While ÜberCharge is active, Medic and Patient are able to defend/capture a point, push the cart, and carry the intelligence. ÜberCharge grants patient 8 seconds of guaranteed critical damage. While ÜberCharge is active, Medic and patient are not able to capture a point, push the cart, or carry the intelligence. Match the speed of any faster heal target. ÜberCharge grants Medic and patient 8 seconds of guaranteed invulnerability. When active, ÜberCharge percentage increases movement speed by up to 20%. This weapon reloads automatically when not active. Heals allies 75 health (point blank) to 150 health (long range) per bolt. +280% damage (point blank) to +650% damage (long range) per bolt. ![]() (1–4 HP/sec)įires special bolts that heal teammates and deal damage based on distance traveled. See individual weapon pages for additional figures. Note: Weapon damage is approximate and listed at base value. The Medic is voiced by Robin Atkin Downes. Healing injured teammates will double the current rate of health regeneration. An injured Medic begins regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second (this base rate can be positively affected by the Amputator, and negatively affected by the Blutsauger). The longer a Medic stays out of combat and avoids taking damage, the greater the increments of health he passively heals. A charge from the Medi Gun offers temporary invulnerability a charge from the Kritzkrieg grants guaranteed critical hits to your heal target the Quick-Fix grants rapid healing, along with immunity to knockback and compression blasts from Pyros and the Vaccinator grants enhanced damage resistance to a specific damage type ( bullets, explosives, and fire).Īlthough the Medic cannot heal himself with his Medi Gun (unless using an ÜberCharge-deployed Quick-Fix or the Kritzkrieg's Oktoberfest taunt), he is capable of slowly regenerating health over time, and is the only class capable of doing this naturally. When the ÜberCharge bar is fully charged, the Medic's Medi Gun begins to crackle, accompanied by small electric team-colored particles at its tip, indicating that he can now deploy a unique charge to benefit his healing target (and himself) for eight seconds. ![]() When healing, the Medic gradually fills a unique ÜberCharge bar, which can fill faster if healing injured or not-fully-overhealed teammates. ![]() Teammates who have not taken damage recently are healed more rapidly, encouraging other players withdrawals when injured. Teammates who are already at full health have their health buffed beyond the standard limit, going up to 150% of their base health capacity (with the exception of weapons that have overheal penalties, such as the Fists of Steel and the Quick-Fix). When the Medic focuses his Medi Gun on a teammate, they gradually regain health points. Although the Medic's Syringe Gun and Bonesaw aren't the most excellent weapons for direct combat, he can typically still be found near the front lines, healing wounded teammates while trying to stay out of enemy fire. While he may have a tenuous adherence to medical ethics, he is nonetheless the primary healing class of the team. The Medic is a Teutonic man of medicine from Stuttgart, Germany.
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