Hello, Friends: The Medic Update/ReworkAlternately: Oh boy, here we go The Medic. Where do I start? Problem #1 exists with the Nanoshield. My original intent was to just make it not “heal” shields to full because it made the Demo practically invulnerable with Medic support. While extreme defense is what the tanks are for, the Demo’s offensive capabilities in tandem with the nigh invulnerability is what makes it too good. None of the other tanks are so severely boosted by the presence of a Medic, because none of the other tanks can be instantly healed to full for their primary durability (which also makes them more ailment resistant than anyone else). But say I do my thing and nerf Nanoshield. What then? Field’s still got 4 skills that heal hitpoints and if allies aren’t hurt there’s not much for the player to do. That’s not fun. You sit around and wait for your allies’ hitpoints to go down, or for them to get hit by something. Nano’s still unpopular from what I've heard - while it may be effective, it’s having trouble being fun. The Medic is just boring in general, according to many. The point of this rework is not only to tone down the Medic’s often-overlooked ridiculous defensive power, but also to make it more interactive and engaging to play for both trees. Another point of this was to make it more intuitive – the newbie that doesn’t know how to cure Venom is unfortunately very common. To see all of these issues addressed (and more), read on! Also included is my attempt to make the tree tooltips fluffier with some lore mixed in while leaving the actual command card tooltips uncluttered and strictly informational. FIELD AID MEDIC Out of Nano and Field, Field changed the most. With the addition of Nanostrength, the Medic now has something to do when players aren’t injured. Surgical Laser was cut and its ailment cures spread out, Antivenom was moved to the main command card, and Nanoshield was moved to Tier 3. In cutting Surgical Laser (and Restoration), I put more emphasis on the bandages that the Medic starts with for burst healing and also curing Open Wounds early on. Overall, I personally believe the end result is about as strong as she is now, just less one dimensional with a higher skill requirement. An additional note is that she can no longer cure Blind, but I don’t see an issue with that because the Recon now has innate flares. It also puts a higher importance on having Road Flares handy. TIER 1 Nanostrength Nanite injections have replaced most performance-enhancing drugs to reduce potential dependence and other negative side effects while still retaining many of the positive effects commonly associated with substances such as adrenaline-inducing compounds or muscle relaxants. The Nanostrength packet enhances the overall muscular strength of the subject, increasing their mobility profile and allowing them to more easily handle the weight and recoil of their weapon to increase accuracy. The Nanostrength packet is also commonly used in physical therapy to aid patients with damaged muscles or bones and can be “supercharged” to repair fractures in the field, although this requires additional training as it can lead to complications if done improperly. Level 1: Increases attack damage by 10% and movement speed by 10% for 20 seconds Level 2: Increases attack damage by 15% and movement speed by 15% for 25 seconds Level 3: Increases attack damage by 20% and movement speed by 20% for 30 seconds Skill tooltip: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Nanostrength – 10 energy, 2 second cooldown, 6 range The Nanostrength packet enhances the overall muscular strength of the subject, making them faster and more accurate. Increases attack damage and movement speed by 10/15/20% for 20/25/30 seconds. First Aid First aid is the provision of initial care for an illness or injury and is usually performed by trained personnel to a sick or injured person until expert medical treatment can be provided. By applying a steady stream of nanites programmed to repair damaged tissue and act as temporary oxygen carriers, the Medic is capable of healing wounded allies. The Medic also has access to nanites with a subroutine that exhumes non-native toxins from the body, effectively countering any poisons or venoms that the patient may have been inflicted with. Level 1: Heal restores 4 hitpoints per second, Antivenom heals 5 hitpoints Level 2: Heal restores 6 hitpoints per second, Antivenom heals 10 hitpoints Level 3: Heal restores 8 hitpoints per second, Antivenom heals 15 hitpoints Skill tooltips: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Heal – 1 energy per second, 6 range A steady stream of nanites programmed to repair damaged tissue heals allies for 4/6/8 hitpoints per second. Antivenom – 20 energy cost, no cooldown, 6 range An injection of nanites programmed to remove toxins from the body cures 1 stack of Venom and heals 5/10/15 hitpoints per use. TIER 2 Nanoweave A packet of nanites is a viable alternative to the “heal beam” that the Medic can use, as it produces roughly the same healing effect but does not require a constant attention. Level 1: Restores 6 hitpoints per second for 15 seconds Level 2: Restores 9 hitpoints per second for 15 seconds Skill tooltip: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Nanoweave – 30 energy cost, 10 second cooldown Apply a packet of nanites to the target, restoring 6/9 hitpoints per second for 15 seconds. Healing Hands Being a trained professional, the Medic can alter the nanites to produce additional effects when used such as mending fractures, sealing open wounds, or increasing antivenom efficiency. Each level increases the hitpoint healing efficiency of Bandages by 100%. Level 1 – Heal cures Open Wounds over time and Nanostrength cures Cripple Level 2 – Antivenom energy cost reduced by 50% and Nanoweave cures minor amounts of venom for its duration Mechanic notes: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Heal cures Open Wounds based on level: 1 OW cured every 8/6/4 seconds Nanostrength cures Cripple on cast Antivenom cost reduced to 10 Nanoweave cures one venom stack every 5 seconds Bandages heal 100 hitpoints at Level 1 and 150 hitpoints at Level 2 TIER 3 Nanoshield With the thought process that preventative care is better than reactionary healing, the Medic unleashes a swarm of nanites to an area that burn themselves out to supercharge the shields and suit energy reserves of any allies in the area of effect. Level 1: Grants 35 energy to all units in a 2.5 radius and supercharges their shields, fully restoring them and granting 75 bonus shields and 4 shield armor for 30 seconds. Skill tooltip: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Nanoshield – 55 energy cost, 60 second cooldown, 10 casting range Grants 35 energy to all units in a 2.5 radius and supercharges their shields, fully restoring them and granting 75 bonus shields and 2 shield armor for 30 seconds. Field Aid Medic Variant Tier 3 (NOTD 2 only) Hey look an alternative to Nanoshield. As you may or may not know, VT3s will be a thing implemented for NOTD 2 and will be an either/or choice designed to expand possible builds. In this case, it forces a choice between a defensive buff (Nanoshield) and an offensive buff (Nanohaste). Nanohaste The Nanohaste packet is a combination of experimental cognitive enhancements and a doubled dosage of the Nanostrength muscular augment with the intent to “speed up” the subject, making them experience events as if they were moving at a reduced rate when in reality the subject functions at an increased efficiency, moving with an unnatural speed and reacting nearly instantly. However, this improvement comes at a cost – if the subject’s body is not in perfect equilibrium and they have open wounds or are suffering from poisons, the bodily overdrive very well may lead to subject death as their heart pumps overwhelming amounts of blood from their body or circulates the poisons into major organs. Level 1: Increases the timescale of the target unit by 50% for 25 seconds. Skill tooltip: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Nanohaste – 30 energy cost, 90 second cooldown, 6 cast range Increases the timescale of the target unit by 50% for 25 seconds, but makes ailments catastrophically worse. NANO MEDIC The Nano Medic has gained a new spell for linear damage and Nanoshock has been remade into what is essentially Countermeasures. However, Energy Capacitors has been remade as well, giving slightly more energy and making chain-casting produce deadly and devastating effects. I toned down Nanosear's damage slightly to compensate for the new burst damage that the Medic has available. TIER 1 Nanoshock The Medic releases a swarm of nanites at the target area that are programmed to deliver a sort of system shock to the target, briefly weakening muscles and disorienting sensory organs. If the effected targets are damaged by Nanothrust while they are slowed, Nanothrust deals additional damage. Level 1: 45% slow for 1 second, stuns for 1 second if cast on recently Nanothrusted enemies. Level 2: 45% slow for 2 seconds, stuns for 2 seconds if cast on recently Nanothrusted enemies. Level 3: 45% slow for 3 seconds, stuns for 3 seconds if cast on recently Nanothrusted enemies. Skill tooltip: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Nanoshock – 15 energy, 6 second cooldown, 12 casting range A swarm of nanites slows all enemies within a 3.5 radius by 45% for 1/2/3 seconds. When cast on Nanothrusted units, Nanoshock stuns them for 1/2/3 seconds. Nanothrust The Medic launches a swarm of nanites in a line that will tear into and significantly damage anything that she designates as an enemy, turning the normally harmless nanites into a deadly weapon. The damage leaves enemies vulnerable to additional sensory disruption, and if Nanoshock is used on them shortly after Nanothrust, they will be stunned instead of slowed. Level 1: Deals 50 damage, gains 30% bonus damage from Nanoshocked units. Level 2: Deals 100 damage, gains 60% bonus damage from Nanoshocked units. Level 3: Deals 150 damage, gains 90% bonus damage from Nanoshocked units. Skill tooltip: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Nanothrust – 25 energy, 8 second cooldown, 12 casting range, projectile width of 2 A swarm of nanites deals 50/100/150 damages to all enemies in a line. If the enemies are slowed by Nanoshock, Nanothrust deals 30%/60%/90% additional damage. TIER 2 Volatile Injection The Medic can fire a special syringe full of a nanites with a malicious and dangerous purpose: to force the subject’s body to begin producing an excess of gas and acid, turning them into a living time bomb. Not only does this make the subject unstable and less likely to mount a coherent defense, but also on death the subject’s body will violently explode and spread searing acid to all nearby enemies. Multiple injections further reduce the subject’s defenses, but will not increase the impact of the explosive death. Level 1: Reduces target armor by 1 per cast (stacks up to 4 times) and deals 75 damage in an area with a radius of 4. Level 2: Reduces target armor by 2 per cast (stacks up to 4 times) and deals 150 damage in an area with a radius of 4. Skill tooltip: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Volatile Injection – 20 energy, 10 second cooldown, 12 casting range The Medic fires a syringe full of nanites that reduces reduces target armor by 1/2 per cast (stacks up to 4 times) and deals 75/150 damage in an area with a radius of 4. Energy Capacitors The Medic augments the nanite assembly unit within her armor with more powerful energy capacitors, not only allowing her to “cast” more, but also granting the nanites a longer operational life. Level 1: Increases maximum energy by 75. Reduces Nanoshock and Nanothrust cooldowns by 2 seconds. Level 2: Increases maximum energy by 150. Reduces Nanoshock and Nanothrust cooldowns by 4 seconds. Mechanic notes: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler The stun bonus from the combo cast is a separate effect, and does not replace the slow from Nanoshock. For instance, if you have Nanoshock at Level 2 and Energy Capacitors at Level 1, hitting a recently Nanothrusted enemy with Nanoshock will stun them for 1 second and slow them for 2 seconds (applied at the same time, so they’re stunned for 1 second and slowed for 1 second after the stun ends). This is to prevent potentially losing effectiveness because often it doesn’t matter how badly the enemy is disabled, but for how long that they are disabled. TIER 3 Nanosear An extremely effective and dangerous program, Nanosear instructs the nanites to disassemble all hostile targets. On application, the nanites will swarm an area, loitering there and viciously attacking any enemies within. However, their search function takes a significant amount of energy, so if they run out of targets they will dissipate quickly. Level 1: Deals 20 damage per second for 60 seconds to enemy units within an area with a radius of 5. Afflicted units are also slowed by 10%. Lasts as long as there are enemies present within the area of effect or until it has completed its duration. Damage and slow stack up to 5 times. Tooltip: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Nanosear – 20 energy, 5 second cooldown, 12 casting range A cloud of nanites swarm and attack everything in a 5 radius area, dealing 20 damage per second for 60 seconds and slowing units by 10%. Additional Nanosear clouds stack damage and slowing effects up to 5 times. Nanosear clouds last as long as there are enemies within the target area or until the duration ends. Nano Medic Variant Tier 3 Same deal with Nanohaste for Field Aid: Pick one, but not both. In this instance, a better DOT without the disable and you can spread it infinitely, but it’s really hard. Nanoplague The Nanoplague is actually the same basic program as Nanosear, but does not involve the nanites loitering in an area as they lack a search program entirely. Instead, the nanites are injected directly into a victim and proceed to wreak havoc on their bodies, causing them to dissolve from the inside out. Despite the fact that they lack target acquisition routines, it is possible for the Nanoplague to spread to other targets if one were to come in contact with their bodily fluids. Level 1: Deals 40 damage per second to a single target for 90 seconds. Any Volatile Injections applied to the target unit will stack the armor debuff twice and spread the Nanoplague effect to targets damaged by the Volatile Injection explosion. Tooltip: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Nanoplague – 60 energy, 60 second cooldown, 12 casting range Deals 40 damage per second to a single target for 60 seconds. Any Volatile Injections applied to the target unit will stack the armor debuff twice and spread the Nanoplague effect to targets damaged by the Volatile Injection explosion and refresh the duration of Nanoplague on the newly effected units.