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[Investigator, Ifrat ß & Demon Yamada 1 <Common>] CCG Field-Medic (PvP Build)
#1
Difficulty rating: Easy
(based on the amount of time and effort that is required to properly learn to play)

OVERVIEW
An updated version of the Field-Medic, allowing you to keep your self and teammates alive

SLOT VARIANTS
Swap one of Hollow lll skill-set to apply more Range Damage

USAGE
  • You start off with 3 Med-kits, and gain 3+ more when you obtain one!
  • Stick with the Team as much as possible, since you have high healing speed Ghoul's will try to kill you A.S.A.P!
  • You want to use Ifrat ß & Abksol ß for up-close combat, press square 4 times then wait for the animation to be almost finished, then press circle
  • You should only use Demon Yamada 1 <Common> when you are not in a fight, press the circle button, this will created a small slash on the ground. Any Ghoul hit by this will be pushed back by a little bit.
  • When you are unable to use Demon Yamada 1 <Common> circle attack, use Hollow lll to keep Ghoul's from killing your team mates!
  • Avoid fighting for too long, as you may get a super attack from behind! This will one-shot you
COUNTERS
Anything that can one-shot you
You may accidentally heal another team-mate/yourself!
You may be targeted by the opposing team (Ghouls) after a few rounds!

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#2
Yes! This looks somewhat better than previous one with some sustainability.
Thank you very much.
AEG | Jotaku [Image: HW57OUL.png]
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#3
I kinda think developers should merge medkit time reduction & refill rate + 1 & capacity + 2 together. Healer just needs enough medkits as healer. So in total double reduction and +2 refill and can handle total 9 medkits.
AEG | Jotaku [Image: HW57OUL.png]
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#4
(03-21-2020, 05:48 PM)Jotaku Wrote:  I kinda think developers should merge medkit time reduction & refill rate + 1 & capacity + 2 together. Healer just needs enough medkits as healer. So in total double reduction and +2 refill and can handle total 9 medkits.
I would make a combat medic for campaign with the "temp. Att. and Def." but the healing speed is recused to 35% and its rather difficult to do a full heal unless they are doing a super attack, follow-up attack or grabbed by the enemy
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#5
Great to see actual implementation of eSports game mechanic (support meta) here than making the game just trivial fighting game! 5 stars!
AEG | Jotaku [Image: HW57OUL.png]
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#6
Tested but this one very much lacks medkit number. I think it is rather better to just run around to get medkit and focus on heal rather than fighting. I feel like I don't need to fight at all with this one. So movement speed and more medkit are in need than fighting at all unless I can oneshot them with special move. 

Meanwhile, heal-fire allowed to focus on fighting with safety becuz of knowing that fire will revive me even if I die.
AEG | Jotaku [Image: HW57OUL.png]
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#7
(04-14-2020, 02:55 AM)Jotaku Wrote:  Tested but this one very much lacks medkit number. I think it is rather better to just run around to get medkit and focus on heal rather than fighting. I feel like I don't need to fight at all with this one. So movement speed and more medkit are in need than fighting at all unless I can oneshot them with special move. 

Meanwhile, heal-fire allowed to focus on fighting with safety becuz of knowing that fire will revive me even if I die.
Ok so I did some changed:

Changed the build to be Investigator rather than Quinx (couldn't find any good skill sets)
Applied more Healing Potential with Medkit's (so the player dosen't have to use as much)

Medical Corps skill:
Initial Refill Quantity +2 (Gains 3 Medkit's)
+50 Medkit efficiency (gives more health back to the player)
-20 Health

Sound Teachings skill:
Initial Medkit Quantity (Upon beginning of match): +3
Healing Speed Reduction +35
"The two most important days of your life is the day you are born, and the day you discover... why." -Mark Twain
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#8
Yeah this is lot better than prototype I guess, combining 2 elite skills. Nice job done!
AEG | Jotaku [Image: HW57OUL.png]
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