Any advice for starting as a Medic?
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- Feb 2, 2013 10:46 am GMTI'll be unfunded and I plan to stay F2P, at least for the time being, until such time as having a paid account gives universal benefits.
But can anyone offer any advice as a newcoming Medic, what I should be focusing on, what skills are worth raising, where I should go and who I should group with, etc?
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My Guitar Hero 3 Wii FC: 4038-8152-2179 - Feb 2, 2013 12:27 pm GMTMedics are good from the get-go. I'd say play the game more yourself so you get an idea of what you want to play before looking up or spending anything.
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Xbox Live GT:ScaryPillow , iHaruyuki TERA:
LoL : ScaryPillow Maplestory: MLGLordly 16x I/L Arch Mage - Feb 2, 2013 12:52 pm GMTWhat's the trading system? Can you trade resources/weapons/armor with other players?
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My Guitar Hero 3 Wii FC: 4038-8152-2179 - Feb 2, 2013 3:59 pm GMTFrom: Foxhound3857 | #003
What's the trading system? Can you trade resources/weapons/armor with other players?
no
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League of Legends - Zantoma
PSO2 JP - Rasmolov @ Ship 10 - Feb 2, 2013 5:13 pm GMTBIadeBIade posted...
From: Foxhound3857 | #003
no
no.
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Xbox Live GT:ScaryPillow , iHaruyuki TERA:
LoL : ScaryPillow Maplestory: MLGLordly 16x I/L Arch Mage - Feb 2, 2013 5:18 pm GMTUpgrading your medic tool at least 2 or 3 levels is essential, and max level should be a priority longer-term goal (next-to-last level isn't hard to get, but after that you can take your time spreading certs around elsewhere for variety). It lets you revive/heal faster, from a farther distance, and the person starts off with more health. Being revived is useful as hell, but it gets seriously annoying when it's by a level 1 tool, especially when they then run off to revive someone else and leave you there with 2 bars of health
You can revive MAX suits, which gets overlooked by a lot of people, but those things have a cooldown and resource cost and they'll love you if you bring them back.
Don't revive people if it's going to get you killed. However, finding someone who'll accept revives despite getting continuously gunned down is easy certs.
You get bonus xp for healing and reviving squad members, so roll with a squad.
The GR-22, H-V45 and Cycler TRV are usually considered the best ARs, but the starting weapons are all solid too (Gauss maybe a bit less so, Cycler a bit more).
Revival grenades are more of a late novelty, but in the right situations (like biolabs or big groups on landing pads getting slaughtered by air) they're cert presses and also hilarious - Feb 2, 2013 6:19 pm GMTDo I upgrade weapons and shields too? I'm wondering if there's a magnum-style pistol I can specialize in.
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My Guitar Hero 3 Wii FC: 4038-8152-2179 - Feb 2, 2013 6:32 pm GMTGo flak for armor pretty much always, upgrading your gun is mostly personal preference and depends on empire too. The GR-22 and Cycler TRV (NC and TR respectively) are only 250 certs, and personally I'd save up for those over blinging out the starter weapons. If you really get a feel for the T1/Gauss/Pulsar though go ahead and build it around your style, there isn't really a single gun that will always be best for everyone. The weapons are generally side-grades, with the starters usually being the jack-of-all-trades choice.
- Feb 2, 2013 6:34 pm GMTThe heavy-hitting pistol for now is the NC's Rebel, and they're eventually going to get a shotgun pistol as well. TR have a three-burst repeater Robocop gun, and will eventually get a fully automatic one. VS have a pew pew laser pistol, and I guess will get another pew pew laser pistol?
- Feb 2, 2013 6:53 pm GMTFlak armor, isn't that basically for explosion damage? Think I'd rather have an armor that boosts health/shields directly?
So, GR-22 and the Rebel Pistol are a good choice for a Medic? Going New Conglomerate btw as my faction.
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My Guitar Hero 3 Wii FC: 4038-8152-2179 - Feb 2, 2013 7:07 pm GMTRebel is a preference thing, since the Mag Shot is a perfectly fine secondary as well, but yeah it's the big boom handcannon right now. If you're using it on its own go for the head, since two headshots will kill, and generally if you're pulling it after not killing someone with your primary one shot anywhere will do it. GR-22 rocks for real, definitely go for it.
I don't remember the exact numbers, but people have broken down Nanoweave and it's mainly useful if you're using a Heavy with resist shield (percentage nonsense), otherwise the percentage increases to health doesn't do a whole lot against the damage values on the bullets hitting you. Meanwhile, a ton of s*** blows up in this game and mitigating that damage is invaluable, especially if you're trying to stay alive as support to keep your side going. And just the first level of flak lets you run over a proximity mine you didn't see without dying, and really, the, "Ha! F*** you!" value of that alone is worth it (also first level of flak on a MAX lets you survive a single C4, which will give you the same feeling against enemy LA's with the added satisfaction when you put shotgun in their face) - Feb 5, 2013 4:11 am GMTFoxhound3857 posted...
Flak armor, isn't that basically for explosion damage? Think I'd rather have an armor that boosts health/shields directly?
So, GR-22 and the Rebel Pistol are a good choice for a Medic? Going New Conglomerate btw as my faction.
Flak armor is better then nano, since most of the time you are lingering behind the others, so your prime concern is explosive damage from grenades and vehicles. Add to this the fact that medic riffles are very accurate and deadly at long ranges - especially with advanced forward grips. (I'm using Reaper DMR most of the time.).
Another advantage of flak armor is that your aoe heal works better with it - since technically you still have the same health.
The only time nano has an advantage when you fight indoors and you are on your own - then by all means.. switch to a shotgun and nano. - Feb 5, 2013 6:18 am GMTThat's another thing, I wouldn't really prioritize the AOE heal ability, but a couple levels into it is cheap, and it's basically a rechargeable restoration kit even if you don't care about using it for a group. Medic really is a crazy powerful, versatile class when it comes to infantry slogs between assault rifles, healing for self and allies, necromancy and C4.
- Feb 5, 2013 7:22 am GMTThe pattern I took with my VS medic was...
AR parts, reflex sight, fore grip and compensator. None of these were necessary, vanu lazy-guns after all, however the reflex sight clears up a lot of the ADS peripheral vision making it easier to target multiple enemies. Med-Tool 1 -> 4 for faster longer range heals and revives. Armor - Nanoweave 1 -> 3, though in hindsight i wish i picked up Flak instead. C4 x 1 for the MAX kaboom and Med-Tool 4 -> Max for super fast healing / revives because I hate being targeted.
IMHO I found that medics are easily the most efficient enemies to combat at medium range. Unless stuck in the open a medic will take cover, pop nanos and be back at full fighting strength for round 2.
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I think we ought always to entertain our opinions with some measure of doubt. I shouldn't wish people dogmatically to believe any philosophy, not even mine. - Feb 5, 2013 10:26 am GMTFoxhound3857 posted...
Do I upgrade weapons and shields too? I'm wondering if there's a magnum-style pistol I can specialize in.
They are aiming to have heavy pistols in the game by March or so.
https://twitter.com/NaniteSystems/status/292107754871586816/photo/1
That's a picture of one they're working on, I'm very excited for them
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http://us.battle.net/wow/en/character/kiljaeden/pengalor/advanced - Feb 5, 2013 3:51 pm GMTIf you want to experience farm... Grab the Revive Grenades first thing and upgrade your med gun to L3 (priority is medgun) and put a couple points in the aura. Then hop into big battles.
Make two profiles, one with frag grenades and one with revive so you can farm points flexibly. Frags for when you've got a few medics on duty. Revives when you're the only one on duty or during some suicide zerg rush (you should be getting at least two players with it in order to make it count).
I don't know how good Heal Grenades are for experience farming or practical use, so meh. You've got a healing aura which comes back pretty fast.
The default med gun is pretty legit. So stick with that for as long as possible. - Feb 6, 2013 1:33 am GMTThe_Pup posted...
The default med gun is pretty legit. So stick with that for as long as possible.
Well it's okay from level 3. Until then it's healing slowly and reviving at very low health - so you just get them killed again or you are stuck healing them up to 100%. Btw. reviving is counting as healing and you get XP based on healed health, so the quicker you do that, the more efficient you are.
Ofc.. there is a cap on heal XP, so after 3-4 revives or equal amount of HP healed, you'll get no XP at all. Then it's time to do some fighting and with 1-2 enemies bagged you can continue healing for XP for a while again. Getting shot and respawning resets the heal xp limits as well, so the only time it is unadvised getting into fights is when you are in a squad very dependent on you - like 5-6 maxes and only 2 medics, with the rest taking engineer spots for repair and ammo refill duties. - Feb 6, 2013 10:47 am GMTmimycri posted...
The_Pup posted...
The default med gun is pretty legit. So stick with that for as long as possible.
Well it's okay from level 3. Until then it's healing slowly and reviving at very low health - so you just get them killed again or you are stuck healing them up to 100%. Btw. reviving is counting as healing and you get XP based on healed health, so the quicker you do that, the more efficient you are.
Ofc.. there is a cap on heal XP, so after 3-4 revives or equal amount of HP healed, you'll get no XP at all. Then it's time to do some fighting and with 1-2 enemies bagged you can continue healing for XP for a while again. Getting shot and respawning resets the heal xp limits as well, so the only time it is unadvised getting into fights is when you are in a squad very dependent on you - like 5-6 maxes and only 2 medics, with the rest taking engineer spots for repair and ammo refill duties.
Err... I meant Assault Rifle in that post.
And heal limits? That's new. - Feb 6, 2013 1:43 pm GMTFoxhound3857 posted...
Flak armor, isn't that basically for explosion damage? Think I'd rather have an armor that boosts health/shields directly?
So, GR-22 and the Rebel Pistol are a good choice for a Medic? Going New Conglomerate btw as my faction.
I just want to chime in here and mention that nanoweave (the health boosting suit upgrade) is pretty much useless on a Medic. The math says nanoweave lets you take one more bullet at rank one and is basically the same up until level 4/5 (when you can take two extra bullets from long-range shots where damage dropoff occurs).
However, the heal over time from the nano-regen device does the exact same thing (pushes you over the one bullet threshhold - weapon damage values are based around a target having 500 HP / 500 shields besides infiltrators). Maxed nanoweave gives you +125 HP, but that's still less than one total bullet's worth of damage (unless you're being hit from long range or being hit by the new TR SMG). Flak is, in almost all cases, more usable.------
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- Feb 7, 2013 2:28 am GMTThe_Pup posted...
Err... I meant Assault Rifle in that post.
And heal limits? That's new.
Yea there is a cap at getting XP from heals. I've never counted it, but I've got medic tool at lvl 4 and I do lot's of revives and heals in zergs, so I've very quickly learned about this. So basically after a certain amount of XP from healing (or revives) a ratio system kicks in and you need to start balancing it with other sources.. mainly killing.
The same is true for infiltrators, who stop getting XP from hacking after 3-4 terminals/ turrets.
On the other hand I haven't encountered such limitation on engineers when repairing.
Still.. their ammo supply will also stop giving XP to you from individual players after they've used it too much.
I assume this is all there to make boosting more inconvenient.
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