Difference between revisions of "Community Medic strategy/pt-br"
m (Auto: WordFilter(Sobrecarga/Übercharge -> ÜberCarga), WordFilter(Syringe Gun -> Arma de Seringas), WordFilter(Medi Gun -> Arma Médica), (Content filters applied to links) (Review RC#918925)) |
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{{Quotation|'''The Medic''' on "accidental" malpractice|Eu irei ver através de seus ossos!|sound=Medic_taunts05.wav}} | {{Quotation|'''The Medic''' on "accidental" malpractice|Eu irei ver através de seus ossos!|sound=Medic_taunts05.wav}} | ||
− | Como um [[Medic/pt-br|Medic]], seu objetivo principal é manter seus parceiros de equipe vivos usando a [[Medi Gun/pt-br| | + | Como um [[Medic/pt-br|Medic]], seu objetivo principal é manter seus parceiros de equipe vivos usando a [[Medi Gun/pt-br|Arma Médica]]. O Medic é capaz de dar invulnerabilidade através do uso da [[ÜberCharge/pt-br|ÜberCarga]]. Essa habilidade é de grande valor para o time tanto ofensivamente quanto [[defense/pt-br|defensivamente]], e pode mudar toda a batalha. |
{{TOC limit|3}} | {{TOC limit|3}} | ||
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* Tente estar curando alguém todo tempo. Você nao está preparado devidamente para sobreviver a um combate direto com qualquer outra classe. | * Tente estar curando alguém todo tempo. Você nao está preparado devidamente para sobreviver a um combate direto com qualquer outra classe. | ||
− | * O [[ÜberCharge/pt-br| | + | * O [[ÜberCharge/pt-br|ÜberCarga]] ainda é carregada quando seu alvo está com vida cheia, quando está [[Healing/pt-br#Sobrecura|sobre curado]], porém ela carrega-se mais lentamente. |
* Mantenha movimentos constantes e imprevisíveis e sempre estar ciente de sua volta. Inimigos inteligentes terá como alvo Medics sobre as sua função de curar. | * Mantenha movimentos constantes e imprevisíveis e sempre estar ciente de sua volta. Inimigos inteligentes terá como alvo Medics sobre as sua função de curar. | ||
− | * É preferível que se use a | + | * É preferível que se use a ÜberCarga prematuramente, mesmo não tendo parceiros de equipe na área, ao invés de morrer e perdê-la. Isso irá te dar uma change de se reagrupar com o time e curá-los mais rápido do que o tempo de reaparecimento. |
==Estratégia geral== | ==Estratégia geral== | ||
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* Muito mais que as outras classes, tornar-se um Medic efetivo depende da boa comunicação com a equipe. Você deve se comunicar com o jogador que está curando sobre perigos avistados e Spies inimigos, assim eles usam da informação passada para resolver o problema. | * Muito mais que as outras classes, tornar-se um Medic efetivo depende da boa comunicação com a equipe. Você deve se comunicar com o jogador que está curando sobre perigos avistados e Spies inimigos, assim eles usam da informação passada para resolver o problema. | ||
− | * A feixe de cura da [[Medi Gun/pt-br| | + | * A feixe de cura da [[Medi Gun/pt-br|Arma Médica]] pode curar alvos a uma longa distância desde que você tenha uma linha direta de visão para seu alvo de cura. Isso permite a você curar alvos que estão a te encobertar. |
− | * Uma vez que a | + | * Uma vez que a Arma Médica esta travada em seu alvo, você pode virar para qualquer direção sem interromper a cura. Isso o deixa livra para observar emboscadas de [[Spy/pt-br|Spies]] ou emboscadas em geral, como os Medics são o alvo prioritário dos inimigos. |
===Estratégia de Combate=== | ===Estratégia de Combate=== | ||
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* Caso isolado com um inimigo, atire seringas enquanto desvia de seus projéteis. Então, quando suficientemente perto, procure matá-lo com uma serra de ossos. | * Caso isolado com um inimigo, atire seringas enquanto desvia de seus projéteis. Então, quando suficientemente perto, procure matá-lo com uma serra de ossos. | ||
− | ===Estratégia de | + | ===Estratégia de ÜberCarga geral=== |
− | * Sua prioridade é carregar e concluir [[ÜberCharge/pt-br|sobrecargas]]. Uma | + | * Sua prioridade é carregar e concluir [[ÜberCharge/pt-br|sobrecargas]]. Uma ÜberCarga can make a push, and can be used to break through Sentry Gun nests that are otherwise impenetrable. |
* The ÜberCharge meter fills faster if you're is healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves ([[Soldier]]s and [[Demoman|Demomen]]) can be a tremendous help when out of combat. (Note that during the [[Setup]] phase, charge rate is maximized regardless of the heal target's health, as long as no two Medics are healing the same heal target.) | * The ÜberCharge meter fills faster if you're is healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves ([[Soldier]]s and [[Demoman|Demomen]]) can be a tremendous help when out of combat. (Note that during the [[Setup]] phase, charge rate is maximized regardless of the heal target's health, as long as no two Medics are healing the same heal target.) | ||
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* Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when many other teammates are nearby and strike as a team. | * Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when many other teammates are nearby and strike as a team. | ||
− | * While under the effects of an ÜberCharge, it's possible to change | + | * While under the effects of an ÜberCharge, it's possible to change Arma Médica targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a very short period. |
** Note that this drains the ÜberCharge faster than an ÜberCharge on only one person. | ** Note that this drains the ÜberCharge faster than an ÜberCharge on only one person. | ||
== Weapon Specific == | == Weapon Specific == | ||
===Primary Weapons=== | ===Primary Weapons=== | ||
− | ====[[ | + | ====[[Arma de Seringas]]==== |
{| class="wikitable grid" width="100%" style="text-align: center;" | {| class="wikitable grid" width="100%" style="text-align: center;" | ||
! class="header" width="17%" rowspan=2 | Weapon | ! class="header" width="17%" rowspan=2 | Weapon | ||
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|} | |} | ||
− | * Despite each syringe dealing weak damage, the | + | * Despite each syringe dealing weak damage, the Arma de Seringas has a very fast rate of fire and quick reload time, which can add up to a surprising amount of damage on enemies. |
− | * The | + | * The Arma de Seringas's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage. |
** The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing. | ** The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing. | ||
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** The Crusader's Crossbow cannot overheal teammates. | ** The Crusader's Crossbow cannot overheal teammates. | ||
− | * The Crusader's Crossbow is completely different from both the | + | * The Crusader's Crossbow is completely different from both the Arma de Seringas and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. It functions very similarly to the Sniper's [[Huntsman]], so try to use it in the same way. However, remember that unlike the Huntsman, the Crusader's Crossbow cannot deal [[headshot]]s and takes longer to reload. |
* When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away. | * When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away. | ||
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* If a teammate needs healing but it's dangerous to reach him, using the Crossbow might be a good idea. | * If a teammate needs healing but it's dangerous to reach him, using the Crossbow might be a good idea. | ||
− | * The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP, then quickly switch back to your | + | * The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP, then quickly switch back to your Arma Médica and continue healing. |
* Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate. | * Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate. | ||
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|} | |} | ||
− | * The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard | + | * The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Arma de Seringas, but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic [[speed]]. |
** The speed boost only applies while you have the Overdose drawn. | ** The speed boost only applies while you have the Overdose drawn. | ||
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===Secondary Weapons=== | ===Secondary Weapons=== | ||
− | ====[[ | + | ====[[Arma Médica]]/[[Medi Gun|Festive Arma Médica]]==== |
{| class="wikitable grid" width="100%" style="text-align: center;" | {| class="wikitable grid" width="100%" style="text-align: center;" | ||
! class="header" width="17%" rowspan=2 | Weapon | ! class="header" width="17%" rowspan=2 | Weapon | ||
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|} | |} | ||
− | * The | + | * The Arma Médica's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds. |
− | * When healing a heal target, the | + | * When healing a heal target, the Arma Médica will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range. |
* If ambushed, remember that it's better use an ÜberCharge to survive than to die with a full ÜberCharge meter. | * If ambushed, remember that it's better use an ÜberCharge to survive than to die with a full ÜberCharge meter. | ||
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|} | |} | ||
− | * The Kritzkrieg is an unlockable | + | * The Kritzkrieg is an unlockable Arma Médica for the Medic. Its ÜberCharge builds 25% faster than the Arma Médica's, and provides guaranteed [[Critical hits]] to the Medic's heal target instead of invulnerability for the duration of its deployment. |
− | * The Kritzkrieg's ÜberCharge is useless against a [[ | + | * The Kritzkrieg's ÜberCharge is useless against a [[Arma Médica]]'s ÜberCharge due to its invulnerability, but due to the faster charge rate it can be deployed before the enemy's Arma Médica charge, and can be deployed more frequently. |
* Although Critical hits count as normal damage against [[buildings]], and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed. | * Although Critical hits count as normal damage against [[buildings]], and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed. | ||
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|} | |} | ||
− | * The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 25% faster charge rate than the | + | * The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 25% faster charge rate than the Arma Médica. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing by 300% and negates movement impairing effects, such as [[Natascha]]'s slowdown. It cannot overheal, however. |
** The Quick-Fix can also let you move as fast as any heal target faster than you. | ** The Quick-Fix can also let you move as fast as any heal target faster than you. | ||
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|} | |} | ||
− | * The [[Bonesaw]] has more front-loaded damage than the | + | * The [[Bonesaw]] has more front-loaded damage than the Arma de Seringas, but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Arma de Seringas, which can further help in dealing with an opponent on the first strike. |
− | * When [[Spy-check]]ing teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the | + | * When [[Spy-check]]ing teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Arma de Seringas. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them. |
====[[Übersaw]]==== | ====[[Übersaw]]==== | ||
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* Rather than using the Übersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death. | * Rather than using the Übersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death. | ||
− | * If fighting an enemy and the ÜberCharge meter is almost full, try to use the Übersaw to finish up the charge and quickly switch to the | + | * If fighting an enemy and the ÜberCharge meter is almost full, try to use the Übersaw to finish up the charge and quickly switch to the Arma Médica to activate the charge. In desperate situations, this can ensure survival provided that the Kritzkrieg or Quick-Fix is not being used. |
* When healing a heal target and an enemy approaches, don't be afraid to quickly stop healing and going in to attack with the Übersaw, even if teammates are already attacking that enemy. This is a relatively safe way to gain additional charge, as enemies will often have trouble dealing with more than one simultaneous attacker. However, remember not to chase any enemies who try to flee. | * When healing a heal target and an enemy approaches, don't be afraid to quickly stop healing and going in to attack with the Übersaw, even if teammates are already attacking that enemy. This is a relatively safe way to gain additional charge, as enemies will often have trouble dealing with more than one simultaneous attacker. However, remember not to chase any enemies who try to flee. | ||
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|} | |} | ||
− | * The Amputator is a craftable melee weapon for the Medic. The Amputator allows Medics to perform the [[Medicating Melody]] taunt. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they are being healed by the | + | * The Amputator is a craftable melee weapon for the Medic. The Amputator allows Medics to perform the [[Medicating Melody]] taunt. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they are being healed by the Arma Médica or Kritzkrieg. |
** As with the Crusader's Crossbow, it's not possible to overheal players using this weapon. It will also not build any ÜberCharge. | ** As with the Crusader's Crossbow, it's not possible to overheal players using this weapon. It will also not build any ÜberCharge. | ||
* Having no downsides, the Amputator is a complete upgrade to the [[Bonesaw]], so use it if you have it. | * Having no downsides, the Amputator is a complete upgrade to the [[Bonesaw]], so use it if you have it. | ||
− | * Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not, it's better to simply keep using the | + | * Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not, it's better to simply keep using the Arma Médica rather than risk being caught in the middle of the taunt and killed. |
==== [[Solemn Vow]] ==== | ==== [[Solemn Vow]] ==== | ||
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|- | |- | ||
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}} | ! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}} | ||
− | '''[[ | + | '''[[Arma de Seringas]]''' |
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=40x40px}} or {{Icon weapon|weapon=Festive Medi Gun|icon-size=40x40px}} | ! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=40x40px}} or {{Icon weapon|weapon=Festive Medi Gun|icon-size=40x40px}} | ||
− | '''[[ | + | '''[[Arma Médica]]''' or '''[[Medi Gun|Festive Arma Médica]]''' |
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} | ! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} | ||
'''[[Übersaw]]''' | '''[[Übersaw]]''' | ||
| | | | ||
− | This combination is a good loadout for general situations. The Medic should focus on keeping teammates healed and in combat, rather than taking the fight directly to the enemy. The | + | This combination is a good loadout for general situations. The Medic should focus on keeping teammates healed and in combat, rather than taking the fight directly to the enemy. The Arma Médica gives the team access to regular [[ÜberCarga]]s, which can be used in most situations. As the Medic is not focusing on fighting, the Arma de Seringas gives players better passive regeneration capabilities, allowing them to weather attacks from enemies better. The Übersaw can be used to build ÜberCharge off of unaware slow classes or Spies. |
|- | |- | ||
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'''[[Overdose]]''' | '''[[Overdose]]''' | ||
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=40x40px}} or {{Icon weapon|weapon=Festive Medi Gun|icon-size=40x40px}} | ! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=40x40px}} or {{Icon weapon|weapon=Festive Medi Gun|icon-size=40x40px}} | ||
− | '''[[ | + | '''[[Arma Médica]]''' or '''[[Medi Gun|Festive Arma Médica]]''' |
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}} | ! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}} | ||
'''[[Vita-Saw]]''' | '''[[Vita-Saw]]''' | ||
| | | | ||
− | This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 20% charge after death makes up for the | + | This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 20% charge after death makes up for the Arma Médica's relatively slower charge-up time compared to the Kritzkrieg. While the Vita-Saw reduces the Medic's maximum health by 10 HP, the Overdose's better health regeneration capabilities can offset this somewhat. However, the Medic cannot build ÜberCharge by attacking enemies with melee attacks, so try to avoid combat whenever possible, but should the need arise the Vita-Saw does not share the Übersaw's drawback of a slower attack rate. The Overdose makes sure that you'll be able to move faster when having full ÜberCharge, allowing you to move faster to heal your team. Using the Overdose to fight enemies close-up is not a good idea, so try using your Vita-Saw to kill them without dying. |
|- | |- | ||
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'''[[Blutsauger]]''' | '''[[Blutsauger]]''' | ||
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=40x40px}} or {{Icon weapon|weapon=Festive Medi Gun|icon-size=40x40px}} | ! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=40x40px}} or {{Icon weapon|weapon=Festive Medi Gun|icon-size=40x40px}} | ||
− | '''[[ | + | '''[[Arma Médica]]''' or '''[[Medi Gun|Festive Arma Médica]]''' |
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} | ! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}} | ||
'''[[Übersaw]]''' | '''[[Übersaw]]''' | ||
| | | | ||
− | This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the | + | This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the Arma Médica and the Übersaw while attacking. The use of Übersaw can help build up ÜberCharges, and if used skillfully (as seen in [[#Solo Medic Strategy|Solo Medic Strategy]] below) allows players to extend their ÜberCharge durations significantly. |
|- | |- | ||
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}} | ! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}} | ||
− | '''[[ | + | '''[[Arma de Seringas]]''' |
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}} | ! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}} | ||
'''[[Kritzkrieg]]''' | '''[[Kritzkrieg]]''' | ||
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| | | | ||
− | This setup is ideal for greatly enhancing the firepower of the team while allowing Medics to focus on healing rather than combat. The combination of the | + | This setup is ideal for greatly enhancing the firepower of the team while allowing Medics to focus on healing rather than combat. The combination of the Arma de Seringas and Vita-Saw gives players survivability and the ability to retain part of an ÜberCharge meter without forcing them to engage an enemy for either. The faster charge rate of the Kritzkrieg and the ability to retain charge on the ÜberCharge meter after death allows Medics to deploy Kritzkrieg ÜberCharges very quickly. If the player is killed in the middle of a Kritzkrieg ÜberCharge, the remainder (up to 20%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well. |
|- | |- | ||
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'''[[Crusader's Crossbow]]''' | '''[[Crusader's Crossbow]]''' | ||
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=40x40px}} or {{Icon weapon|weapon=Festive Medi Gun|icon-size=40x40px}} | ! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=40x40px}} or {{Icon weapon|weapon=Festive Medi Gun|icon-size=40x40px}} | ||
− | '''[[ | + | '''[[Arma Médica]]''' or '''[[Medi Gun|Festive Arma Médica]]''' |
! align="center" | {{Icon weapon|weapon=Amputator|icon-size=100x100px}} | ! align="center" | {{Icon weapon|weapon=Amputator|icon-size=100x100px}} | ||
'''[[Amputator]]''' | '''[[Amputator]]''' | ||
− | | '''The Medieval Medic - with | + | | '''The Medieval Medic - with Arma Médica/Festive Medi Gun''' |
The [[Medieval Medic]] setup provides a 4-7 HP/second regeneration rate. In normal mode, this setup is geared toward healing with minimal provision for confrontation. The Crusader's Crossbow, though having a further range and higher accuracy, is not a good weapon for personal defense due to its slow firing rate. Instead, use its healing function to heal teammates that are far away, or who need to heal a large amount of health quickly. Should there be a large group of allies that need to be healed, the Amputator's Medicating Melody can keep all of them topped up as long as they stay close by and have a clear line of sight. Note that for both of these weapons the Medic does not build up ÜberCharge. In Medieval Mode, this setup is good for frontal assault, as it's one of only the two class that have ranged weaponry (the other being the Sniper with the Huntsman), and unlike the bow, the Crusader's Crossbow can be fired while underwater. Shooting arrows at a point that is being captured can either heal allies or hurt enemies, while the Amputator has a faster swing rate compare to Übersaw. | The [[Medieval Medic]] setup provides a 4-7 HP/second regeneration rate. In normal mode, this setup is geared toward healing with minimal provision for confrontation. The Crusader's Crossbow, though having a further range and higher accuracy, is not a good weapon for personal defense due to its slow firing rate. Instead, use its healing function to heal teammates that are far away, or who need to heal a large amount of health quickly. Should there be a large group of allies that need to be healed, the Amputator's Medicating Melody can keep all of them topped up as long as they stay close by and have a clear line of sight. Note that for both of these weapons the Medic does not build up ÜberCharge. In Medieval Mode, this setup is good for frontal assault, as it's one of only the two class that have ranged weaponry (the other being the Sniper with the Huntsman), and unlike the bow, the Crusader's Crossbow can be fired while underwater. Shooting arrows at a point that is being captured can either heal allies or hurt enemies, while the Amputator has a faster swing rate compare to Übersaw. | ||
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== See also == | == See also == | ||
− | *[[ | + | *[[ÜberCarga]] |
− | *[[ | + | *[[ÜberCarga strategy]] |
*[[Team strategy]] | *[[Team strategy]] | ||
*[[Medic buddy]] | *[[Medic buddy]] |
Revision as of 16:00, 1 February 2012
“ | Eu irei ver através de seus ossos!
Clique para escutar
— The Medic on "accidental" malpractice
|
” |
Como um Medic, seu objetivo principal é manter seus parceiros de equipe vivos usando a Arma Médica. O Medic é capaz de dar invulnerabilidade através do uso da ÜberCarga. Essa habilidade é de grande valor para o time tanto ofensivamente quanto defensivamente, e pode mudar toda a batalha.
Dicas rápidas
- Cure todos que precisam, porém tenha foco nos Heavies, Soldiers, e Demomen. Essas classes são menos propensas a serem mortas por apenas uma explosão , golpes Críticos ou outros eventos inesperados.
- Tente estar curando alguém todo tempo. Você nao está preparado devidamente para sobreviver a um combate direto com qualquer outra classe.
- O ÜberCarga ainda é carregada quando seu alvo está com vida cheia, quando está sobre curado, porém ela carrega-se mais lentamente.
- Mantenha movimentos constantes e imprevisíveis e sempre estar ciente de sua volta. Inimigos inteligentes terá como alvo Medics sobre as sua função de curar.
- É preferível que se use a ÜberCarga prematuramente, mesmo não tendo parceiros de equipe na área, ao invés de morrer e perdê-la. Isso irá te dar uma change de se reagrupar com o time e curá-los mais rápido do que o tempo de reaparecimento.
Estratégia geral
- Você é a única classe que pode recuperar vida passivamente.
- Muito mais que as outras classes, tornar-se um Medic efetivo depende da boa comunicação com a equipe. Você deve se comunicar com o jogador que está curando sobre perigos avistados e Spies inimigos, assim eles usam da informação passada para resolver o problema.
- A feixe de cura da Arma Médica pode curar alvos a uma longa distância desde que você tenha uma linha direta de visão para seu alvo de cura. Isso permite a você curar alvos que estão a te encobertar.
- Uma vez que a Arma Médica esta travada em seu alvo, você pode virar para qualquer direção sem interromper a cura. Isso o deixa livra para observar emboscadas de Spies ou emboscadas em geral, como os Medics são o alvo prioritário dos inimigos.
Estratégia de Combate
- Quando em combate, sua principal prioridade é manter o maior numero de parceiros de equipe vivos, enquanto faz o mesmo com você.Sempre se foce em curar os parceiros de equipe que estão sobre maior ameaça.
- Sobre certas circunstâncias, pode ser necessário curar um único jogador ao invés de dividir a cura entre os parceiros de equipe, uma tática chamada pocketing. Essa tática se torna necessária quando se enfrenta uma Sentry Gun, um inimigo pocket, ou quando aplicando sobrecargas.
- Excluindo as situações acima, é aconselhável tentar manter todos os companheiros de equipe ao seu redor com vida cheia. Se seu principal alvo de cura estiver totalmente curado ou sobre curado e outros jogadores estão necessitando de cura, tente trocar de alvos dependendo da necessidade. Geralmente um time com jogadores melhor curados é melhor que um par de jogadores sobre curados.
- Caso isolado com um inimigo, atire seringas enquanto desvia de seus projéteis. Então, quando suficientemente perto, procure matá-lo com uma serra de ossos.
Estratégia de ÜberCarga geral
- Sua prioridade é carregar e concluir sobrecargas. Uma ÜberCarga can make a push, and can be used to break through Sentry Gun nests that are otherwise impenetrable.
- The ÜberCharge meter fills faster if you're is healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves (Soldiers and Demomen) can be a tremendous help when out of combat. (Note that during the Setup phase, charge rate is maximized regardless of the heal target's health, as long as no two Medics are healing the same heal target.)
- Knockback is often used to counter ÜberCharges, separating you from your healing target or pushing you towards environmental hazards.
- Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when many other teammates are nearby and strike as a team.
- While under the effects of an ÜberCharge, it's possible to change Arma Médica targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a very short period.
- Note that this drains the ÜberCharge faster than an ÜberCharge on only one person.
Weapon Specific
Primary Weapons
Arma de Seringas
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock Arma de Seringas |
40 | 150 | 10-12 | 5-10 | 5-6 | 30 |
- Despite each syringe dealing weak damage, the Arma de Seringas has a very fast rate of fire and quick reload time, which can add up to a surprising amount of damage on enemies.
- The Arma de Seringas's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage.
- The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.
- Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than you running backwards. This allows you to spray your pursuers with needles while keeping your opponents at a respectable distance.
Blutsauger
Weapon | Kill Icon | Ammo | Damage | Health | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | On Hit | |||||
Unlock Blutsauger |
40 | 150 | 10-12 | 5-10 | 5-6 | 30 | 3 |
- The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration.
- The Blutsauger's health regeneration makes it a much better retreat weapon if attacked by enemy players and no teammates are nearby. If you expect to have to fend for yourself, consider using the Blutsauger.
- An Accurate Medic can stand to gain a "maximum" of 30 HP per second, from this weapon (not counting reload times). When added to the health from regeneration, and if all Syringes hit, a Medic can recover 31 to 34 HP in one second. However this rate was determined by the Medic and his target not moving. In reality, You can get a gain more than 30 HP per sec when closing in to the target or gain less when moving away.
Crusader's Crossbow
Weapon | Kill Icon | Ammo | Damage/Healing | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Craft Besta do Cruzado |
1 | 38 | 38/75 | 56/112 | 75/150 | 113-225 |
- The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage based on the distance traveled by the bolt, and can heal teammates based on distance traveled as well.
- Both the damage dealt to enemy players and the amount of health that teammates are healed by are directly proportional to the distance that the crossbow bolt has traveled.
- The Crusader's Crossbow cannot overheal teammates.
- The Crusader's Crossbow is completely different from both the Arma de Seringas and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. It functions very similarly to the Sniper's Huntsman, so try to use it in the same way. However, remember that unlike the Huntsman, the Crusader's Crossbow cannot deal headshots and takes longer to reload.
- When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
- If a teammate needs healing but it's dangerous to reach him, using the Crossbow might be a good idea.
- The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP, then quickly switch back to your Arma Médica and continue healing.
- Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate.
- Unlike the Huntsman, the Crusader's Crossbow can be fired underwater and midair.
- If need be, you can fit a long range fire support role with this weapon. The damage over range effect can stack up from a good vantage point, and you can not only deal damage but heal teammates from far away.
Overdose
Weapon | Kill Icon | Ammo | Damage | Effect | ||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | Speed with 100% ÜberCharge | ||
Craft Overdose |
40 | 150 | 9-11 | 5-9 | 5-6 | 27 | 117.33% |
- The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Arma de Seringas, but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic speed.
- The speed boost only applies while you have the Overdose drawn.
- If you are building an Übercharge but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
- If you need to make an urgent kill, you can chase an enemy down with your increased speed.
Secondary Weapons
Arma Médica/Festive Arma Médica
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Stock Arma Médica |
24 health/sec | 72 health/sec | Invulnerability | 8 seconds | 2.5%/sec | 40 seconds |
Uncrate Arma Médica Festiva |
- The Arma Médica's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.
- When healing a heal target, the Arma Médica will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.
- If ambushed, remember that it's better use an ÜberCharge to survive than to die with a full ÜberCharge meter.
- Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.
- Heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than to overhealing another to 150%.
Kritzkrieg
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Unlock Kritzkrieg |
24 health/sec | 72 health/sec | Critical hits | 8 seconds | 3.125%/sec | 32 seconds |
- The Kritzkrieg is an unlockable Arma Médica for the Medic. Its ÜberCharge builds 25% faster than the Arma Médica's, and provides guaranteed Critical hits to the Medic's heal target instead of invulnerability for the duration of its deployment.
- The Kritzkrieg's ÜberCharge is useless against a Arma Médica's ÜberCharge due to its invulnerability, but due to the faster charge rate it can be deployed before the enemy's Arma Médica charge, and can be deployed more frequently.
- Although Critical hits count as normal damage against buildings, and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed.
- Heavies, Soldiers and Demomen are among the three best classes to deploy a Kritz on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
- Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off Control points or Payload carts.
- Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the Kritz. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.
- If there are no powerful offensive classes to Kritz, the Sniper can be an effective Kritz target - every hit while charged does the same damage as an un-charged headshot.
- The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
Oktoberfest
Weapon | Healing | Duration | Details | |
---|---|---|---|---|
Oktoberfest |
Kritzkrieg | 11 health | 4 seconds | The Medic takes a brief whiff out of the barrel of his weapon. |
- Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
- In dire situations such as being on fire or bleeding, it's possible that using this taunt can prevent death.
Quick-Fix
Weapon | Healing | ÜberCharge | ||||
---|---|---|---|---|---|---|
Normal Healing Rate | Maximum Healing Rate | ÜberCharge | ÜberCharge Time | Charge Speed | Maximum Charge Time | |
Craft Quebra-Galho |
33.6 health/sec | 100.8 health/sec | Megaheal | 8 seconds | 3.125%/sec (1.5625%/sec) | 32 seconds (64 seconds) |
- The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 25% faster charge rate than the Arma Médica. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing by 300% and negates movement impairing effects, such as Natascha's slowdown. It cannot overheal, however.
- The Quick-Fix can also let you move as fast as any heal target faster than you.
- The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
- The Quick-Fix lets you move as fast as Scouts when you heal them, so hitch a ride if you're in a hurry to get to the front lines.
- Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire.
- Always keep in mind that you are never invincible with the Quick-Fix; whilst you may be impossible to separate from your heal target (due to knock-back prevention) and very hard to kill, remember that a well structured opposition or a single Spy or a carefully placed head shot can easily render your push moot.
Melee Weapons
Bonesaw/Saxxy/Conscientious Objector
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Stock Serra de Ossos |
0.8 seconds | 65 | 195 | |
Promotional Saxxy |
||||
Drop Opositor Consciente |
- The Bonesaw has more front-loaded damage than the Arma de Seringas, but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Arma de Seringas, which can further help in dealing with an opponent on the first strike.
- When Spy-checking teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Arma de Seringas. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them.
Übersaw
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Unlock Überserra |
0.96 seconds | 65 | 195 |
- The Übersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw, but will add 25% to the ÜberCharge meter for each successful hit.
- The Übersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies.
- Your ÜberCharge meter does not increase upon killing a Spy that is using the Dead Ringer. Be sure to keep an eye out for this to see if the Spy is really dead.
- The Übersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of Bonk! Atomic Punch.
- Rather than using the Übersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
- If fighting an enemy and the ÜberCharge meter is almost full, try to use the Übersaw to finish up the charge and quickly switch to the Arma Médica to activate the charge. In desperate situations, this can ensure survival provided that the Kritzkrieg or Quick-Fix is not being used.
- When healing a heal target and an enemy approaches, don't be afraid to quickly stop healing and going in to attack with the Übersaw, even if teammates are already attacking that enemy. This is a relatively safe way to gain additional charge, as enemies will often have trouble dealing with more than one simultaneous attacker. However, remember not to chase any enemies who try to flee.
Spinal Tap
Kill Icon | Weapon | Damage | Duration | Details | |
---|---|---|---|---|---|
Furador de Vértebras |
Übersaw | 500 | 4 seconds | The Medic throws his coattails back and enters a combat pose before thrusting his Übersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge. |
- Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.
- This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player but it will still give 100% ÜberCharge.
- Remember that, like the Skewer taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.
- Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosion blasts, air blasts or simple momentum gained by the enemy may move the target outside of the kill zone before the retraction animation.
Vita-Saw
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Vitasserra |
0.8 seconds | 65 | 195 |
- The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 20% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
- Due to the health penalty, you can be killed more easily by lighter classes such as Scouts and Pyros.
- Due to being able to retain up to 20% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.
- Using the Kritzkrieg or Quick-Fix in combination with the Vita-Saw will allow you to build up ÜberCharges even faster.
- Remember that if you're killed during a Kritzkrieg ÜberCharge or Quick-Fix Megaheal, up to 20% of what charge you had left will still be retained.
Amputator
Weapon | Kill Icon | Attack Interval | Damage | Healing | |
---|---|---|---|---|---|
Point Blank | Critical | On Taunt | |||
Craft Amputadora |
0.8 seconds | 65 | 195 | 75 |
- The Amputator is a craftable melee weapon for the Medic. The Amputator allows Medics to perform the Medicating Melody taunt. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they are being healed by the Arma Médica or Kritzkrieg.
- As with the Crusader's Crossbow, it's not possible to overheal players using this weapon. It will also not build any ÜberCharge.
- Having no downsides, the Amputator is a complete upgrade to the Bonesaw, so use it if you have it.
- Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not, it's better to simply keep using the Arma Médica rather than risk being caught in the middle of the taunt and killed.
Solemn Vow
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Voto Solene |
0.8 seconds | 65 | 195 |
- The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' Über meters.
- Having no downsides, the Solemn Vow is a complete upgrade over the Bonesaw, so use it if you have it.
- The Solemn Vow allows you to see enemy health, so you can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
- Unless you're using a mic to communicate with your team, consider using an alternative melee weapon so you aren't losing potential bonuses.
Item Sets
The Medieval Medic
Médico Medieval | |
---|---|
Efeito |
Sem efeito |
- Unlike the other Polycount weapon sets, the Medieval Medic weapon set does not require the Berliner's Bucket Helm in order to get the item set bonus. The set only requires the Crusader's Crossbow and Amputator.
- Both of the weapons in this set give you more tools with which to heal your teammates, which can increase your team's survivability significantly.
- The Medieval Medic's set bonus gives you a total HP regeneration rate of 4 HP/sec to 7 HP/sec. This can significantly increase your survivability.
The Clinical Trial
Teste Clínico | |
---|---|
Efeito |
Sem efeito |
- The three weapons of this set allow you to heal your teammates more quickly and more effectively:
- The Overdose allows you to reach your teammates faster to heal them.
- The Quick-Fix allows you to heal people a lot faster than the other two Mediguns, and its "Megaheal" effect is great for healing large groups of teammates or sustain large pushes.
- The Solemn Vow allows you to see enemy health and inform your team about their status.
Weapon combinations
Example Combinations | |||
---|---|---|---|
Combo | Usage | ||
or |
This combination is a good loadout for general situations. The Medic should focus on keeping teammates healed and in combat, rather than taking the fight directly to the enemy. The Arma Médica gives the team access to regular ÜberCargas, which can be used in most situations. As the Medic is not focusing on fighting, the Arma de Seringas gives players better passive regeneration capabilities, allowing them to weather attacks from enemies better. The Übersaw can be used to build ÜberCharge off of unaware slow classes or Spies. | ||
or |
This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 20% charge after death makes up for the Arma Médica's relatively slower charge-up time compared to the Kritzkrieg. While the Vita-Saw reduces the Medic's maximum health by 10 HP, the Overdose's better health regeneration capabilities can offset this somewhat. However, the Medic cannot build ÜberCharge by attacking enemies with melee attacks, so try to avoid combat whenever possible, but should the need arise the Vita-Saw does not share the Übersaw's drawback of a slower attack rate. The Overdose makes sure that you'll be able to move faster when having full ÜberCharge, allowing you to move faster to heal your team. Using the Overdose to fight enemies close-up is not a good idea, so try using your Vita-Saw to kill them without dying. | ||
or |
This combination is more suited to an offensive Medic, though not necessarily for offensive pushes. The Kritzkrieg builds up its charge much faster; in pitched battles this can fill up the ÜberCharge meter in no time at all, and its taunt can also self-heal to compensate the slow rate of Blutsauger's self-regeneration. The Blutsauger provides benefits for engaging in combat and is thus more useful to this type of Medic. Because the Kritzkrieg charges so fast, the Solemn Vow's relatively faster swing speed makes it more viable for direct combat when compared to Übersaw, as well as identifying weakened enemies to finish off. However, players who wish to focus even more on offensive combat can use the Übersaw to build up ÜberCharge faster. | ||
or |
This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the Arma Médica and the Übersaw while attacking. The use of Übersaw can help build up ÜberCharges, and if used skillfully (as seen in Solo Medic Strategy below) allows players to extend their ÜberCharge durations significantly. | ||
This setup is ideal for greatly enhancing the firepower of the team while allowing Medics to focus on healing rather than combat. The combination of the Arma de Seringas and Vita-Saw gives players survivability and the ability to retain part of an ÜberCharge meter without forcing them to engage an enemy for either. The faster charge rate of the Kritzkrieg and the ability to retain charge on the ÜberCharge meter after death allows Medics to deploy Kritzkrieg ÜberCharges very quickly. If the player is killed in the middle of a Kritzkrieg ÜberCharge, the remainder (up to 20%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well. | |||
or | The Medieval Medic - with Arma Médica/Festive Medi Gun
The Medieval Medic setup provides a 4-7 HP/second regeneration rate. In normal mode, this setup is geared toward healing with minimal provision for confrontation. The Crusader's Crossbow, though having a further range and higher accuracy, is not a good weapon for personal defense due to its slow firing rate. Instead, use its healing function to heal teammates that are far away, or who need to heal a large amount of health quickly. Should there be a large group of allies that need to be healed, the Amputator's Medicating Melody can keep all of them topped up as long as they stay close by and have a clear line of sight. Note that for both of these weapons the Medic does not build up ÜberCharge. In Medieval Mode, this setup is good for frontal assault, as it's one of only the two class that have ranged weaponry (the other being the Sniper with the Huntsman), and unlike the bow, the Crusader's Crossbow can be fired while underwater. Shooting arrows at a point that is being captured can either heal allies or hurt enemies, while the Amputator has a faster swing rate compare to Übersaw. | ||
The Clinical Trial
This is the Clinical Trial setup, good for a Medic who wishes to heal people quickly and effectively. The Overdose is not a good weapon for personal defense due to it doing less damage. Instead, use its passive effect to quickly run to injured teammates after attaining a full ÜberCharge. The Quick-Fix is useful for healing more than one person at a time due to its speedy healing rate. Though the Quick-Fix is unable to provide invulnerability, the greatly increased healing rate and loss of knockback allows it to excel at quickly destroying sentry nests, or taking out large groups of enemies. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your Medic buddy for easy kills. |
See also
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