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Makko
04-16-2014, 02:21 AM
If your going to survive your going to need a combat medic

Somone who can can sit in a position, and steadily use the stingray. While the team deals dps.

Ive a few ideas, he should have lots of protection/ammo spikes.. and lots of medic perks. Also, stun grenades!!!!

would love to hear your medic builds for expert.. ive a few ideas, lets hear yours

Atticus Batman
04-16-2014, 02:37 AM
If your going to survive your going to need a combat medic

Somone who can can sit in a position, and steadily use the stingray. While the team deals dps.

Ive a few ideas, he should have lots of protection/ammo spikes.. and lots of medic perks. Also, stun grenades!!!!

would love to hear your medic builds for expert.. ive a few ideas, lets hear yours

I have a combat medic build. His Arkspanner (http://www.defiancedata.com/item.php?id=207) and emc shotgun both have sawbones synergy (http://www.defiancedata.com/synergy.php?id=13#channel=f2c696f3fc9a4ce&origin=http%3A%2F%2Fwww.defiancedata.com). Of course they came from the Paradise Vendor, which no longer contains those guns or that synergy. So they are now antiques. Good thing I got them already, since they are now more useful. :p

firemist
04-16-2014, 04:19 AM
Actually did just that doing Island at expert level and it did work well. We often play as a group of 4 and one of us was yielding a Stingray and a boomer (me) and the results were good enough to support this tactic until it s proven wrong. It does require that one player will obtain less points, but the difference is really worth it.

Xaat Xuun
04-16-2014, 06:13 AM
I've been wanting to do a combat-Medic load out for a while, was waiting till I reached 1500 EGO to unlock 5th loadout slot, but 1.5 patch unlocked it for me

I'm still looking at what perks would work best for this, so this thread I'll be keeping a eye on

I'll need to get back in the game to see what I have selected so far, and what the Stingray Stats/attributes are. I'll do that sometime tomorrow/today, after some sleep
I do know I'm running with Protection Spikes and Armor repair stims, (I can't heal if I'm dead all the time due to no shields)

I wish 'All in One' perk worked for team and not just Group, would help cleaning up that floor during Warmaster fun

perks I di recall I'm using are :
Cellular Armor - You take less damage - Take 6% less damage
Blast Shield - Reduce the range at which explosives hit you -45% range
Fortified Stance - You take less damage while standing still - Take 15% less damage
cannot recall what the rest are except for Using Blur , thought behind that was getting around quicker to revive, and maybe getting more heals in to others

Tsort
04-16-2014, 06:17 AM
cannot recall what the rest are except for Using Blur , thought behind that was getting around quicker to revive, and maybe getting more heals in to others
I'd rather use decoy in most situations, to avoid getting killed while reviving. The decoy "jump" can also allow you to move a little quicker.

Xaat Xuun
04-16-2014, 06:25 AM
Decoy is the only EGO I don't have. I was planning on starting to add points to it, but instead going after the Radiation perks, then I'll go grab me a Decoy . . not familiar with Decoy use, but sounds like a good plan

Xaat Xuun
04-17-2014, 05:41 PM
what are the thoughts on the perks Time Out (http://www.defiancedata.com/ability.php?id=76) & Pumped Up (http://www.defiancedata.com/ability.php?id=57), for the Combat-Medic ?


I finally finished getting the slots added to my Stingray, any thoughts which attributes I should add when filling the Slots ? (see image to see what I'm working from)

Deunan
04-17-2014, 05:58 PM
I'd rather use decoy in most situations, to avoid getting killed while reviving. The decoy "jump" can also allow you to move a little quicker.Combat Medic and Samaritan will increase your survivablity while reviving. I was able to revive players without getting killed on the upper floor of the Major Arkbreak with Ark Volge attacking me. With dynamic scaling your decoy has even less survivability. There also might be a possiblity that the game might count your decoy as another player in the Threat Level formula. I'd rather use cloak for the instant shield regeneration.

Xaat Xuun
04-17-2014, 06:47 PM
oh nice choices for upper floor Ark breaks, Combat Medic (http://www.defiancedata.com/ability.php?id=8) and Samaritan (http://www.defiancedata.com/ability.php?id=63) .. I wonder if using Hunker Down (http://www.defiancedata.com/ability.php?id=30) would work while reviving as well , since you're crouched while reviving ??

Should a few perks still be towards damage , for a combat-Medic Loadout ? or strictly defense/protection ?

Blur has helped me in Major ArkFalls for reviving those scattered. I can see how Cloak would work for the ArkBreaks

PTR47
04-17-2014, 10:17 PM
I think I'm going to try the following for my healing/CC build:

Loadout:
Spanner
Shanjifyo Blade

Flashbang Grenade
Protection Spike
Brawler Stim

Abilities:
Decoy

Self-Medicated - Increase the recharge of your self-revive +45%
Turn The Tide - Reviving another player recharges your self-revive +45%
One for All - When you revive a group member, other group members are also revived +75m
Combat Medic - You take less damage while reviving another player -45%

Rear Guard - Take 15% Less Damage
Thick Skinned - You gain 4 plates of ablative armor when your shield breaks
Detachment - On a kill, you gain ablative armor for 3 seconds +3 plates

Intimidation - You deal more damage to enemies that are flinching +75%
Hyperactive - On a melee kill, you move faster for 5 seconds +45%

(EDIT: changed Phoenix Boost to Combat Medic)

Xaat Xuun
06-08-2014, 05:09 AM
this is my current Combat/Medic build
Combat/Medic 6 8 14 - Loadout on Defiance Data (http://www.defiancedata.com/loadouts.php?n=Combat/Medic%206%208%2014&pwt=2&pwm=43&swt=4&swm=57&p=84&p1=73&p2=63&p3=8&p4=11&p5=7&p6=24&p7=5&p8=75&p9=27)
Protection Spikes
Armor repair Stim
Flashbang Grenades (helps for escaping trouble, also I rarely use grenades with this build)
I forgot to take note on which shield, but I think it's a Respark regenerator
7023

mostly just use this during Major Arkfalls, haven't really tried it any where else, not that I haven't, just mainly the Arkfalls.

I think I'll swap out Fortified Stance for something else, I don't actually stand still

Deirachel
06-08-2014, 11:30 PM
PTR:

One perk that can come in handy which seems left off is Gunslinger. It seems to increase healing when you hit the people in the head with it on your loadout, but DON'T sacrifice something more important for it. (I'd swap it for Intimidation, myself.)

Griffix8
06-09-2014, 12:17 AM
This is an old thread...

Xaat Xuun
06-09-2014, 02:09 AM
PTR:

One perk that can come in handy which seems left off is Gunslinger. It seems to increase healing when you hit the people in the head with it on your loadout, but DON'T sacrifice something more important for it. (I'd swap it for Intimidation, myself.)

Gunslinger was more for the CS-X Cluster shot, never thought too much into it as adding crit heals. but Intimidation could work there too. .. I'll give it a shot
I don't actually have any one I can test these ideas with . . so it's more a trial and error as I Pug along