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[Quinx] Field-Medic (PvP Build)
#1

NOTICE: Is build was based on the PvP match of 3/19/2020.
this build dose not work well in Campaign of healing team-mates
See previous Medic-Build for Campaign mode:  https://www.animeesports.com/showthread.php?tid=888

Difficulty rating: Intermediate
(based on the amount of time and effort that is required to properly learn to play)

OVERVIEW
You can now survive longer and take more hits
You can now provide damage helping the team
Works better if you have a full team (not NPC)
Hollow lll can be used to keep enemy(s) away from an ally that is healing!
Super Attack can be used to get in to fights or out. This also works as a diversion if a team-mate is healing!
70% more Healing speed to you and team!

SLOT VARIANTS
Swap out health for Initial Medkit spawn +5 (Swap out damage 150% to 100%)

DISADVANTAGE
Start off with 0 med-kits (You will need to grab some during the fight)
You may accidentally heal another team-mate/yourself!
You may be targeted by the opposing team (Ghouls) after a few rounds!


Attached Files Image(s)
   
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#2

Yes! This looks somewhat better than previous one with some sustainability.
Thank you very much.
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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.
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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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