Community Medic strategy
“ | I'm going to saw through your bones!
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— The Medic on "accidental" malpractice
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” |
As a Medic, your primary role is to keep your teammates alive using the Medi Gun. Depending on the particular type of Medi Gun equipped, the Medic is able to provide his patient and himself with invulnerability, guaranteed critical hits, knockback immunity, boosted healing, or resistance from a selected damage type by deploying an ÜberCharge, which can often change the tide of a battle.
Quick tips
- Heal anyone who needs it, but focus on Heavies, Soldiers, Pyros, and Demomen. These classes are the least likely to be killed by a single explosion, Critical hit, or other random events, and deal heavy damage, enabling them to protect you from enemies more effectively.
- Regularly overhealing nearby teammates will ensure that your team has the upper hand against the enemy.
- As Medic, you have the highest priority when it comes to health-packs, since you are not able to heal yourself and ÜberCharges are not frequent, you are also able to sustain the team with a infinite supply of healing.
- Try to stay with your team at all times. You are not suited to fight any class alone; even a single Spy can easily kill you with his Revolver before you can fight back.
- Try to stay behind your teammates. Keep an eye out for escape routes in case the enemy team confronts you.
- ÜberCharge is still built when your healing target is fully overhealed, but it charges more slowly, and even slower if the heal target is also being healed by a Dispenser, Payload cart, or friendly Medic.
- Keep moving unpredictably and always be aware of your surroundings. Medics are often a high-priority target for enemies, especially Spies, Snipers, and Scouts.
- Keeping your back aganist a wall when applicable will prevent Spies from attempting to backstab. Staying out of sightlines until the coast is clear will prevent Snipers from headshotting.
- Don't be afraid to use an ÜberCharge to save yourself, even if no allies are nearby. It is better to use it too early than to lose it by being killed, and this will allow you to regroup with your team more quickly.
- If you become separated from your teammates, use voice commands to alert your team to your location.
- Always remember your heal beam can stretch out a relatively long distance between you and your healing target. This allows you to stay behind cover while continuing to heal teammates.
- A team without any Medics is likely going to lose against a team that does have Medics. If your team doesn't have any, switch class to Medic to ensure your team has a reliable source of healing and allow them to push with ÜberCharges.
General strategy
- You are the only class that can passively regenerate health, but do not rely on this to keep you alive; any combat class can kill you in a few hits. Ask your teammates to leave health kits for you if you need them, and be sure to keep them alive in return.
- Keep other Medics on your team alive and overhealed. This allows you to be more effective at keeping your team alive.
- Much more than any other class, being an effective Medic requires good communication with teammates. You should communicate with your target(s) about upcoming dangers, Sentry Guns, and enemy Snipers and Spies, as your teammates can use the information to deal with the threats. A microphone can be immensely valuable to achieving this end, as it can be used to quickly and precisely transmit such information without needing to render yourself vulnerable by shifting to text chat — you cannot move while typing.
- The Medi Gun beam can heal targets from a considerable distance, allowing you to remain behind cover while healing your patient. If there is no cover readily available, get behind your allies.
- The Medi Gun beam also has a "grace period" if you are not in line of sight of the person you are healing.
- Once the Medi Gun is locked onto its target, you can face any direction without interrupting healing. This leaves you free to watch for Spies and ambushes in general.
- This is quite important, because a Medic can be under threat from every other class in the game (even other Medics). Standing still and remaining tunnel-visioned may work sometimes as a Heavy, but as a Medic, it will get you killed by enemies on the flank. Be mentally aware of your surroundings; weave and jump around to avoid explosives and Snipers.
- Medics should be the first to pick up health kits — the team depends on them for survival. There is an exception to this rule: A Heavy with the Sandvich equipped can drop his Sandvich for you, then pick up a small health pack to recharge his Sandvich. This exception is only relevant with small health packs, because a medium health pack will give the same amount of health a dropped Sandvich gives and a large health pack will fully heal you.
Combat strategy
- When in combat, your top priority is to keep as many teammates alive as possible while also protecting your own life. Always focus on healing teammates that are under attack, on fire, and/or bleeding.
- If possible, do not compromise a good position in order to heal a player on the other side of a battlefield. Ask for them to come to you or to fall back for a health pack.
- If you happen to have the Crusader's Crossbow equipped, you can also fire off a shot in his direction to give him a quick health boost.
- Be aware of your surroundings, for your teammates might not be able to keep an eye out while fighting. Communicate with nearby teammates so they won't be caught off guard when enemies flank you.
- Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called pocketing. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges.
- Besides these circumstances, it is advisable to try to keep all the teammates around you generally healthy. If your primary healing target is fully healed and others need health, try switching targets as necessary. Generally, a mostly healthy team is more effective than one overhealed pair.
- If isolated with an enemy, pepper him with syringes from far range while retreating. If the enemy gets too close, go for a Bonesaw kill.
- If you are playing on a server with random critical hits on, remember that your melee weapon is far more likely to gain said random critical hits, which will instantly kill most classes.
- If the enemy is an explosive or knockback-related class such as Soldier or Demoman, jumping after a rocket hits the floor and using the knockback to get away can be crucial and can throw off the enemy's aim as the knockback can allow you to cover huge distances at the cost of health. This is referred to as "Damage surfing".
- Your Syringe Gun is a decent weapon at close range, but its projectiles are slow and are ineffective at mid-to-long range. Use it only as a last resort, and focus on healing.
- If you are low on health, begin to retreat while healing your teammates. Tell your team that you are retreating if you have a microphone. It is important for you to survive so that you can build your ÜberCharge for the next attack.
Medic Ferrying
Medic Ferrying is a term for a Quick-Fix Medic temporarily pocketing a fast or mobile class in order to reach the front lines quickly. These are usually a Scout, Demoman, or Soldier. Ideal weapons for this are:
- Any Rocket Launcher, most notably the Rocket Jumper or Beggar's Bazooka
- Any Stickybomb Launcher, most notably the Sticky Jumper
- The Loose Cannon
- The Eyelander or Ullapool Caber
- The Chargin' Targe or Splendid Screen or Tide Turner
- The Force-A-Nature or Baby Face's Blaster
(Note that after the Meet Your Match Update, all Medi Guns can now go as fast as the the heal target, but with the exception of the Quick-Fix, cannot benefit from rocket jumps, sticky jumps, etc.)
Healing strategy
ÜberCharges aside, the Medic's variety of healing abilities should also influence playstyle:
- The Stock Medi Gun is multi-purpose, and best for Overhealing. Since ÜberCharge build rate slows after reaching maximum overheal, it is more suitable for healing multiple targets.
- Since the Kritzkrieg carries a 25% faster ÜberCharge fill, it's ideal for pocketing with a high damage, front-lines class such as Heavy, Soldier or Demoman.
- The Quick-Fix should be used between multiple players, especially if there are several injured teammates and healing from other Medi Guns would be too slow.
- The Vaccinator gets the most use from smaller encounters; dealing with masses of enemies will often result in numerous damage types, negating the benefits. Additionally, since the ÜberCharge simply multiplies the healing bonuses, almost all classes are suitable as pocket patients.
- The Crusader's Crossbow is always vital in Medieval Mode, and can contribute nicely in normal gameplay as a sidearm to your Medi Gun. Keep in mind, however: unless there are numerous enemies between you and your patient, it is usually a lot more efficient to close the gap; the singular shots, compensating for movement and gravity, mean it's better to move in and use the Medi Gun. Now that the Crusader's Crossbow can add a bit to your ÜberCharge upon hitting an injured ally, you can use it a bit more judiciously than before, but still keeping heed of your surroundings.
- The Medicating Melody does not overheal and does not contribute heavily to ÜberCharge building, all while leaving the player vulnerable. As such, it is best saved for instances such as ambushes and pushes, which require mass healing of multiple players.
ÜberCharge strategy
- An ÜberCharge is one of the most powerful forces in the game when used correctly. Take extra caution to stay alive when your meter is nearly full.
- Using an ÜberCharge slightly early can be a good idea if the enemy has Snipers or Demomen, as a headshot or sticky trap can quickly kill you and halt a push.
- The ÜberCharge meter fills faster by healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves (Soldiers, Demomen, Scouts with the Boston Basher, and Pyros with the Detonator or the Scorch Shot) can be a tremendous help when out of combat.
- During the Setup phase, the meter always fills at the maximum speed, as long as no two Medics are healing the same patient.
- Although the default Medi Gun's ÜberCharge protects you from damage, you and your target are still affected by knockback. Most classes have weapons or abilities which can separate you from your patient, such as the Pyro's airblast and the Demoman's Stickybomb Launcher. Knockback does not, however, affect a player under the effects of the Quick-Fix's ÜberCharge.
- Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when other teammates are nearby and strike as a team.
- While deploying an ÜberCharge, it is possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out, so switching targets quickly will make them both invulnerable for a short period of time.
- Note that this drains the ÜberCharge faster than using an ÜberCharge on only one person.
- If attacking an Engineer nest with an invulnerability ÜberCharge, move in front of your patient to draw Sentry Gun fire away. This will allow them to get closer and deal more damage. Do not jump when doing this; the knockback of the Sentry Gun will send you flying backwards.
Weapon Specific
Primary Weapons
Syringe Gun
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock Syringe Gun |
40 | 150 | 10-12 | 5-10 | 5-6 | 30 |
- Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, making it deceptively strong at close ranges.
- The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage.
- The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.
- Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than you running backwards. This allows you to spray your pursuers with needles while keeping your opponents at a respectable distance.
- Healing an ally while also shooting can help turn the outcome of the battle. Quickly switch to the Syringe Gun, fire until the enemy your ally is fighting is weakened, then return to healing your ally to help him.
- If you are planning to play Combat medic, The Blutsauger is an better choice then the Syringe gun since you will benefit the most from the extra healing on hit.
Blutsauger
Weapon | Kill Icon | Ammo | Damage | Health | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | On Hit | |||||
Unlock Blutsauger |
40 | 150 | 10-12 | 5-10 | 5-6 | 30 | 3 | ||||
Advanced+ Mann Up Reward Australium Blutsauger |
The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by up to 2 HP/sec, with a total of 2 HP/sec to 4 HP/sec regeneration, depending on how recently the Medic has been injured.
- The Blutsauger's health regeneration makes it a better retreat weapon if you are attacked by enemy players and no teammates are nearby.
- With the Blutsauger, a Medic can be a little more aggressive than usual. Use it to engage enemies that sneak up on you, but only if you can afford to stop healing for a moment. Stay close to your teammates and resume healing as soon as possible.
- Make sure to communicate with your teammates so they can assist you in killing the enemy.
- The penalty to health regeneration is significant. It will take longer to recover, so look for health kits to boost your health. Do not rely on the Blutsauger for quick and easy healing.
- The Blutsauger is useful if you're pocketing; if your pocket dies, you're the enemy's next priority, so it allows you to survive while running for cover. Remember that the Blutsauger won't overheal, though.
- The Blutsauger's downside can be at least compensated with the use of the Amputator.
Crusader's Crossbow + reskins
Weapon | Kill Icon | Ammo | Damage/Healing | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Craft Crusader's Crossbow |
1 | 38 | 38/75 | 56/112 | 75/150 | 113-225 | |
Uncrate Festive Crusader's Crossbow |
The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage to enemies and heals teammates based on the distance the bolt travels.
- Healing from the Crusader's Crossbow cannot overheal teammates, and while the bolt can contribute to your Übercharge meter, it will not build nearly as efficiently as using the Medi Gun.
- The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. Remember that the Crusader's Crossbow cannot deal headshots, so aim for the enemy's center of mass.
- When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
- If you see a cluster of teammates and enemies fighting, chances are, they're running erratically. Instead of aiming for someone, you can shoot into the crowd, either healing a teammate or damaging an enemy.
- The Crossbow is great for healing teammates who are dangerous to reach, or who you cannot reach in time, such as somebody on fire.
- This alone gives the weapon significant legs. What will tend to kill even experienced Medics most of the time is a Sniper; walking into their sight lines is asking for you to be killed, if not have your Übercharge dropped. Should a dangerous spot on the battlefield be between you and an injured ally, fire a bolt instead of risking death.
- The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP, and then quickly switch back to your Medi Gun and continue healing.
- While healing a patient, others around you may call for healing. This weapon can save you precious seconds by not needing to switch Medi Gun targets and necessitating the 3.5 seconds it could take to heal for the same amount as the Crossbow would. Experienced players will expect you to carry this and will often stand still to help your aim.
- Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate.
- Unlike the Huntsman, the Crusader's Crossbow can be fired underwater and in midair.
- If need be, you can fit a long-range fire support role with this weapon. The damage over range effect can stack up from a good vantage point, and you can not only deal damage but heal teammates from far away. You may need to ask them to stop moving with voice chat so the arrow hits and heals the target.
- If supporting a push with close-range or mid-range classes such as Heavies, Demomen, or Pyros against a strong Sniper defense, consider using the Crossbow to provide suppressive fire for your teammate as they advance.
- If aimed well at longer ranges, a Critical full-range Crossbow shot is capable of killing any class outright except for an overhealed Soldier or a Heavy. It can also be used to either kill a Sniper or force him to fall back for health.
- Although the Crossbow can heal your allies and damage enemies from a long distance, do not rely on it too much unless in severe cases of the pocket dying and stick to healing with your Medi Gun unless you are too far away to do so.
- If you spot a teammate engaged in a 1v1, fire into the crowd. Whether you heal your teammate or hit the enemy, you are doing your teammate a favor.
Overdose
Weapon | Kill Icon | Ammo | Damage | Effect | ||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | Speed with 100% ÜberCharge | ||
Craft Overdose |
40 | 150 | 9-11 | 5-9 | 5-6 | 27 | 117.33% |
The Overdose is a craftable primary for the Medic. It does 15% less damage than the standard Syringe Gun, but will increase the Medic's speed as his ÜberCharge meter increases. The speed boost caps at 20% faster than standard Medic speed. However, the speed boost only applies while you have the Overdose active.
- If you are building an ÜberCharge, but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
- If you need to make an urgent kill, you can chase an enemy down with your increased speed.
- The speed bonus at full ÜberCharge effectively eliminates the speed penalty for moving backwards (115% instead of normal 96%), meaning that you can backpedal while firing and still outrun classes with standard speed, particularly the Pyro.
- The speed bonus is less effective when using Medi Guns that charge more slowly, particularly the stock Medi Gun, and on smaller maps. In these cases, consider using the stock Syringe Gun, unless you are set on avoiding all enemy contact.
- Considering that you should be rarely engaging in direct combat, the Overdose's damage reduction can be considered negligible. If you do not pursue combat engagement actively, consider utilizing the Overdose's speed boost, and instead rely on your teammates' protection.
- The Overdose's damage penalty is not too significant. As syringes already do low damage, the 10% damage penalty is actually about 1-2 less damage per syringe, which still makes it powerful at close range.
Secondary Weapons
Medi Gun + reskins
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Stock Medi Gun |
24 health/sec | 72 health/sec | Invulnerability | 8 seconds | 2.5%/sec | 40 seconds (80) |
Uncrate Festive Medi Gun | ||||||
| ||||||
Advanced+ Mann Up Reward Australium Medi Gun |
- The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.
- The Medi Gun lets you move as fast as the person you are healing. With the stock load-out, this only applies to Scouts when you heal them. However, this also applies to all speed-boosting weapons, such as the Scout's Baby Face's Blaster, the Demoman's Eyelander, the Pyro's Powerjack, and the Medic's Overdose. You can get to the front lines and move around quicker by healing any one of these classes. However, note that you still cannot double jump like a Scout, so there are some obstacles you will not be able to get over.
- When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.
- It's useful to turn on "Medi Gun continues healing without holding down fire button" in the Advanced multiplayer options so you won't have to hold down the primary fire button while healing someone.
- If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full ÜberCharge meter.
- Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.
- Heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than overhealing another teammate to 150%.
- Focus on all of your teammates — there's often a temptation to stick with stronger classes such as Heavies and neglect other teammates. Heal all your teammates actively, but in a dire situation, keep power classes alive such as Demoman, Soldier, or Heavy, as they can hold the frontline pressure.
- Remember to continually 'top-up' your teammates' health with your Medi Gun's overheal.
- This is especially crucial with friendly Scouts, and to a lesser extent friendly Spies. If you can wait a bit to reach the 72 hp/sec threshold on them, their low base health will make healing them barely a distraction at all for you and they can do their work much more efficiently at 185 HP, an amount more sturdy than the Demoman or Pyro.
- An overhealed Sniper can survive an uncharged headshot. Buff Snipers at the start of the game (unless they wear the Razorback, which makes it ineffective), and they might just win a Sniper duel they would otherwise lose.
- This is especially crucial with friendly Scouts, and to a lesser extent friendly Spies. If you can wait a bit to reach the 72 hp/sec threshold on them, their low base health will make healing them barely a distraction at all for you and they can do their work much more efficiently at 185 HP, an amount more sturdy than the Demoman or Pyro.
Kritzkrieg
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Unlock Kritzkrieg |
24 health/sec | 72 health/sec | Critical hits | 8 seconds | 3.125%/sec | 32 seconds (64) |
Festivizer [[Festivized Kritzkrieg|Template:Dictionary/items/festivized kritzkrieg]] |
- The Kritzkrieg is an unlockable Medi Gun for the Medic. Its ÜberCharge builds 25% faster than the Medi Gun's and provides guaranteed Critical hits to the Medic's heal target instead of invulnerability for the duration of its deployment.
- The Kritzkrieg's ÜberCharge is useless against a Medi Gun's ÜberCharge due to its invulnerability, but due to the faster charge rate, it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.
- Since the Kritzkrieg is the only secondary weapon that does not protect the Medic during a ÜberCharge, it is greatly encouraged to use the Vita-Saw with the Kritzkrieg.
- The Kritzkrieg is best when on Defense, as Offense won't have a Engineer with a level 3 Sentry Gun prepared unless on certain maps like Dustbowl or Steel.
- Although Critical hits count as normal damage against buildings, and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed by just about anything, not requiring an ÜberCharge.
- Heavies, Soldiers, and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
- Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off Control points or Payload carts.
- Kritzing a Heavy is great for large, spread-out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the ÜberCharge. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.
- Although not as effective as Kritzkrieg ÜberCharging a Heavy, Soldier, or Demoman, a Kritzkrieg ÜberCharged Pyro is very deadly at close ranges, as critical point-blank damage from a Pyro's Flamethrower can kill most classes near-instantly. Also note that critical afterburn is highly damaging. Consider Kritzing a Pyro when it's important to remove close-range threats.
- If there are no powerful offensive classes to Kritzkrieg ÜberCharge, the Sniper can be an effective Kritzkrieg ÜberCharge target — every hit while charged does the same damage as an un-charged headshot, which can kill a non-overhealed enemy Medic, Scout, Sniper, Engineer, or Spy in one hit.
- The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
Oktoberfest
Weapon | Healing | Duration | Details | |
---|---|---|---|---|
Oktoberfest |
Kritzkrieg | 11 health | 4 seconds | The Medic takes a brief whiff out of the barrel of his weapon. |
- Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
- In dire situations, such as being on fire or bleeding, it's possible that using this taunt can prevent death.
Quick-Fix
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Craft Quick-Fix |
33.6 health/sec | 100.8 health/sec | Megaheal | 8 seconds | 2.778%/sec (1.389%/sec) | 36 seconds (72) |
Festivizer [[Festivized Quick-Fix|Template:Dictionary/items/festivized quick-fix]] |
The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 10% faster charge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing speed to 300% and negates movement-impairing effects, such as Natascha's slowdown and compression blasts. However, it can only overheal by 25% as opposed to the other Medi Guns' 50%.
- The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
- The ability to use your teammates' explosive jump can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient should be able to travel much more than normal due to the healing during flight, and in combat, your presence should keep your patients alive longer. Be aware that you can easily become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand close to him and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take fall damage.
- A Demoman using the Eyelander is your best friend. A Demoman with four heads is very powerful and a useful class to pocket, but he can be difficult to keep up with if he sticky jumps, so the Quick-Fix shines here. Make up for his health loss while he sticky jumps to an enemy, and support him by healing him while he makes the kill. After he gets three heads, he will give you a noticeable speed boost; and a larger boost at four heads. This tactic also works with a shield, but is most effective with the Stickybomb Launcher, as you are not boosted as much as he is when he charges.
- Due to their low health and damage, Scouts are usually best left to getting to the front lines faster, instead of pocketing them. Scouts will increase your speed significantly, but you cannot double-jump with them, so certain obstacles may pose problems. It may be a good idea, however, to heal a Scout when he drinks Crit-a-Cola, as this increases his damage significantly, and the healing will make up for the added damage he receives. Also, a Scout using the Baby Face's Blaster provides a huge boost of speed. This is especially useful for an objective-oriented Medic, so give him back-up while he captures the Intelligence or a control point.
- Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid death, especially because it will build back quickly.
- Spreading out the Megaheal is also viable, despite the 0.5- seconds when spreading the Megaheal, due to being able to regain the Megaheal easily.
- Because this weapon cannot Overheal past 125%, this means you miss the threshold for slowing the rate at which you build ÜberCharge (142.5% Overheal). With no other factors in play, you will typically build ÜberCharge with this weapon faster than the Medi Gun or the Kritzkrieg, and you can be somewhat laxer in healing surrounding teammates; even sticking to just one patient (pocketing) will still build the ÜberCharge in a short span of time. Keep in mind that this is a minor bonus and doesn't negate the advantages the other two weapons bring to the table. Keep your teammates in good shape all the while.
- It is advised not to stick to one patient. Because of the Quick-Fix's fast healing, use it to heal your whole team.
Vaccinator
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Duration | Charge Speed | Maximum Charge Time | |
Craft Vaccinator |
24 health/sec | 72 health/sec | 75% resistance to a selected damage type | 2.5 seconds/resistance | 4.175%/s | 24 s |
The Vaccinator is a craftable secondary for the Medic. It has a 67% faster ÜberCharge rate while healing non-overhealed players, and a 66% slower ÜberCharge rate when healing overhealed teammates compared to the Medi Gun. Using the Special Attack key allows the Medic to cycle through damage resistance types, which switch in order to Bullet Damage, Explosive Damage, and Fire Damage. Both the Medic and his heal target are provided 10% resistance to the selected damage type. The Vaccinator's ÜberCharge provides 75% resistance to a selected damage type for 2.5 seconds, and does not require that the Medic continue healing the patient for the resistance to last. ÜberCharge rate is boosted temporarily when you or your patient are damaged with the resisted damage type. As a drawback, it overheals at a 66% slower rate compared to the Medi Gun.
- The Vaccinator builds ÜberCharge at a very fast rate when healing injured players. If paired with the Overdose, you can easily build an ÜberCharge and then use the Overdose's ÜberCharge-based speed boost to your advantage.
- The Vaccinator discourages overhealing teammates, and in place encourages healing hurt players. With a fast charge during this, try ÜberCharging healthy teammates to 'keep a tab' on them while you focus on healing injured and needy people.
- Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance, because all classes except for the Demoman have a bullet weapon in their stock loadouts, and many bullet weapons strike instantly, meaning that it’s too late to switch once the enemy starts firing. If you feel there is a high chance of a Pyro or Demoman ambush, you can switch to fire or explosive resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.
- By the bullet resistance mechanic, almost every type of damage except for fire, explosive, and melee is resisted, making bullet resistance the broadest category.
- Keeping bullet resistance active also means you can quickly switch to either flame or blast resistance if need be, which strengthens the boon of staying on bullet resistance.
- Keep in mind that when healing a fully overhealed Heavy with bullet resistance, he can survive a fully-charged headshot from any Sniper not using the Machina. You as a Medic can also survive any fully-charged bodyshot or uncharged headshot.
- Note, however, that having the Vita-Saw equipped still leaves you vulnerable to a fully charged Machina bodyshot and uncharged headshots.
- If an enemy Sniper is causing trouble, considering ÜberCharging a friendly Sniper to safely take care of the threat. As Headshots are considered critical hits, the Vaccinator's ÜberCharge can aid your Sniper in killing the enemy. The enemy Sniper can do almost nothing against you, but keep in mind that you will have a slower ÜberCharge rate when Overhealing, so make the action quick!
- Activating ÜberCharge on yourself can also ensure a safer escape from enemy Snipers if you have no other teammates!
- The Vaccinator provides absolutely no protection against melee weapons. While healing a patient, stay away from classes with strong melee weapons like enemy Scouts, Demoknights, and Soldiers with the Market Gardener, who can kill you in the same number of hits as if you were not resisted. Communicate with your healing targets to prevent dying to a melee attack.
- The Vaccinator generates ÜberCharge at an extremely fast rate while blocking damage, and can continue to generate ÜberCharge even when using its own ÜberCharge. Furthermore, damage blocked by an ÜberCharged patient counts towards the boost, even if the Medic is healing another patient at the time. With clever use, these factors can be used to almost perpetually have an ÜberCharge at the ready for when it's needed, even while guaranteeing small skirmishes go in your team's favour.
- The Vaccinator can be considered an 'end-game Medic' due to its complexity, knowledge, and focus required to run it. In the Gun Mettle Update, the skill ceiling has been arguably multiplied. A notable change being that you can switch resistances while ÜberCharging, and keep your resistance no matter what during those 2.5 seconds.
- Use the Vaccinator to prevent incoming damage, similar to a normal ÜberCharge. Judge what is the biggest threat to your patient and act accordingly (i.e. if you face 2 Soldiers and 1 Scout, Übering a Blast Resistance and switching to passive Bullet Resistance is key to survival).
- If your patient is near death, it probably is not worth using all your ÜberCharges to defend from multiple sources. However, follow the above tip and judge how much damage your patient can withstand (i.e. facing a Pyro, Scout, and 2 Soldiers will end badly; ÜberCharge Blast or Fire Resistance and escape).
- If you plan to keep healing a teammate with others around, it may not be worth ÜberCharging them. Instead, ÜberCharge nearby teammates to protect them, and return to your pocket. You can protect other friends while still remaining on your main patient (with the option to ÜberCharge if need be).
- In the rare possibility that you encounter someone cheating, the Vaccinator is potentially your greatest weapon against them. Typically, those who cheat use an aimbot on hitscan classes such as the Sniper, Heavy, or the Spy with an Ambassador. The bullet resistance the Vaccinator provides can give your patient the edge needed to outperform the cheater and secure victory for your team.
Melee Weapons
Bonesaw + reskins
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Stock Bonesaw |
0.8 seconds | 65 | 195 | |
Promotional Saxxy |
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Drop Conscientious Objector |
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Promotional Frying Pan |
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Promotional Freedom Staff |
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Drop Bat Outta Hell |
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Drop Ham Shank |
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Achievement Necro Smasher |
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Uncrate Crossing Guard |
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Uncrate Festive Bonesaw |
- The Bonesaw has more front-loaded damage than the Syringe Gun but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.
- When Spy-checking teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them or other flankers.
- As it is with most other classes, your other melee weapons provide utility benefits that the straight damage and speed of the stock Bonesaw just cannot match. Use another weapon if you can.
- You are faster than most other classes; your greater agility in combat can put you at an advantage. That being said, it's a bad idea to engage in any real sort of combat, so avoid melee combat if possible.
Ubersaw + reskins
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Unlock Ubersaw |
0.96 seconds | 65 | 195 | |
Uncrate Festive Ubersaw |
0.96 seconds | 65 | 195 |
The Ubersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw, but will add 25% to the ÜberCharge meter for each successful hit.
- The Ubersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies. However, be aware that experienced Spies may attempt to trickstab you if you try to engage in melee combat with them. If you know an enemy Spy is capable of trickstabbing, it is safer to attempt to use your primary weapon to kill him from a safe distance, or alert one of your teammates and ask them to take the Spy out.
- Your ÜberCharge meter does not increase upon killing a Spy that is using the Dead Ringer. Be sure to keep an eye out for this to see if the Spy is really dead.
- Hitting disguised Spies will not give you ÜberCharge; however, the melee damage will still hurt them.
- The Ubersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of Bonk! Atomic Punch.
- Rather than using the Ubersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
- If fighting an enemy and the ÜberCharge meter is almost full, try to use the Ubersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the stock Medi Gun is being used.
- Using the Ubersaw and the stock Medi Gun in conjunction with another Medic with the same loadout can be very effective. (See Chain Über.) The first Medic can Übercharge the second while the second approaches an enemy with the Ubersaw equipped. Over the course of the Übercharge, the second Medic should aim to get in enough hits to fill his ÜberCharge, allowing himself to grant the first Medic an Übercharge so he can do the same thing. While this strategy can be effective for the first time in a match, players will often quickly wisen up, and counter the synergy with airblasts.
Vita-Saw
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Vita-Saw |
0.8 seconds | 65 | 195 |
- The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 60% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
- Due to being able to retain up to 60% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.
- This will also allow you to move 12% faster with the Overdose, allowing you to reach your team more quickly, compounding the above advantage.
- Remember that if you're killed during an ÜberCharge, up to 60% of what charge you had left will still be retained.
- Avoid using Vita-Saw in game modes that you can't respawn in, like Arena or Sudden Death mode.
- Try using it when teammates are having a big push to save time. Respawning with just 15% of your Übercharge saves about 5 seconds of gaining Über with the Kritzkrieg and 6 seconds with stock Medi Gun at the maximum rate. Remember not to be in direct fire after equipping this.
- It is best to pair the Vita-Saw with the Kritzkrieg, as the Kritzkrieg is the only Medi Gun that does not protect you during a Übercharge.
Amputator
Weapon | Kill Icon | Attack Interval | Damage | Healing | ||
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Point Blank | Critical | On Taunt | ||||
Craft Amputator |
0.8 seconds | 52 | 156 | 75 | ||
Festivizer [[Festivized Amputator|Template:Dictionary/items/festivized amputator]] |
- The Amputator is a craftable melee weapon for the Medic. It allows Medics to perform the Medicating Melody taunt.
- When active, it adds 3 health to regeneration (for a total of 5 health regen) and comes with a 20% damage penalty.
- This weapon negates the Blutsauger's regeneration reduction, allowing for more offensive gameplay.
- Although there is a damage penalty, the regeneration bonus compensates for it, making the Amputator a complete upgrade to the Bonesaw, so use it if it is available to you.
Medicating Melody
Weapon | Healing | Duration | Details | |
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Medicating Melody |
Amputator | 25-75 health | 4.2 seconds | The Medic brings his weapon up to his shoulder, leans on his right foot, and plays a soothing melody, healing all allies within a certain radius while causing them to emit a team-colored glow around their feet. |
- Upon taunting, all teammates within 450 units of the Medic are each healed for 4 seconds at the same rate as healing by the Medi Gun or Kritzkrieg, including Crit Heal.
- The purpose of this taunt is to multiply your healing power when several teammates are injured and are in range.
- Since you cannot overheal with the taunt, do not use it when nearby teammates are not injured.
- An ideal situation for the taunt is when several teammates are close together, are receiving heavy fire or melee, and you have a safe place to taunt that can reach them all.
- Always use the taunt when behind cover rather than out in the open or in an easily ambushed place.
- Remember that it cannot heal "around corners."
- The deeper you hide, the less of an area you can cover with your healing.
- Only use the taunt when teammates are not moving out of range; if they are moving away, it's better to keep using the Medi Gun.
- Unlike the Crossbow and the Medi Gun, you cannot miss your teammates; connection is automatic to all teammates in range, including any that enter the range during the taunt.
- Since you do not need to be facing your teammates at the beginning of the taunt, you can be looking behind you for Spies and other flankers.
- During your taunt, you have 4 seconds to rotate your view and monitor the tactical situation and judge whether you should repeat the taunt, move, and/or switch weapons.
- The healing from this taunt does build ÜberCharge, but at a slow rate (approximately 1% per 50 health recovered). Do not rely on this for a source of Charge; a Scout on the brink of death only contributes 2-3% Charge over the duration of the taunt.
Solemn Vow
Weapon | Kill Icon | Attack Interval | Damage | |
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Point Blank | Critical | |||
Craft Solemn Vow |
0.88 seconds | 65 | 195 |
The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' ÜberCharge meters, at the cost of a 10% slower swing rate.
- The Solemn Vow offers the ability to see enemy health, as a Spy can. You can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
- If an enemy Medic is spotted, it may be worth communicating what amount of Übercharge he has at the time. This ability can also help prioritize killing him first, or his patient.
- The Solemn Vow is, therefore, most useful when actively using a microphone to communicate with your team. Otherwise, it may be better to use an alternative melee weapon so you aren't losing potential bonuses.
- The Solemn Vow can also be useful for judging whether to flee or fight. It might be worth finishing off an enemy with a few quick needles or a melee strike, if their health appears low enough, rather than let them live.
- The 10% reduced attack interval makes the Solemn Vow slightly less ideal for melee attacks than the Bonesaw. Use the ability to see enemy health to determine if melee-fighting is worth this slight disadvantage or not.
- Otherwise, try using this weapon as a training tool to practice predicting enemy behavior based on their health. Most of the classes will retreat when they have low health; however, some of them may act differently. Doing this will improve your gamesense, and increase your overall survival capabilities.
- An alternative to using this weapon is having a friendly Spy relay enemy health.
- In Mann vs. Machine, all classes can see the health of giants through a health icon. It is therefore advised not to use the Solemn Vow over other choices such as an Ubersaw or Amputator.
Taunt attacks
Spinal Tap
Kill Icon | Weapon | Damage | Duration | Details | |
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Uberslice |
File:Killicon spinaltap.png | Ubersaw | 500 | 4 seconds | The Medic throws his coattails back and enters a combat pose before thrusting his Ubersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge. |
- Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.
- This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player, but it will still give 100% ÜberCharge.
- Remember that like the Skewer taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.
- Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosion blasts, air blasts, or simple momentum gained by the enemy may move you or the target outside of the kill zone before the retraction animation.
- This is best used when teaming up with a Heavy with the Holiday Punch, as any hits from that weapon that hit an enemy in the back or are critical hits will force the enemy to perform the Schadenfreude taunt, giving you a chance to perform this without interruption. Try to do this on enemies separated from the rest of their team.
- If you find an unguarded, active Teleporter exit, then you can use this taunt in front of it to kill the next player to use the Teleporter and get full ÜberCharge. Be careful when positioning yourself, or you could be telefragged instead.
- Note that this taunt has a very long range.
- Using this taunt in a small entrance can almost guarantee a successful taunt kill.
- Remember that the Medic speaks during this taunt, which can alert foes to your presence.
Weapon combinations
Example Combinations | |||
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Combo | Usage | ||
One of the most commonly used setups, and generally the best for most situations. A Medic with this setup should focus on healing teammates and keeping them in combat, rather than fighting the enemy directly. The stock Medi Gun is the most versatile of the 4 Medi Guns, as it gives the team access to default ÜberCharges. Because you won't be focusing on direct combat, the stock Syringe Gun and Crusader's Crossbow are good choices, as they give the user a good health regeneration rate, and the latter provides utility in the form of long range healing. Finally, the Ubersaw can be used to build ÜberCharge off of unaware players, vulnerable Spies, or flanking classes that get too close. | |||
This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 20% charge after death makes up for the Medi Gun's relatively slower charge-up time compared to the Kritzkrieg. While the Vita-Saw reduces the Medic's maximum health by 10 HP, Vita-Saw does not share the Ubersaw's drawback of a slower attack rate. However, the Medic cannot build ÜberCharge by attacking enemies with melee attacks, so try to avoid combat whenever possible. 10 HP can also make quite a difference, as minuscule as it may seem, so if you want the best possible chance for survivability, stick with the stock Bonesaw. The Overdose ensures that you'll be able to move faster when having a greater ÜberCharge, enabling you to move faster to heal your team. | |||
This combination is more suited to an offensive Medic, though not necessarily for offensive pushes. The Kritzkrieg builds up its charge 25% faster. The Blutsauger provides health benefits for engaging in combat and is thus more useful to a more offensive Medic. Because the excelled Kritzkrieg charge, the Solemn Vow's relatively faster swing speed makes it more viable for direct combat when compared to Ubersaw, as well as identifying weakened enemies to finish off. However, players who wish to focus even more on offensive combat can use the Ubersaw to build up ÜberCharge faster. In Mann VS Machine, most of the Mediguns are considered superfluous, as the stock Medi Gun's Uber can be purchased in a canteen (and shared with your teammates via the Canteen Specialist upgrade), and the Quick-Fix's healing rate can be easily matched with Healing Mastery, without the detriment of having 50% max overheal. One of the few ÜberCharges that can't be easily duplicated via upgrades is that of the Kritzkrieg, due to its increased recharge rate and ability to give a decent duration of critical hits, with no real negative downsides. Since the primary and melee weapons are often left without upgrades, their use is more based on versatility. As such, the Blutsauger can be used in a pinch to quickly regain lost health, with the downsides of the Blutsauger being negated by the Healing Mastery upgrade for the Medi Gun. For the Melee slot, the Ubersaw is by far the most preferred, since striking an enemy returns 25% ubercharge rate, thus allowing the Medic to give his team critical hits more often. However, this weapon is best used against stragglers, as the Medic's not a good class for close-quarters combat, especially in MVM. | |||
This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the Medi Gun and the Ubersaw while attacking. The use of Ubersaw can help build up ÜberCharges, and if used skillfully, allows players to extend their ÜberCharge durations significantly. | |||
This combination is suited to a Medic who wants to go to direct combat with lone enemies like Pyros. The Ubersaw, on hit, can give you a Vaccinator Übercharge, which can be used as a shield. The Blutsauger can be used when retreating. The downsides are that the Vaccinator can't give you resistance to a specific damage type (unless you're healing another friendly player), and that you can't cope with more than one enemy. | |||
This setup is ideal for greatly enhancing the firepower of the team while allowing Medics to focus on healing rather than combat. The combination of the Syringe Gun and Vita-Saw gives players survivability and the ability to retain part of an ÜberCharge meter without forcing them to engage an enemy for either. The faster charge rate of the Kritzkrieg and the ability to retain charge on the ÜberCharge meter after death allows Medics to deploy Kritzkrieg ÜberCharges very quickly. If the player is killed in the middle of a Kritzkrieg ÜberCharge, the remainder (up to 20%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well. | |||
The Clinical Trial
This is the Clinical Trial setup, good for a support Medic who wishes to heal people quickly and effectively. The Overdose is not a good weapon for personal defense due to the damage penalty. Instead, use its passive effect to quickly run to injured teammates after attaining a full ÜberCharge. The Quick-Fix is useful for quickly healing multiple patients because of its speedy healing rate. Though the Quick-Fix is unable to provide invulnerability, the greatly increased healing rate and loss of knockback allows it to excel at quickly destroying sentry nests, or taking out large groups of enemies. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your patient to kill. | |||
The Medieval Medic - with Quick-Fix
This setup is useful for an offensive, mobile Medic who focuses on healing as many teammates as possible using all three of his weapons. A Syringe Gun is not necessary, as you will not need to defend yourself at close range if you are keeping with your teammates. When your patient is at full health, you can take the opportunity to shoot a few crossbow bolts at long range toward your teammates and then resume healing your nearby patient. Taunting with the Amputator can provide healing for everyone nearby at the expense of ÜberCharge build. The Quick-Fix gives you a significantly increased healing rate and the ability to speed up to or explosive-jump with your patient, so you can support even your fastest teammates. | |||
This setup is for a support Medic who focuses on healing and deploying ÜberCharges as quickly as possible, at the cost of minimized personal defense. The Medic can hit enemies a few times with the Ubersaw, before switching to the Overdose to use the speed boost to escape. Once your Übercharge is built, this is the preferred setup for a Chain ÜberCharge. One Medic can ÜberCharge another, which attacks enemies with his Ubersaw to build up his ÜberCharge, and then the medics switch roles. The Overdose is helpful, as during a Chain ÜberCharge you are likely to have some charge built, so you can switch to it to chase down fleeing enemies. | |||
This setup focuses entirely on speed, not granting a Medic much direct strength or survivability. The Quick-Fix rapidly gains ÜberCharge, incidentally healing allies much faster than other Medi Guns, as well as pulling you alongside with Scouts, or launching you with jumping Demomen and Soldiers. The Overdose allows you a higher degree of mobility, complimented by the rapid gain of ÜberCharge and thus speed that the Quick-Fix gives. Should you perish, the Vita-Saw will allow you to roll out faster by retaining 20% of your unused ÜberCharge to power your Overdose. This can make you a good companion for a Scout, as the Overdose and Quick-Fix allow you to keep pace with him, and the Vita-Saw potentially allows you to catch back up to him faster upon respawning. With the addition of the Quick-Fix being able to overheal, and this applying to the deploying Medic, the health reduction of the Vita-Saw can be temporarily overcome. | |||
This set up focuses on defense from a specific damage type. The Vaccinator provides the Medic and its teammate a 10% resistance from a select damage type, a 75% resistance when ÜberCharged, and a 25% heal from the matched damage taken. Having the ability to build an ÜberCharge at a 50% faster rate then normally, paring this weapon with the Overdose enables you to efficiently use the speed boost provided to quickly get to teammates. Having 4 separate ÜberCharge times, a Medic is able to quickly deploy an ÜberCharge at any time if the meter is filled over 25 percent. This provides an immediate defense from any enemies that may be lurking. The Solemn Vow allows you to see enemies health, thereby enabling you to make a decision whether a short or long ÜberCharge is necessary. However, if the ability to see enemy health is not your priority, simply stick with the Bonesaw, as it benefits without the 10% slower firing speed the Solemn Vow is stuck with. | |||
Unless marked with a †, all weapons can be substituted with reskins. |
See also
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