_Left_Image=UI_Talents_Medic_SymbioticHealth.png
| Level_5_Skill_Left_Image=UI_Talents_Medic_SymbioticHealth.png
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|<small>Symbiotic Health (self-healing amount, of max health)</small>
|<small>Symbiotic Health (self-healing amount, of max health)</small>
|<small>3%</small>
|<small>6%</small>
|-
|-
|<small>Zedative (damage to ZEDs)</small>
|<small>Zedative (damage to ZEDs)</small>
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*Passive (Bloat bile resistance): Unlike [[Berserker (Killing Floor 2)|Berserker]] (with ''Resistance'' skill) which resists to all forms of toxic damage, Field Medic's resistance applied exclusively on [[Bloat (Killing Floor 2)|Bloat]]'s puke attacks.
*Passive (Bloat bile resistance): Unlike [[Berserker (Killing Floor 2)|Berserker]] (with ''Resistance'' skill) which resists to all forms of toxic damage, Field Medic's resistance applied exclusively on [[Bloat (Killing Floor 2)|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.
*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): Following weapons apply dart damage of Toxic damage type (even without this perk, a single instance damage, not a DOT): HMTech series ([[HMTech-101 Pistol|pistol]], [[HMTech-201 SMG|smg]], [[HMTech-301 Shotgun|shotgun]], [[HMTech-401 Assault Rifle|assault rifle]]), [[HRG Healthrower]], [[Hemogoblin]] - 5 damage per dart, [[HRG Incision]] - 75 damage per dart. Acidic Rounds doubles impact values and turns them into DOT with an additional scale (total - x8 of ''base'' damage, duration - 5s, interval - 1s), e.g. HRG Incision's dart does 75 impact damage and no DOT without this skill but with Acidic Rounds it does 150 per impact and 75x8 = 600 per DOT tick. Neither ''Battle Surgeon'' nor ''Zedative'' skills increase DOT damage, but they do increase impact damage of a dart. Darts do not apply [[Mechanics (Killing Floor 2)|Poison Power]] without Acidic Rounds, but with this skill they do (200 per tick). This skill also reduces cost of healing darts by 20%.
*Skill (Acidic Rounds): Following weapons apply dart damage of Toxic damage type (even without this perk, a single instance damage, not a DOT): HMTech series ([[HMTech-101 Pistol|pistol]], [[HMTech-201 SMG|smg]], [[HMTech-301 Shotgun|shotgun]], [[HMTech-401 Assault Rifle|assault rifle]]), [[HRG Healthrower]], [[Hemogoblin]] - 5 damage per dart, [[HRG Incision]] - 75 damage per dart. Acidic Rounds doubles impact values and turns them into DOT with an additional scale (total - x8 of ''base'' damage, duration - 5s, interval - 1s), e.g. HRG Incision's dart does 75 impact damage and no DOT without this skill but with Acidic Rounds it does 150 per impact and 75x8 = 600 per DOT tick. Neither ''Battle Surgeon'' nor ''Zedative'' skills increase DOT damage, but they do increase impact damage of a dart. Darts do not apply [[Mechanics (Killing Floor 2)|Poison Power]] without Acidic Rounds, but with this skill they do (200 per tick). This skill also reduces cost of healing darts by 20% (but not of HRG Healthrower and HRG Incision).
*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 (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 (Killing Floor 2)|Medic Grenade]].
*Skill (Airborne Agent): Essentially explosion emitted from the player location resembles the explosion of [[Medic Grenade (Killing Floor 2)|Medic Grenade]].

Latest revision as of 11:38, 26 January 2024

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
• {{{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
HIGH
MEDIUM
LOW
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

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
{{{WeaponPricing_13}}}
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---
---
Scalpel
40
---
Medic Grenade
{{{WeaponPricing_20}}}
{{{WeaponWeight_20}}}
[[{{{WeaponLink_20}}}|{{{WeaponName_20}}}]] link={{{WeaponLink_20}}}
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[[{{{WeaponLink_30}}}|{{{WeaponName_30}}}]] link={{{WeaponLink_30}}}


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 6% of your total Health. 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. 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. Increase Poison Darts' effectiveness.
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 (dart cost multiplier) x0.8
Acidic Rounds (DOT damage type) toxic
Acidic Rounds (DOT duration) 5s
Acidic Rounds (DOT interval) 1s
Acidic Rounds (DOT scale, of dart damage) x8
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) 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): Following weapons apply dart damage of Toxic damage type (even without this perk, a single instance damage, not a DOT): HMTech series (pistol, smg, shotgun, assault rifle), HRG Healthrower, Hemogoblin - 5 damage per dart, HRG Incision - 75 damage per dart. Acidic Rounds doubles impact values and turns them into DOT with an additional scale (total - x8 of base damage, duration - 5s, interval - 1s), e.g. HRG Incision's dart does 75 impact damage and no DOT without this skill but with Acidic Rounds it does 150 per impact and 75x8 = 600 per DOT tick. Neither Battle Surgeon nor Zedative skills increase DOT damage, but they do increase impact damage of a dart. Darts do not apply Poison Power without Acidic Rounds, but with this skill they do (200 per tick). This skill also reduces cost of healing darts by 20% (but not of HRG Healthrower and HRG Incision).
  • 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.