NOTD 2: The MedicI have found that, with the advent of Variant Tier 3s, class design has allowed me to do a lot more neat stuff. Maybe this won't be as painful the more I do it. INNATES Surgical Laser has been cut entirely and Antivenom has been rolled into First Aid, a Tier 1 skill for Support. I've never, ever been a fan of how the base Medic could handle so many ailments just by being there. The Medic is still capable of doing this, however, now it requires items! Non-Combatant Learning Tooltip: None Button Tooltip: Non-Combatant [Passive] (Placed under Marine Actions) The Medic gains additional shared experience and has reduced rating loss from getting hit. Medical Training Learning Tooltip: None Button Tooltip: Medical Training [Passive] (Placed under Marine Actions) Using the Medical Assistance ability (located in Marine Actions) will use a Medkit if the target is injured, a Bandage if the target has an Open Wound, or an Antivenom if the target is inflicted with Venom. Additionally, medical items heal 20% additional health when used or applied by the Medic. Mechanics Information: If the target has Venom, use Antivenom. If the target has an Open Wound, use Bandage. If the target has less than 80% total hitpoints, use a Medkit. SUPPORT No longer called Field Aid. It’s been restructured and updated and all of that fun business. It’s fairly similar to the “Hello, Friends” rework, but some things have been moved around. TIER 1 First Aid Learning Tooltip: 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’s cooldown is 15 seconds Level 2: Heal restores 6 hitpoints per second, Antivenom’s cooldown is 10 seconds Level 3: Heal restores 8 hitpoints per second, Antivenom’s cooldown is 5 seconds “First Aid is the 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.” Button Tooltip: Heal [E] (Toggle) 2.5 energy per second Channeled 6 range Restores [4/6/8] hitpoints per second to target unit. [Cures an Open Wound every [8/6/4] seconds.] (Medical Expertise) Mechanics Information: No longer casts on right clicking a unit. Does not require constant attention – ability continues casting as long as the target is in range, leaving the Medic free to shoot at things. Toggling off costs no energy. Antivenom [R] [20/10] energy cost [15/10/5] second cooldown Removes 1 stack of venom and cures 10 hitpoints on target unit. Nano-Haste Learning Tooltip: 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 such substances. The “Haste” packet mimics a rush of adrenaline, providing a measured burst of energy to the target that allows them to operate at a higher pace. Level 1: Increases movement and attack speed by 10% for 40 seconds. 60 second cooldown. Level 2: Increases movement and attack speed by 15% for 50 seconds. 50 second cooldown. Level 3: Increases movement and attack speed by 20% for 60 seconds. 40 second cooldown. “Gotta go fast!” Button Tooltip: Nano-Haste [Q] 10 energy cost [60/50/40] second cooldown 6 range Increases the movement speed and attack speed of the target by [10%/15%/20%] for [40/50/60] seconds. [Broken bones are reverted to fractures every 20 seconds and fractures are mended every 10 seconds.] (Medical Expertise) TIER 2 Medical Expertise Learning Tooltip: The Medic is able to modify their nanites to produce additional effects, such as mending ruptured skin to seal open wounds and integrating a bone mending routine into the Haste packet. Weave nanites are also capable of repairing fractures and exhuming toxins from the body, but this requires a specific modification from a trained operator, as inexact application can lead to drastically worsening injuries or irregular bone growth. Level 1: Heal cures Open Wounds over time and Haste cures bone damage over time. Level 2: The energy cost of Antivenom is reduced by 50% and Weave cures random ailments over time. “Trust me, I’m a doctor.” Button Tooltip: None Nano-Weave Learning Tooltip: A “Weave” nanite is smarter and more robust variant of the standard “Heal” nanite, sporting more processing power and a longer operational window. It is capable of searching out wounded tissue and repairing it without supervision, allowing the user to focus on other tasks or patients. Level 1: Restores 5 hitpoints per second for 15 seconds. Level 2: Restores 8 hitpoints per second for 15 seconds. “Take this and call me in the morning.” Button Tooltip: Nano-Weave [W] 40 energy cost 15 second cooldown 6 range Restores [5/8] hitpoints per second for 15 seconds. [It also heals a random ailment every [10/7] seconds.] (Medical Expertise) TIER 3 Players can pick one, but not both. Nano-Shield Learning Tooltip: The “Shield” nanite functions by attaching itself to the targets’ clothing and networking with the other Shield nanites present. This creates a latticework of energy that functions as a force field, shielding them from outside harm. When used on someone wearing powered armor, the energy is routed directly into the armor’s shield generator, restoring it to maximum operational capacity and providing additional shield strength for a short time. Level 1: Boosts the shields of all units in a 2.5 radius, fully restoring them and granting 75 bonus shields and 4 shield armor for 30 seconds. “Behold! The Impregnabubble!” Button Tooltip: Nano-Shield [G] 55 energy cost 90 second cooldown 10 range Boosts the shields of all units in a 2.5 radius, fully restoring them and granting 75 bonus shields and 4 shield armor for 30 seconds. Nano-Strength Learning Tooltip: Like the “Haste” nanite, the “Strength” nanite is designed to replicate the positive effects of performance-enhancing drugs without the negative effects. The “Strength” nanite provides short-term cognitive and muscular enhancements by mimicking anti-anxiety medication and a handful of other performance-enhancing substances. It decreases reaction time and increases physical strength, making snap decisions easier to make and weapon weight and recoil easier to handle for a brief period. Level 1: Increases the target’s ranged damage and turn speed by 50% and their melee damage by 100% for 60 seconds. “RIP AND TEAR YOUR GUTS!” Button Tooltip: Nano-Strength [G] 25 energy cost 60 second cooldown 6 range Increases the target’s ranged damage and turn speed by 50% and their melee damage by 100% for 60 seconds. OFFENSE throwin robots at dudes to make them double dead. the tree formerly known as nano TIER 1 Nano-Shock Learning Tooltip: Medics in combat often utilize their nanites as weapons, turning them into dangerous tools by intentionally instructing them to bring harm to others rather than heal them. The most common of these combat modifications is the “Shock”, a nanite operation that produces muscle spasms so violent that they often cause ruptured arteries and internal bleeding. Level 1: Deals 50 damage and slows units by 45% for 1 second. Level 2: Deals 100 damage and slows units by 45% for 2 seconds. Level 3: Deals 150 damage and slows units by 45% for 3 seconds. “Nanites, like any medical tool, can kill people. It is your job to make sure that they don’t… unless you want them to.” Button Tooltip: Nano-Shock [F] 20 energy cost 8 second cooldown 12 range Deals [50/100/150] damage and slows units by 45% for [1/2/3] seconds in a radius of 3.5. Mechanics Information: Button disappears from the command card while on cooldown. Use places a "Shocked!" debuff on damaged targets that lasts for 8 seconds. This debuff serves no purpose other than to "guide" the Aftershock ability (see Tier 2). Volatile Injection Learning Tooltip: Actually a dart injection rather than a syringe, nanites enter the victim’s body and proceed to the stomach where they begin producing volatile gas and modifying the victim’s stomach acid to dangerous levels. Upon the victim’s death, the nanites will self-destruct, igniting the gas and causing the body to explode and spray the powerful acid everywhere, maiming and possibly killing nearby targets. Level 1: Deals 100 damage to nearby units on target death. Level 2: Deals 150 damage to nearby units on target death. Level 3: Deals 200 damage to nearby units on target death. “Normally people don’t screw with us ‘cause we’re non-combatants. Don’t shoot the Medic, right? Well, some people did anyways, and let’s just say those people and everyone around them met an untimely end. Now they’re too afraid to shoot us, ‘cause we shoot back with these.” Button Tooltip: Volatile Injection [V] 20 energy cost 10 second cooldown 12 Range Deals [100/150/200] damage to all units within a [2/3/4] (Intolerable Cruelty) radius of the afflicted unit when it dies. Mechanics Information: I would like the damage effect to “spread” so there’s more of a wave effect in units dying rather than just suddenly everything in the immediate area doing the acid death conga. TIER 2 Aftershock Leveling Tooltip: “Shock” nanites have a much longer operational capacity than most nanites due to their destructive implementation being less stressful on their processors than the careful finesse required to repair damaged tissue. It was recently discovered that they linger in their victim’s body after the original attack is complete, allowing a skilled operator to re-activate them and attack their targets once more from within, causing in even more trauma. Level 1: Aftershock deals Nano-Shock’s current level in damage and stuns the target for 1 second if it is under Nano-Shock’s slow effect. Level 2: Reduces cooldown and increases stun duration. “I like to believe that the first person that experienced the Aftershock technique was thinking “I’m glad that’s over” after the initial hit. I can only imagine their disappointment.” Button Tooltip: Aftershock [F] 10 energy cost [5/3] second cooldown Deals [50/100/150] damage to units previously damaged by Nano-Shock. Units still slowed by Nano-Shock are stunned for [1/2] seconds. Mechanical Information: Only appears when Nano-Shock is on cooldown. Intolerable Cruelty Learning Tooltip: Volatile Injection’s nanites can be modified to damage the stomach lining of the victim and spread themselves throughout the body, using tissue as fuel to more rapidly produce gas and increase the acidity of the stomach’s fluid. Level 1: Increases the burst radius of Volatile Injection to 3 and causes units under the effect of Volatile Injection to take 3 damage per second for 30 seconds. Level 2: Increases the burst radius of Volatile Injection to 4 and causes units under the effect of Volatile Injection to take 6 damage per second for 30 seconds. “I’ve never vomited myself to death before. I imagine it’s unpleasant.” Button Tooltip: None TIER 3 Remember, you can only pick one of these. Nano-Sear Learning Tooltip: An enormous swarm of nanites is released to an area, attacking and tearing apart anything that comes within range. Despite primarily being designed to work on biological targets, it is notably effective against mechanical targets and shields. Level 1: Creates a cloud at the target location that applies a damage over time effect that deals 15 damage per second for 60 seconds to all units that pass through it. Units that remain within the cloud take double damage from the damage over time effect and have their movespeed reduced by 10% every 5 seconds up to 50%. The movespeed reduction fades as soon as the unit leaves the cloud. “It’s like having a No-Man’s-Land in your pocket, ‘cause anyone that walks in that cloud isn’t coming out.” Button Tooltip: Nano-Sear [G] 40 energy cost 90 second cooldown 15 casting range Creates a cloud at the target location that applies a damage over time effect that deals 15 damage per second for 60 seconds to all units that pass through it. Units that remain within the cloud take double damage from the damage over time effect and have their movespeed reduced by 10% every 5 seconds up to 50%. The movespeed reduction fades as soon as the unit leaves the cloud. Mechanical Information: Coming in contact with the cloud applies the DOT, and the cloud itself deals 15 damage/sec. Area of effect radius is 3.5. Nano-Plague Learning Tooltip: What has become known as the “Nano-Plague” program was actually originally intended for industrial construction to weaken key points in buildings so their demolition would proceed smoothly. However, it was discovered that medical nanites could be loaded with the program, making it an incredibly dangerous weapon that will disassemble its target from the inside out. Level 1: Deals 40 damage per second for 90 seconds and reduces the target’s armor by 5. If the target dies while under the effects of Volatile Injection, Nano-Plague will be applied to all units damaged by Volatile Injection’s burst. “Seeing your buddy literally melt into a puddle can’t be good for morale. Oh well. They shouldn’t have shot at us.” Button Tooltip: Plague [G] 60 energy cost 120 second cooldown 15 casting range Deals 40 damage per second for 90 seconds and reduces the target’s armor by 5. If the target dies while under the effects of Volatile Injection, Nano-Plague will be applied to all units damaged by Volatile Injection’s burst. Mechanical Information: Nano-Plague can only be spread via Volatile Injection once.