Bones McGavins
TacoCat Industries
24
|
Posted - 2013.02.25 14:53:00 -
[1] - Quote
Basically, just as the subject implies, what are the best skills to pickup and equipment for a field medic?
I role a logi with a militia nano / militia armor rep with increased scanner and decrased profile so i can see the enemy, stay off their radar, and do my job healing the tank and reviving him if he goes down. This is fun for a really cheap option to get into being a medic. But I would like to expand abilities to heal quicker.
The triage rep tool seems like the best option. The other would be the one that splits into two beams to heal two targets, but tbh i have trouble finding folks with low armor as it is, unless I am actively following them into combat. Not sure a second beam helps as much as increased healing per second.
Are their skills or modules that increase the heal rate? Some of the armor rep skills, I dont know if they apply to armor rep modules, or the tool.
Basically what are good skills/loadouts for medics at all price ranges? Cheap/militia, standard, advanced and proto? |
Bones McGavins
TacoCat Industries
24
|
Posted - 2013.02.25 16:50:00 -
[2] - Quote
That's fair. But with that mentality, anything beyond the basic triage rep tool is useless.
I am trying to think outside the FPS box, and see if MMO style mechanics can perhaps be used as a valid strategy. The question remains if there are any skills that actually increase the rate of heal for the tool, or any modules that do so. As far as I know, no, but if so, it may be possible to build a "healer" type role.
If its not possible to provide enough healing to counter a signifigant amount of incoming damage, then obviously healing mid combat would be counter productive. The question is if it is possible to do so. If the answer is simply no, that's fine.
What is the typical DPS of most ARs against a heavy with basic level implants for damage reduction? If the rep tool can get up to even half that, it may be useful to act as a healer, keeping the heavy up and on smaller engagements. If ARs are dealing 300 DPS and the heal took can get to like 50, then yay, it would probably be more beneficial to have another gun in the fight instead of keeping the heavy alive for another second. |