Field Medic (Killing Floor 2): Difference between revisions
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| Weakness_2=Ineffective against big ZEDs. | | Weakness_2=Ineffective against big ZEDs. | ||
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| Cyst=high | |||
| AlphaClot=high | | AlphaClot=high | ||
| Slasher=high | | Slasher=high | ||
| Crawler=high | | Crawler=high | ||
| Stalker=high | | Stalker=high | ||
| Bloat=medium | |||
| Gorefast=medium | | Gorefast=medium | ||
| Siren=low | | Siren=low | ||
| Gorefiend=medium | |||
| Husk=low | | Husk=low | ||
| QuarterPound=low | |||
| Scrake=low | | Scrake=low | ||
| Fleshpound=low | | Fleshpound=low |
Revision as of 15:04, 7 December 2017
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 | |||||
• Healing and boosting teammates. | |||||
• Tanking big ZEDs. | |||||
Strength | |||||
• Survivability. | |||||
• Mobility. | |||||
• Healing grenades. | |||||
Weakness | |||||
• Lacks firepower. | |||||
• Must rely on teammates. | |||||
• Ineffective against big ZEDs. | |||||
Target Priority | |||||
HIGH | |||||
MEDIUM | |||||
LOW | |||||
Related Achievements | |||||
PS4 Trophies | |||||
The Field Medic is the guardian angel of the team. While lacking the firepower and having to rely on teammates in big ZED takedowns, it provides significant amount of various boosts and rapidly replenish missing health of teammates allowing them to stand the ground.
General Information
Field Medic specializes in mid to long range combat with an emphasis on healing. Their skill choices let them focus on either being a supportive-type player that provides team with a set of movement, damage and resistance buffs, or to improve their own combat capabilities with better weapon, health and speed handling.
Weapon List
200 |
1 |
HMTech-101 Pistol | ||
650 |
3 |
HMTech-201 SMG | ||
1100 |
6 |
HMTech-301 Shotgun | ||
1500 |
7 |
HMTech-401 Assault Rifle | ||
1100 |
8 |
Hemogoblin | ||
--- |
--- |
9mm Pistol | ||
150 |
2 |
Dual 9mm Pistols | ||
--- |
--- |
Scalpel | ||
40 |
--- |
Medic Grenade |
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. 10%
|
( Increase movement speed 0.4% per level )
| |
Armor Bonus
|
max. 75%
|
( Increase Armor 3% per level )
| |
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 10% of your total Health. | Increase damage resistance 1% per Health point lost, up to 50%. | |||
Movement
| ||||
Adrenaline Shot | 10
|
Combatant Doctor | ||
Shooting teammates with healing darts increases their 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 | ||
Shooting teammates with healing darts increases the damage they inflict 5% for 5 seconds. This can stack up to a 20% bonus. | Perk weapons can poison ZEDs, inflicting poison damage over time. | |||
Combat Technician
| ||||
Coagulant Booster | 20
|
Battle Surgeon | ||
Shooting teammates with healing darts increases their 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, damaging ZEDs with perk weapons will slow them 30% and do massive amounts of poison damage. |
Actual Stats
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 Compound): Actual DOT scale is 0.15 of weapon damage, however upon converting damage type into toxic, initial damage being halved making it x0.075. Damage type - toxic. DOT damage ROUNDED UP. DOT significantly increased by Zedative skill (x100 DOT damage multiplier).
- Skill (Adrenaline Shot, Coagulant Booster, Focus Injection): Buffs apply even when player's patient is at full health, buffs also apply at the player him/herself when self-healing. Furthermore, the player with the Symbiotic Health skill buffs him/herself each time when healing a teammate that lacks some health (healing a teammate that has full HP will buff that teammate but not the player).
- Skill (Airborne Agent): Essentially explosion emitted from the player location resembles the explosion of Healing 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.
- Skill (Zedative): For the duration of ZED Time this skill allows player to apply DOT on ZEDs by damaging them with on-perk weapons and also drastically increases damage dealt by toxic damage types.
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:
AssaultRifle_Medic
Knife_FieldMedic
MedicGrenade
Pistol_Medic
Shotgun_Medic
SMG_Medic
Ballistic_Assault_Medic
Ballistic_Pistol_Medic
Ballistic_Shotgun_Medic
Toxic_MedicGrenade
It should be noted that the Battle Surgeon is only skill that provides direct boost to the weapon damage.
Strategy
As a Field Medic try to 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 for it.
Think of your team: it recommended to stick up with the "left" skill tree if you play co-op. While you might want to have better combat capabilities for yourself keep in mind that there are perks which will do this job more effectively. Your buffs to their health, damage, speed and resistance will be vital for them!
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 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.
Trivia
- According to the character's favourite weapon lines, Reverend Alberts and Rae Higgins are both the Field Medics of the team.