Medic (LWR): Difference between revisions
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===Tank Medic=== | ===Tank Medic=== | ||
An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. Close Encounters and Close Combat Specialist provides some strong close range combat potential whick makes the build bear an uncanny resemblance to the Assault Class, with less overall power and tankyness but noticably more sustain . Being able to self-remove Corrosion and regain full tanking power is also very valuable. | An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. Close Encounters and Close Combat Specialist provides some strong close range combat potential whick makes the build bear an uncanny resemblance to the Assault Class, with less overall power and tankyness but noticably more sustain. Being able to self-remove Corrosion and regain full tanking power is also very valuable. | ||
Sample Tank Medic Build: | Sample Tank Medic Build: | ||
Revision as of 23:02, 19 January 2022

The Medic is a versatile support class. Their signature ability is Field Medic, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Field Medic
Grants 2 free medikits. Medikits heal +1 HP (+2 if an idle Engineer is within 4 tiles). Stabilization costs 0 AP and no longer consumes a medikit. | ||||||
Lance Corporal |
Sentinel Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist. Opportunist
Reaction shots gain +10 aim and can critically hit. |
Will To Survive Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast. Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. | ||||
Corporal |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads. |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. | ||||
Sergeant |
Close Encounters The first standard shot against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to critical hits and reaction fire from enemies within 4 tiles. |
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim. |
Combat Drugs Smoke grenades grant +25 aim and +15 crit. On detonation, if this unit is in the Area of Effect, they Enrage. Smoke grenades also passively heal 2 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke. | ||||
Tech Sergeant |
Savior
Medikits heal an additional 35% of the target's missing HP. Grants +1 small equipment slots. Grants Revive [Bring a stabilized soldier back into action at 33% of their max HP for the cost of 1 medikit and 0 AP]. | ||||||
Gunnery Sergeant |
Close Combat Specialist Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn. | ||||
Master Sergeant |
Sharpshooter All shots gain +15 aim against biological targets. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. | |||||
Stat Progression
Predictable Potential:
| Rank | Attribute Gains | |||
|---|---|---|---|---|
| +1 | +6 | - | +8 | |
| - | +2 | - | +2 | |
| - | +2 | - | +2 | |
| - | - | - | +2 | |
| - | - | - | +1 | |
| - | - | - | - | |
| - | - | - | - | |
| Total | +1 |
+10 |
- |
+15 |
Tactical Advice
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: Field Medic healing squad, Tactical Support providing cover and defense or the Battle Medic providing fire support. If you choose to be a purist in a role or a jack of all trades it's up to you.
Sample Builds
Overwatch Medic
This straightforward build uses the combination of Sentinel and Ready for Anything to bring reliable reaction fire to the field. Ready for Anything grants valuable aim as well as free overwatching as long as the Medic does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to Bring Em' On. The inherent utility of Field Medic is a boon to the squad during downtimes or even in combat if teamates can stay close so the Medic doesn t have to move to heal them.
Sample Overwatch Build: Sentinel -> Bring 'Em On -> Ready for Anything-> Savior-> Impact -> Sharpshooter
Recommended Weapons: Battle rifle, Assault Rifle
Recommended Equipment: Scope, Drum Mags, Shredder/AP ammo, Damage boosting ammunition.
Notes:
- This build will put Gene Mods to good use, especially Predictive Tracking to nullify Cover defense on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
Support Medic
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to Smoke and Mirrors. Combat Drugs offers a welcome upgrade to regular Smoke grenades, healing units taking damage while inside the drug-laced smoke. Proper care is to be observed to not let melee ennemies enter the smoke, or an unwary Commander might be forced to abandon a previously safe position to the now self-healing aliens. Finally, this build has next to no offensive power by itself and must rely entirely on the one brought by the rest of the squad.
Sample Support Medic Build: Smoke and Mirrors -> Extra Conditioning or Ranger -> Combat Drugs -> Savior -> Shadowstep -> Packmaster.
Recommended Weapons: Assault Rifle, SMG, Carbine
Recommended Equipment: Medikits, Concussion Grenades, Smoke Grenades.
Notes:
- Ranger can be picked over Extra Conditioning for a tiny bit more offensive presence and a nice throw range increase.
- Smoke And Mirrors and Shadowstep allow complete immunity to reaction fire as far as this build is concerned.(you will still get shot if using Medikits!)
- A good candidate for psi training for even more support options.
- Can be a decent officer, but won t make very much use of the combat stat boosts.
Tank Medic
An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. Close Encounters and Close Combat Specialist provides some strong close range combat potential whick makes the build bear an uncanny resemblance to the Assault Class, with less overall power and tankyness but noticably more sustain. Being able to self-remove Corrosion and regain full tanking power is also very valuable.
Sample Tank Medic Build: Will To Survive -> Extra Conditioning or Ranger or Bring 'Em On -> Close Encounters -> Savior -> Close Combat Specialist or Shadowstep -> Sharpshooter
Recommended Weapons: Shotgun
Recommended Equipment: High Cap Mags, Reinforced Plating/Regenerative Plating/Chitin Plating, Medikits.
Notes:
- Extra Conditioning and Ranger are the defensive and offensive sides of the same coin. Bring 'Em On will noticably increase damage in crowded fights. A choice for agressive Commanders.
- Close Combat Specialist can be replaced with Shadowstep, this will greatly help manoeuvrability but it does mean movement cannot be used to draw enemy reaction fire.
- Will make good use of defensive Gene Mods or Officer stats boost.




















