Difference between revisions of "Basic Medic strategy"
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− | The Solemn Vow has | + | The Solemn Vow has a 10% attack speed penalty compared to the Bonesaw; this is, as it is with the Ubersaw, practically negligible when the upsides are considered. The ability to see enemy health can be useful for informing teammates of weakened foes who can easily be picked off. Defensively, this ability can be useful when deciding to fight or run from a pursuing enemy. |
== See also == | == See also == |
Revision as of 03:38, 7 July 2015
“ | Ze healing leaves little time for ze hurting.
Click to listen
— The Medic
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” |
The Medic is arguably the most important class on a team. Although he only has average health and mediocre firepower, his ability to heal and overheal teammates using the Medi Gun makes him extremely valuable. Additionally, the Medic continually builds an ÜberCharge meter as he heals others. Once full, he can provide invulnerability with the Medi Gun, Crit-boost a teammate with the Kritzkrieg, or perform rapid healing with the Quick-Fix, effects that can rapidly turn the tide of battle. Because dying means losing any accumulated ÜberCharge, it is incredibly important that the Medic survives any fight. More than any other class, communication is key for the Medic; he relies on having good teammates to protect him so that he is free to heal and keep his team alive.
Primary weapons
Your ability to heal others will often make you the number one target of many enemy players. When in combat, be hard to hit: jump, duck, and strafe to avoid damage. Your natural health regeneration will often not be enough to keep you alive, so rely on your allies for protection and ask them to leave health pickups for you. Unless you are forced to fight, you should retreat if all nearby teammates are defeated.
Syringe Gun
Although the Syringe Gun fires rapidly and deals fair damage, it has poor range and can't damage multiple enemies at once. As such, you should rely on your teammates to protect you as you heal them instead. If you're forced into combat, the Syringe Gun's needles travel slowly in a parabolic arc; at longer ranges, you'll need to aim upwards slightly and lead fast targets accordingly to compensate for the slow projectile speed.
Blutsauger + reskins
The Blutsauger can be useful if you constantly find yourself in combat or being pursued by enemies; if you consistently land your shots when using the Blutsauger, you will heal yourself more than your standard regeneration can. If you're injured and can afford to stop healing your patient momentarily, attack with the Blutsauger to restore some health. However, your decreased health regeneration will leave you vulnerable to damage-over-time effects such as fire or bleed. Continue to avoid fights and stay behind your allies; you are still your team's main source of healing.
Crusader's Crossbow + reskins
Depending on who you hit, bolts from the Crusader's Crossbow can damage enemies or heal allies, with the strength of the shot increasing if it travels farther. If used for healing, the Crusader's Crossbow can be used to provide quick bursts of health to even allies outside the range of your Medi Gun. Although the Crossbow reloads quickly, the bolts arc over distances and travel relatively slowly. This makes it difficult to aim and less effective than the Syringe Gun in direct combat; you may even need to tell your allies to stand still so you can line up long-range healing shots. For the most part, stick to your Medi Gun for healing nearby teammates, as the Crossbow won't help build your ÜberCharge meter.
Overdose
Depending on how full your ÜberCharge meter is, you'll gain up to a 10% movement speed increase. Although this is not enough to keep up with the Scout, the increased mobility should make dodging attacks and maneuvering around the battlefield a bit easier. Although you sacrifice some offensive power, you should not be in combat often enough for it to matter. When working with your team, don't hesitate to deploy an ÜberCharge and sacrifice your movement speed if it means completing an objective.
Secondary weapons
To make use of your healing abilities, you'll need to team up with an ally. Because you can't heal yourself, stay behind your Medic buddy so that he can take all of the damage. Your healing beam bends around corners and stays locked onto patients no matter what direction you face, so stay behind cover and turn around frequently to watch for Spies and other ambushers. As you heal allies, the ÜberCharge meter will gradually fill up. It fills more quickly if you are healing wounded allies, so spread your healing evenly during moments of downtime. Generally speaking, you first want to heal other Medics, then combat classes, then support classes. Once the ÜberCharge is ready, communicate with your team to make the best use out of your chosen effect.
Medi Gun + reskins
Most of the time, you will equip the Medi Gun for the standard ÜberCharge, as the 8 seconds of invincibility it provides can be used in almost any situation. An offensive ÜberCharge lets your team push into almost any defensive encampment, particularly those with Sentry Guns. Invincibility is useful on defense too, especially if your team is outnumbered or can't afford to withdraw from a contested area. Additionally, you can counter an enemy Medic's ÜberCharge by deploying your own, preferably just after his finishes. If you are in danger of being killed, activate your ÜberCharge in self-defense: it's better to survive than to die with a full meter. You can keep multiple targets ÜberCharged at once by quickly switching between them, at the cost of it draining faster.
Kritzkrieg
The Kritzkrieg functions similarly to the Medi Gun but comes with an entirely different ÜberCharge. The Kritzkrieg's ÜberCharge fills 25% faster and instead provides 8 seconds of guaranteed Critical hits to its target. Great candidates for this ÜberCharge are the Soldier, Demoman, and Heavy, classes that deal damage over a wide area and can use the critical hits to eliminate entire groups of enemies. Deploying the Kritzkrieg does not protect you, so use it mostly in offensive situations and focus on avoiding damage while your patient rampages. Because your meter charges faster, it is best to deploy the Kritzkrieg as soon as possible, before the enemy Medics are fully charged. Sentry Guns are not affected by critical hits, so do not use the Kritzkrieg when trying to destroy Engineer nests.
Quick-Fix
Of your available secondary weapons, the Quick-Fix heals the most rapidly, making its use more suitable in the middle of combat where there are multiple injured teammates. Additionally, the Quick-Fix grants extra mobility depending on the Medic buddy; you'll match the speed of a faster ally or copy the explosive jump from a friendly Soldier or Demoman. The Quick-Fix can only overheal allies to 50% of the other healing guns, meaning that your team will be at a disadvantage at the beginning of fights, when your enemies are presumably fully overhealed. The Quick-Fix's ÜberCharge triples the rate of healing and charges 25% faster than the Medi Gun, encouraging liberal deployment to keep your team healthy. In combat, the Quick-Fix should be used to maintain momentum; if an enemy Medic accumulates a full ÜberCharge, the invincibility offered by the Medi Gun or the crit boost offered by the Kritzkrieg can overpower your boosted healing.
Vaccinator
When healing an ally with the Vaccinator, you can cycle between granting the two of you a 10% resistance to either bullets, explosions, or fire. Its ÜberCharge, which builds 50% faster and is stored in 4 smaller bars, increases the chosen resistance to 75% for 2 seconds. The Vaccinator's defensive capabilities, along with its lowered overheal rate, means it works best at the frontlines, where allies are guaranteed to not be at maximum health. In fights, adjust the given resistance according to which classes you're facing; for example, a Heavy will use bullets, a Demoman will use explosives, and a Pyro will use fire. Use the brief ÜberCharges when expecting a large burst of damage, such as when being targeted by a Soldier's rockets or Sniper's bullets. In the long run, the Vaccinator should be used to give your team an immediate advantage in combat, allowing them to push ahead. Unlike the Quick-Fix, however, proper timing of the Vaccinator's ÜberCharge will allow you to resist the raw power behind other ÜberCharges.
Melee weapons
Bonesaw + reskins
The Bonesaw is useful for striking distracted opponents but still loses to the Syringe Gun in damage over time. There is no reason to use the Bonesaw; all of your other melee weapons possess some sort of utility and are generally seen as straight upgrades because Medics rarely engage in combat.
Ubersaw + reskins
The Ubersaw swings slightly slower than the Bonesaw, a minor drawback compared to the 25% boost your ÜberCharge meter receives for each successful hit on an enemy. Landing a few strikes on an enemy that fails to defeat you can grant a ready ÜberCharge and an instant advantage. For defensive purposes, it can be used to quickly fill the Medi Gun's meter, then escape with the resulting invincibility. Actively entering combat to build charge with the Ubersaw can be ineffective, as it leaves your team without a healer, not to mention that every class has access to a weapon that outranges your melee strikes.
Vita-Saw
The Vita-Saw grants minor ÜberCharge insurance, saving up to 20% of your ÜberCharge upon death. As a Medic, you will inevitably become a priority target for the enemy team. Equip the Vita-Saw if you feel that the stored meter can increase the average number of ÜberCharges you deploy each match. If you equip anything except the Blutsauger, your natural health regeneration can make up for the small health penalty. It is obviously useless in situations where you cannot respawn, such as Arena or Sudden Death.
Amputator
The Amputator deals 20% less damage than the Bonesaw and is relatively useless in combat. However, it's still considered an upgrade to the stock Bonesaw because as the Medic, you'll rarely engage in melee combat. While the Amputator is your active weapon, you will regenerate 3 extra health per second, making it useful for negating damage-over-time effects such as afterburn and bleed. Taunting will play a melody that heals all allies around you, but only use it if there are several injured teammates nearby and you have cover to hide behind.
Solemn Vow
The Solemn Vow has a 10% attack speed penalty compared to the Bonesaw; this is, as it is with the Ubersaw, practically negligible when the upsides are considered. The ability to see enemy health can be useful for informing teammates of weakened foes who can easily be picked off. Defensively, this ability can be useful when deciding to fight or run from a pursuing enemy.
See also
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