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		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=71193</id>
		<title>Medic (Long War)</title>
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		<updated>2016-02-10T12:09:50Z</updated>

		<summary type="html">&lt;p&gt;JO5H9897: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|Medic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Suppression (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Field Surgeon (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Rapid Reaction (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Revive (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Ready For Anything (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Paramedic (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Combat Drugs (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bombard (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Savior (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 6(7) || 6(7)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 6(7) || 12(14)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 8 || 4(5) || 16(19)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 10 || 3(4) || 19(23)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 13 || 3(4) || 22(27)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 15 || 3(4) || 25(31)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 18 || 3(4) || 28(35)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing his squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 1: Field Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Savior&#039;&#039;&#039; and &#039;&#039;&#039;Revive&#039;&#039;&#039; they become dedicated healing medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; can be taken as an item to offer them more options. These dedicated Medics have many uses of Medikits and plenty of healing making them suited to long operations such as base assault.&lt;br /&gt;
&lt;br /&gt;
If you are debating if Savior or Packmaster is a worthwhile final choice:&lt;br /&gt;
*Basic medic gets 1 free use without a medkit item, and 3 with the item&lt;br /&gt;
*With Packmaster, they&#039;ll get 2 itemless uses, and 5 with the item-- as well as additional uses of any other consumables (grenades, Battle Scanners, Arc Throwers, ect)&lt;br /&gt;
*With Savior, 3 itemless uses, and 5 when carrying the medkit&lt;br /&gt;
&lt;br /&gt;
Or if Training Roulette puts Packmaster in another rank, and you decide to get both it and Savior; you get 4 free item-less uses, and a whopping &#039;&#039;7&#039;&#039; uses with Savior, Packmaster, and the Medkit item together: hopefully, mission survival won&#039;t call on you to need &#039;&#039;that&#039;&#039; many heal charges-- a Guardian MEC unit would be a more efficient healer if damage is spread out amongst your team, or you may want to rethink your strategies in the first place, if you do need this many on a Medic being used as a dedicated attendant to, say,  a Goliath MEC unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 2: Tactical Support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here medics are more than healing units, focusing on defensive support items. &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke.&lt;br /&gt;
&lt;br /&gt;
Because these medics are very item dependent it is advisable to only use them in short missions where their item uses are maximized. Such missions include small map &#039;&#039;&#039;Terror Missions&#039;&#039;&#039;, &#039;&#039;&#039;Abductions&#039;&#039;&#039; or small ship &#039;&#039;&#039;Crash Sites&#039;&#039;&#039;. On long missions they risk running out of items and becoming less effective. However during those short missions their support in invaluable as with good timing and tactics you can be keep your soldiers safe the entire mission duration (4 or more smoke grenade uses) preventing wounds rather than healing them, although they also have the tools to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 3: Battle Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Medics focus on using accurate guns to punish enemies for anything they try. With &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;, and &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, they are death machines capable of attacking and overwatching the same turn. Although not required, &#039;&#039;&#039;Suppression&#039;&#039;&#039; can also be used for more fire options and &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; to overwatch indefinitely (reload then overwatch every turn).&lt;br /&gt;
&lt;br /&gt;
In Long War, Medics have poor aim progression making them not ideal combatants. The &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; overcomes this by going on the left side of the perk tree, gaining bonus aim at &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. This puts them on par with the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class (21 at max rank Vs &#039;&#039;&#039;Infantry&#039;&#039;&#039; 21) while still being able to heal. They make excellent overwatches that can shoot three times without penalty. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing, while still capable of healing squadmates. Due to this appropriate items are &#039;&#039;&#039;Scope&#039;&#039;&#039; for the aim bonus to his shots and the normal &#039;&#039;&#039;Medikit&#039;&#039;&#039; to still fulfill his medical role.&lt;br /&gt;
&lt;br /&gt;
==Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A surgeon removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>JO5H9897</name></author>
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