Medic
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Statistics
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Roles: | Healer, DPS | ||||||||
Equipment | Resonators Fields Probes | ||||||||
Armor Type | Medium Armor | ||||||||
Resource | Actuators Focus | ||||||||
Stats | Multi-Hit & Strikethrough(DPS) Multi-Hit and Intensity (Healing) | ||||||||
Available Races
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The Medic is a healing/dps class. Designed for mid-close range, the primary method of attack is the Resonator, which shocks enemies. A medic uses fields to heal and buff allies and debuff or harm enemies within the field. Medics can also attach probes to allies or enemies to apply various effects in addition to the effects of any fields.
All fields and probes use actuators which are drained as needed for each ability. They can be recharged out of battle or by using normal attacks and standard healing.
Stats[]
For DPS the primary stats are Multi-Hit Chance, Strikethrough, and Vigor/crit sev. For healers the primary stats are Multi-Hit Chance, Intensity, Focus Recovery Rate, and focus pool.
DPS stat priority[]
Since most of Medic procs work with Mult-Hit, the soft-cap prioritization is:
Strikethrough for the content you're doing > Multi hit chance to 60% > Vigor or crit severity, depending on build.
Strikethrough and multihit are required to keep your rotation going. With the Surgical amp for Gamma Rays, crit severity is a very strong stat, but if you aren't using gamma rays, it's a big waste.
Healing stat priority[]
Multi-Hit Chance > Intensity > Focus Recovery Rate > Critical Hit Chance to 30% > Critical Hit Severity
AMPs[]
Name | Tier | Power Cost | Description |
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Assault Power I | 1 | 1 | Increases Assault Power by 2.5% of your current maximum. |
Assault Power II | 1 | 1 | Increases Assault Power by 2.5% of your current maximum. |
Assault Power III | 1 | 1 | Increases Assault Power by 2.5% of your current maximum. |
Strikethrough I | 1 | 1 | Increases Strikethrough Chance by 1%. |
Strikethrough II | 1 | 1 | Increases Strikethrough Chance by 1%. |
Strikethrough III | 1 | 1 | Increases Strikethrough Chance by 1%. |
Armor Pierce I | 1 | 1 | Increases Armor Pierce by 2%. |
Armor Pierce II | 1 | 1 | Increases Armor Pierce by 2%. |
Armor Pierce III | 1 | 1 | Increases Armor Pierce by 2%. |
Core Damage | 2 | 4 | Consuming an Actuator grants an Empower for 5s. Empower: Increases Damage Dealt by 1.5%. Stacks 4 times. |
In Flux | 2 | 4 | While between 1 and 3 Actuators gain an Empower. Empower: Increases Assault Power by 8% of your current maximum. |
Recycler | 2 | 4 | Landing a Multi-Hit with Gamma Rays or Quantum Cascade builds 1 Actuator. Can only occur every 2s. |
Victory Spark | 2 | 4 | Killing a foe builds 1 Actuator. Can only occur every 5s. |
Danger Zone | 3 | 6 | While within 8m of a foe gain an Empower for 8s. Can only be triggered by the same foe every 15s. Empower: Increases Assault Power by 10% of your current maximum. |
Chemical Burn | 3 | 6 | Landing a Multi-Hit deals an additional 13 technology damage every 1s for 4s. |
Critical Priority | 2 | 4 | Dealing damage to foes applies Critical Priority: Whenever you or your party members land a Multi-Hit on this foe, grant an Empower for 8s. Empower: Increases Critical hit Chance by 4%. |
Name | Tier | Power Cost | Description |
---|---|---|---|
Critical Hit Severity II | 1 | 1 | Increases Critical Hit Severity by 4%. |
Critical Hit Severity I | 1 | 1 | Increases Critical Hit Severity by 4%. |
Critical Hit Severity III | 1 | 1 | Increases Critical Hit Severity by 4%. |
Critical Hit I | 1 | 1 | Increases Critical Hit Chance by 2%. |
Critical Hit II | 1 | 1 | Increases Critical Hit Chance by 2%. |
Critical Hit III | 1 | 1 | Increases Critical Hit Chance by 2%. |
Scalpel! Forceps! | 2 | 4 | Landing a heal grants Scalpel. Landing an attack grants Forceps. Both buffs grant an Empower for 6s. Scalpel: Increases Assault Power by 5% of your current maximum. Forceps: Increases Support Power by 5% of your current maximum. |
Surgical | 2 | 4 | While standing inside Field Probes gain an Empower and a Bastion. Empower: Increases Damage Dealt by 6%. Bastion: Increase outgoing healing by 6%. |
Power Converter | 3 | 6 | If your Assault Power is greater than your Support Power: Reduces Assault Power by 5% and increases Support Power by 20%. If your Support Power is greater than your Assault Power: Reduces Support Power by 5% and increases Assault Power by 20%. Only applies while in combat. |
Null Zone | 2 | 4 | Applies a Weaken to foes within 8m. Weaken: Reduces Assault Power by 7.5% of their current maximum. |
Power Cadence | 3 | 6 | While in combat build 1 Actuator every 8s. |
Renewable Probes | 2 | 4 | Upon detonating Devastator Probes or Mending Probes, reset the respective ability's cooldown. |
Name | Tier | Power Cost | Description |
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Support Power I | 1 | 1 | Increases Support Power by 2.5% of your current maximum. |
Support Power II | 1 | 1 | Increases Support Power by 2.5% of your current maximum. |
Support Power III | 1 | 1 | Increases Support Power by 2.5% of your current maximum. |
Focus Recovery I | 1 | 1 | Increases Focus Recovery Rate by 0.1% per second. |
Focus Recovery II | 1 | 1 | Increases Focus Recovery Rate by 0.1% per second. |
Focus Recovery III | 1 | 1 | Increases Focus Recovery Rate by 0.1% per second. |
Focus Cost I | 1 | 1 | Reduces Focus cost of spells by 5%. |
Focus Cost II | 1 | 1 | Reduces Focus cost of spells by 5%. |
Focus Cost III | 1 | 1 | Reduces Focus cost of spells by 5%. |
Transfusion | 2 | 4 | While you have more than 30% health, you will automatically grant a Transfusion to a party member within 15m who has less than 80% health. Can only occur every 2s. Transfusion: Sacrifice 5 health to restore 11 health to your ally every 1s. |
Armor Coating | 2 | 4 | Landing a Multi-Heal on an ally grants a Defense for 6s. Can only occur every 2s. Defense: Reduces Damage Taken by 10%. |
Protective Surge | 2 | 4 | Landing a direct heal on yourself or an ally under the effects of your Mending Probes or Protection Probes also restores 19 shield. Can only occur once every 4s per target. |
Emergency | 2 | 4 | When an ally within 15m of you takes damage that puts them below 30% health, restore 15 health to them. Can only occur every 1s per ally. |
Reboot | 2 | 4 | Landing a direct Shield heal on an ally with shields below 30% restores an additional 45 shield. |
Running on Empty | 3 | 6 | While at 0 Actuators, your Shield Surge, Crisis Wave, and Rejuvenator have no Actuator cost. Shield Surge and Crisis Wave have a 5s cooldown instead. |
Hypercharge | 3 | 6 | Using Energize restores 42 shield to 5 allies within 15m. In addition, your direct Shield heals grant an immunity to Overload for 3s. |
Name | Tier | Power Cost | Description |
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PvP Defense I | 1 | 1 | Increases PvP Defense by 1%. |
PvP Defense II | 1 | 1 | Increases PvP Defense by 1%. |
PvP Defense III | 1 | 1 | Increases PvP Defense by 1%. |
Maximum Shield Capacity I | 1 | 1 | Increases Maximum Shield Capacity by 3%. |
Maximum Shield Capacity II | 1 | 1 | Increases Maximum Shield Capacity by 3%. |
Maximum Shield Capacity III | 1 | 1 | Increases Maximum Shield Capacity by 3%. |
Attrition | 2 | 4 | While remaining in combat for 60s you restore 20 focus every 1s for 10s. This will continue to apply every 60s you remain in combat. |
Invigorating Shields | 2 | 4 | Landing a direct Shield Heal grants a Defense to the target for 4s. Defense: When your shields are depleted restore 19 health. |
Defense Mechanism | 2 | 4 | Taking a Critical Hit reduces the cooldown of Barrier, Flash, Urgency, and Calm by 2s. Can only occur every 4s. |
Emergency Extraction | 2 | 4 | Using Extricate will break allies free from all CC effects. |
Acerbic Injection | 3 | 6 | When dropping below 30% health you become Rooted for 2s and restore 166 health every 1s for 2s. Can only occur every 120s. Rooted: Prevents movement. |
Debilitative Armor | 3 | 6 | Taking damage from a player causes you to apply an Expose to your attacker for 5s. Expose: Reduces PvP Power by 6%. |
Name | Tier | Power Cost | Description |
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Dash Regen I | 1 | 1 | Increases Dash Regeneration by 7%. |
Dash Regen II | 1 | 1 | Increases Dash Regeneration by 7%. |
Dash Regen III | 1 | 1 | Increases Dash Regeneration by 7%. |
Cooldowns I | 1 | 1 | Increases cooldown reduction by 5%. |
Cooldowns II | 1 | 1 | Increases cooldown reduction by 5%. |
Cooldowns III | 1 | 1 | Increases cooldown reduction by 5%. |
CC Duration I | 1 | 1 | Decreases CC Duration by 5%. |
CC Duration II | 1 | 1 | Decreases CC Duration by 5%. |
CC Duration III | 1 | 1 | Decreases CC Duration by 5%. |
Shield Protocol | 2 | 4 | When dropping below 30% health your Shield Mitigation is increased by 15% for 8s, and you restore 38 shield. Can only occur every 60s. |
Regenerator | 2 | 4 | Restores 11 health every 3s while in combat. |
Solid State | 2 | 4 | Using Protection Probes grants 1 Interrupt Armor to allies for 3s. |
Quick Dodge | 2 | 4 | Performing a CC Break restores 66 shield and 1 Dash Token. Can only occur every 30s. |
Concerted Effort | 2 | 4 | When your casting is interrupted your active cooldowns are reduced by 1s. |
Health Probes | 3 | 6 | Taking a Critical Hit grants a 20% chance to create a Health Probe lasting 15s. 3 Health Probes can be active at once. The first injured ally that walks into the Health Probe receives 50 health. |
Amorphous Barrier | 3 | 6 | Taking damage grants a Defense against that damage type for 5s. Can only occur every 5s. Physical Barrier: Increases Physical Mitigation by 13.6%. Magic Barrier: Increases Magic Mitigation by 13.6%. Technology Barrier: Increases Technology Mitigation by 13.6%. |
Name | Tier | Power Cost | Description |
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Lifesteal I | 1 | 1 | Increases Lifesteal by 2%. |
Lifesteal II | 1 | 1 | Increases Lifesteal by 2%. |
Lifesteal III | 1 | 1 | Increases Lifesteal by 2%. |
PvP Power I | 1 | 1 | Increases PvP Power by 1%. |
PvP Power II | 1 | 1 | Increases PvP Power by 1%. |
PvP Power III | 1 | 1 | Increases PvP Power by 1%. |
Weakness into Strength | 2 | 4 | Atomize also becomes usable when a foe Deflects one of your attacks. |
Antigen Isolation | 2 | 4 | Killing a player grants an Empower for 15s. Empower: Increases damage dealt by 3%. Stacks 5 times. |
Stay With Me | 2 | 4 | While below 30% health gain an Empower. Empower: Increases Assault Power by 10% of your current maximum. |
Entrapment | 2 | 4 | Dealing damage to foes that are Snared or Rooted causes them to take an additional 5 technology damage. |
Meltdown | 3 | 6 | Using Energize causes you to deal 29 technology damage to 5 foes within 10m and apply an Overload for 4s. Overload: Shield temporarily deactivated. |
Energy Pulse | 3 | 6 | When dropping below 30% health deal 25 technology damage every 2s to 5 foes within 8m. |
Abilities[]
Icon | Name | Unlock | Description |
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Discharge | 1 | Deal 9 technology damage to 5 foes and grant 1 stack of Power Charge every 0.41s. Power Charge: Build 1 Actuator at 3 stacks. | |
Gamma Rays | 1 | Deal 31 technology damage with 3 beams. Each beam can hit 2 foes, and foes can be hit by each beam. | |
Nullifier | 8 | Create a field, lasting 6s, and apply an Affliction to foes inside the field every 1s. Affliction: Deal 21 technology damage every 1s for 2s. | |
Fissure | 4 | Deal 48 technology damage every 0.25s for 0.5s and apply an Expose to 5 foes for 8s. Expose: Increases Technology Damage Taken by 10%. | |
Quantum Cascade | 12 | Deal 47 technology damage to 5 foes every 0.5s. Can cast other abilities while channeling. | |
Collider | 20 | Deal 49 technology damage twice to 5 foes. | |
Annihilation | 16 (AMPs) | Create 2 fields, lasting 3s, and apply an Affliction to foes inside the fields every 0.5s. Affliction: Deal 33 technology damage every 0.5s for 1s. | |
Atomize | 5 | Deal 84 technology damage to 5 foes and build 1 Actuator. Usable after landing a Multi-Hit. | |
Dematerialize | 22 | Deal 48 technology damage and purge 2 buffs from 5 foes. | |
Devastator Probes | 9 | Attach probes to 5 foes that deal 33 technology damage every 2s for 12s. |
Icon | Name | Unlock | Description | |||
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Emission | 6 | Restore 16 health to yourself and 4 allies and grant 1 stack of Power Charge every 0.41s. Power Charge: Build 1 Actuator at 3 stacks. | ||||
Crisis Wave | 6 | Restore 143 health to yourself and 4 allies, prioritizing allies missing the most health. | ||||
Dual Shock | 7 | Deal 47 technology damage to 5 foes, restore 76 health to yourself and 4 allies, and build 1 Actuator. Usable after landing a Multi-Heal. | ||||
Mending Probes | 6 | Attach probes to yourself and 4 allies that restore 28 health every 2s for 12s. | ||||
Triage | 9 | Restore 90 health and 90 shield to yourself or an ally based on who has the lowest health, and build 1 Actuator. | ||||
Flash | 10 | Restore 96 health to yourself and 9 allies. | ||||
Barrier | 14 | Restore 128 shield plus 44 health every 2s to 3 allies in the targeted area for 10s. Additionally, grants 1 Interrupt Armor for 3s. | ||||
Rejuvenator | 16 (AMPs) | Deploy an activator, lasting 60s, 15m in front of the caster. The first party member that walks into the activator triggers a field which restores 18 health every 0.5s to allies. | ||||
Shield Surge | 18 | Deal 105 technology damage to 5 foes and restore 121 shield to yourself and 4 allies. | ||||
Extricate | 24 | Restore 96 health and Pull 2 party members. | ||||
File:List of Medic Support abilities.png | List of Medic Support abilities | |||||
Ability infobox/doc | 16 (AMPs) | align="center"|File:Template:Ability infobox/doc.png | Ability infobox/doc | 16 (AMPs) | Deploy an activator, lasting 60s, 15m in front of the caster. The first party member that walks into the activator triggers a field which restores 18 health every 0.5s to allies. | |
File:Template:Ability infobox.png | Ability infobox |
Icon | Name | Unlock | Description |
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Paralytic Surge | 1 | Deal 15 technology damage and Stun 5 foes. Stun: Prevents any action for 2.7s. Destroys 1 Interrupt Armor. | |
Urgency | 7 | Blink forward 20m and gain a Swiftness for 5s. Swiftness: Increases Movement Speed by 20%. | |
Restrictor | 12 | Blink backward and leave behind a field that lasts for 4s. Apply a Snare to foes inside the field every 0.5s. Snare: Reduces Movement Speed by 45% for 2s. | |
Antidote | 18 | Restore 14 health and dispel 2 debuffs from yourself and 5 allies. | |
Recharge | 14 | Restores 90 Focus instantly plus 18 Focus every 1s for 5s. Additionally, gain an Empower for 10s. Empower: Increases Assault Power and Support Power by 12% of your current maximum. | |
Protection Probes | 16 (AMPs) | Grant a Defense to yourself and 4 party members. Defense: Reduces Damage Taken by 17% for 10s. | |
Empowering Probes | 22 | Grant an Empower and a Bastion to yourself and 19 party members for 10s. Empower: Increases Damage Dealt by 5%. Bastion:Increases Outgoing Healing by 5%. | |
Magnetic Lockdown | 10 | Deal 27 technology damage and Root 5 foes. Destroys 1 Interrupt Armor and interrupts casting. Root: Prevents movement for 3.0s. | |
Calm | 20 | Break free from all CC's, restore 91 shield, and Pacify 10 foes for 5s. Reduces your Threat against affected foes by 25%. Pacify: Reduces Damage Dealt to the pacifier by 25%. NPCs ignore the pacifier if in combat with other foes. | |
Field Probes | 24 | Create a field, lasting for 10s. Grants a Beacon to allies and Wound to enemies. Beacon: Increases Incoming Healing by 10%. Wound: Reduces Incoming Healing by 35%. |
Icon | Name | Unlock | Description |
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Energize | 1 | 1Landing a Shield Heal on yourself or an ally grants Buffer for 15s which increases Shield Mitigation by 25%. Activate: Fill all Actuators and gain the following for 8s. If above 30% health: Increase Assault and Support Power by 14%. If below 30% health: Restore 111 shield and increase Shield Mitigation to 100%. |
Builds[]
- Healer Build
- DPS Build