Thank you. :)
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I always play a medic role in COOP. Decoy set up and an Overload set up. One for full support and one for combat medic. BMG fully modded and a shotgun with flashbang for full healer so you can take pressure off everyone with decoy, stun groups for 5 seconds with the flashbang, and put buckshot in the faces to get to people. Decoy is also handy with bosses to get to downed group mates so you can teleport to your decoy across the room or get to objectives with it. Spec into anything that prevents damage to you, less damage when reviving group members, faster self revive, revive all group members in 75m when you raise one, less damage when your shield breaks, recharge group shields on your self revive, + Max Health, increase decoy duration, and increase the decoy power to max.
That is my current set up and works wonderfully as a support role. For combat medic, i use overcharge, cluster grenade or incendiary, and an AR if i want to get in and do more damage if the team is handling damage well.