"Field" Medic dps medic pve pvp
Medic Guide by Classix Last update at Mar 25th 2014, 04:29

  • Current Level 0 /50
  • Ability Points 0 /0
  • AMP Points 0 /0
  • Elder Gems 0 /17
  • 0
    /0
    • = Locked by Tier
    • = Unlocked but Locked by Parent
    Max Health Assault Power Support Power
    Brutality 0000
    Finesse 0000
    Moxie 0000
    Tech 0000
    Insight 0000
    Grit 0000
    Strikethrough Chance 0% Critical Hit Chance 0% Critical Hit Severity 0% Deflect Chance 0% Deflect Critical Hit Chance 0%
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    This is a None Actuator dependent, instant casting, PvP Team Player build. What I mean by that is that your main role is to lock down players, zone choke points, and improve ally damage while dealing focused aoe damage. Though you can still melt faces on your own as well, dont get the two confused.

    Main Rotation-

    - its fast damage and starts off with -12% tech damage resistance on everyone you hit for 12 secounds
    - place both of them right on the enemy to start, slowing and starting the damage ticks (remember to aim your mouse well)
    - every enemy in the field will be suffering from a 5 second (and change) from your stun
    - Your main source of damage slap it right on your possibly still stunned opponent
    - Use Discharge to lower Annihilation by 3.75 seconds for every complete Discharge.

    Situation/Exchangeable-

    - Mainly for sustaining self and other and using up Actuators.
    - Best skill for chasing or escaping, I recommend keeping it.
    - Help allys and hinder foes, its an exchangeable skill. I would suggest taking a look at Calm for survival at low hp or Empowering Probes for the teams starting burst.


    DPS Breakdown- This is a multi-hitting build that emphasizes on dealing low damage very quickly in a short period of time. This means a high chance of Deflection but also a high chance of Multiple mini-crits. Best used with armor that has an effect that happens when you score a crit (example: an armor with a 10% knock back with a 1 when you crit.) Avoid facing Engineer tanks if possible since they have many deflecting damage abilities.

    Fissure Damage every 0.25's every 0.75 seconds = 3 hits.
    Expose: Reduces Technology Resistance by 12% for 12s.
    Nulifier Damage every 0.25's for 6 seconds = 24 hits x2 = total 48 hits
    [ Note: I am unsure that if you stack them on top of each other that it would be 3x due to Tier 4]
    Entrampment AMP- Your abilities that root and snare also apply expose, +6.6% damage taken.
    Paralytic Surge Deal Technology damage and Stun 5 foes [1 hit]
    Stun: Prevents any action for 3 seconds and Destroys 1 interrupt armor.
    Annihilation Damage every 0.25's for 2 seconds 2= total 8 hits
    Chemical Burn AMP- Landing a critical Hit on a player Deals 21.6% damage. This damage has a 100% shield pierce. every 1's for 4 seconds. 4 Hit total.

    That's 64 hits in a matter of 7-8 seconds if done right. Granted those hits are low damage, and there is deflect chance and crit change to add in. But your enemy is immobilized for half of the time hes being hit or has to use their cc nullifying skills or mashing F for a cc breakout. Applying a 6.6% damage taken buff and reducing Technology resistance all at the same time is nothing to be laughed at. Paired up with other DPS Medics or DPS Engineers will greatly increase their damage.

    *Pro's
    * Fast damage
    * No real actuator Cost
    * 100% shield Pierce DoT on players
    * Cast and forget damage
    * Damage is non channeled and continuous
    * Buffers ally damage to same foe + crit chance nearby
    * Has a 2 armor interrupt 5.45 second Stun

    *Main Con's
    * Placement dependent skills
    * Cool down/charge dependent
    * Short range/small
    * Easily kite able
    * Tanks with Deflect abilities will trigger
    * Ranged will avoid
    * Only one Strong CC with a long cd

    Would love some feedback and be critical.