[align=center]So you want to become a doctor? Then you should start by reading this guide The Medic [/align] Introduction The medic is one of the 3 base classes available to all players in NOTD right from the get go. It is also one of the few classes that is available in every campaign unlike other classes who may be replaced there. Playing medic requires you to acknowledge your role as a support caster rather than frontline DPS dealer and take pride in ensuring your team makes it out alive in one piece through the use of both healing and support talents. As with most classes, it is advisable to choose and remain on one talent tree until you obtain the Tier 3 talent. Medic players receive the Lifesaving Medal for every game they win alive as medic. At 5 CP the medic turns dark blue and at 10 CP the medic turns white and you receive Dr. In front of your name. Your score screen rank icon will also change as a result. Base stats Base Health: 185 Base Energy: 200 Base Shields: 30 Base Armor: 1 Energy Regen: 1.1992 Move Speed: 2.59 Weight Class: Light Inventory Slots: 4 Accessory Slots: 2 Medic is hit tolerant and is less prone to rating loss from hits. Medic gains additional shared XP per allied and own kills. Medic starts the game with 2 bandages Innate Skills: Anti-Venom 15 Energy, 3 Cooldown, 2.5 Range Cures 1 stack of Venom and heals 10 HP Surgical Laser 20 Energy, 30 Cooldown, 3.5 Range Removes 1 stack of Open Wound, Cripple, and Blindness and heals 10 HP Suggested Equipment For the most part, the medic will get a hold of items once everyone else has had their share primarily as it has no true DPS boosters and is a caster class. Equipment that you generally will be using is: M45 Marksman Rifle Flamethrower MK-3 P45 Gauss Pistol C4 / Reactive Armor (once tank has a Reactive or their armor of choice, further Reactives belong to you) Combat Mobility Augment Arc Reactor Ocular Implants You generally will want to have good protection and just take whatever gun is left over. As you will often be wading through think creeps to save teammates from certain doom, it is only fair to give you the means to deal with it. Pistol is an ideal weapon for the Field Aid medic in particular as it is extremely light weight and does not impair movement as a result. Remember you are a Light class and weight can drastically reduce your speed. Unless it is required by a DPS class, the pistol should go to you. In order to power your spells you will need energy and Arc reactors unless required by a Demolitions or Technician Tank should find their way to you. Similarly, you want to get to the incident scene quickly and be able to find and fix teammates quickly, so a combat mobility augment will make that task much easier. Outside of a mobility recon, no other class should have a higher priority on this item than you. It may be tempting to grab and keep any items you find, but remember your role as a medic and that your life (especially as Field Aider) is actually made easier by giving the right equipment to the right teammates as they will be less likely to take hits and die. Field Aid The purpose of this talent tree is to keep you and your teammates alive during the course of a campaign. Nearly every talent will restore hitpoints and increase survivability of those who have taken hits. Just as other classes can deal major damage to enemies, you can prevent and cure the damage that was done to your team. Tier 1 Heal 3 HP per 1 Energy, Channeling, 6 Range Heals 3 / 5 / 7 HP per second Improved Surgical Laser 20 Energy, 30 Cooldown, 3.5 Range Removes 1 stack of Open Wound, Cripple, and Blindness and heals 20 / 30 / 40 HP Reduces cooldown to 8 / 6 / 4 seconds Tier 2 Nano Shield 20 Energy, 3 Cooldown, 5 Range Replenishes lost shields and increases max shields by 30 / 60 and shield armor by 1 / 2 for 20 seconds Requires target to be shield capable and makes target immune to Eos's Shriek Nano Weave 30 Energy, 10 Cooldown, 3 Range Heals 5 / 8 HP per second for 15 seconds Can also affect Mechanical Tier 3 Restoration 25 Energy, 10 Cooldown, 6 Range Heals 70 HP and restores 15 Energy to all allied targets in AoE, heals self for 40 HP Applies Restoration buff - casting Anti-Venom or Surgical Laser removes all associated ailment stacks. Surgical Laser can cure Madness. Can also affect Mechanical, does not affect Massive Suggested Stats Primary: Intelligence [More energy] Secondary: Endurance - Agility [Survival and Mobility] Tertiary: Strength [Survival] A dead medic does not contribute towards the team and a slow medic will not get there in time. A medic with no energy is no different from a mini marine. Order of Distribution The order in which you allocate your talents throughout the game differs primarily in who your designated tank is. Anything else generally should not factor into the decision. Talent 1: Surgical Laser I Talent 2: Heal I Talent 3: Surgical Laser II Talent 4: Surgical Laser III Talent 5: Nano Shield I Talent 6: Nano Weave I Talent 7: Nano Weave II Talent 8: Nano Shield II Talent 9: Restoration This is the basic levelling order of a Field Aid medic. Should your primary tank be a Demolitions or a Flamethrower, you want to level Nano Shield II before obtaining Nano Weave I. For Assault and Technician, keep to the above order. The rationale behind beelining to Nano Shield II being that Demolitions and Flamethrower have high base shields and generally need to soak damage for the team before their talents enable them to make themselves more resistant to damage. Later in the game, when they obtain their resistance talents, you will then have Nano Weave to take care of the rest. The remainder of your team generally should not be taking large amounts of damage for you to require Nano Weave ASAP. If they do, you probably won't win with everyone alive anyway - people who habitually get hit a lot early on are likely going to get hit a lot later on as well, and later game enemies hit a lot harder. The reason that you procure Nano Shield before Nano Weave at all times comes down to energy conservation. Nano Shield costs 20 Energy and increases max shields by 30 in addition to restoring the target's shield pool. Thus casting it on a Marksman with 55 Shields who has just taken a hit (or is about to lose shields) will "heal" him for a grand total of 85 shields instantly for 20 Energy. It will also prevent him from taking HP damage, which you then will not have to spend energy on, and means he will not have a chance of receiving an ailment. Note that ailments are expensive to remove - 20 Energy for Surgical Laser based ailments and 15 for Venom based ailments. Casting Nano Shield to prevent a hit means you likely saved energy on the other talents. Over time this adds up and allows you to direct your energy towards other emergencies. Now why 3 Surgical Laser over 3 Heal you ask? The primary reason is that you will have Nano Weave and Restoration eventually which do exactly what Heal does, just better. Similarly, maxing the alternate (Surgical Laser) means it heals nearly as well as Heal too, so you end up with 3 talents which heal large amounts of damage and can be used sequentially to the extent that by the time you used the 3rd talent, your 1st talent is off cooldown again. Add to this, maxing Surgical Laser means that its cooldown is halved, so you can cure teammates that much faster. You simply won't have the time and energy to use Heal at all. Heal also is a channeling spell which means you cannot do anything (besides knifing) while using the talent. This means you are not contributing towards your team's DPS and force your team to remain in one place as opposed to moving on. Furthermore, consider that anyone who ends up with an Open Wound or Cripple will have taken damage to receive the ailment - they will not have an ailment and be at full HP. Player 1 takes 60 damage and has become crippled Surgical Laser 3 means you spend 20 + 20/3 = 27 energy to fix him Heal 3 means you spend 20 + 40/3 = 34 energy to fix him The time investment is nearly the same at 7 vs 6 seconds, but you wasted an additional 7 energy. For 40 damage and no ailment, Surgical Laser fixes that instantly for 20 energy and allows you and your teammate to continue to move and fire while Heal will cost 14 energy and put you and your teammate out of action for 6 seconds. Therefore if you intend on maxing out Field Aid (and even if not) you should always aim for 3 in Surgical Laser as opposed to Heal. The only downside being the very early game (first 10 minutes) you will not be able to fix multiple highly damaged teammates at once - but this should not be something that happens in the first place. Once you cross that boundary, you will have outclassed a Heal based medic already with even a semi-capable team. Life after Restoration There is no reason to max Heal after obtaining Restoration and you should move directly over to the Nanotech tree. Ideally you want to be picking up 3 Nano Strength asap and then capacitors on Tier 2. What you do after that should the game still be going on is up to you. Do not be tempted to max Mind Blast after Restoration as you simply will not have the energy to cast that and your Field Aid talents and the synergy is lower. Increasing your team's DPS and movement will mean they are less likely to take damage and therefore less likely to require you to spend energy on healing. Efficient Use of Talents So you have a build, how do you put it to good use without draining yourself needlessly on energy? Minor damage (under 20) generally does not need your attention unless you are at full energy and have nothing to spend it on. Zap them with Surgical Laser Moderate damage (up to 50): Zap them with a Surgical Laser. High damage (up to 90): Use Restoration and monitor whether further intervention is required. Critical damage (greater than 90): Use Restoration first, then follow up with Nano Shield. Top up with Surgical Laser if required. Monitor for further intervention requirements, such as adding a Nano Weave on top if they are still taking damage. Major Incident (multiple Trauma cases): Use Restoration and ensure you are positioned correctly to reach all the casualties. Then Shield the teammate most likely to take large amounts of damage next. Then Weave the most injured teammate or tank who can soak the damage. Then Surgical Laser the next most injured person who also has a Laser based ailment. Then use anti-venom to start removing venom, then use Restoration again. You should have the situation under control now. Proper use of Nano Shield requires that you do not spam shield on the tank/teammate as soon as the cooldown is up, but to monitor when the shield is about to dissipate and add it back on. If you spam shield like no tomorrow, you will run out of energy very quickly and your teammate likely dying as a result. As an example, if the Demolitions' shields have run out or are about to (less than 2 blue pips), use shield. If during the next 20 seconds (duration of Nano Shield) the nano shield animation is still up, you will not need to cast it again unless you can see he is taking damage from multiple sources or high damage from a single source which may break the shield in the next 1 (not 3 not 5) hit. If you are travelling in a group and a teammate has lost shields and is still being attacked, always cast nano shield instead of starting to shoot at the enemy. You will both prevent a hit and yourself from spending energy on healing/ailment removal. If you see a parasite nydus spawn or about to spawn or if a teammate is too close to an Infestor as it is about to die, you should always cast Nano Shield on the most likely teammate to be hit, even if they are at full shields. If you are fighting the Queen and you see the text "The Queen lets out a horrific shriek" you want to shield yourself first, and the tank second (especially if Demolitions), or otherwise shield someone with DPS capability in case random spawns attack the group. There is no point trying to shield the tank who may lose the shield before the shriek procs or lag preventing your shield from casting on the tank in time, both of which leave everyone vulnerable. Even if your tank is not shielded in time and stunned, you will have all the time you need to prevent him and others from dying because you are not stunned. Nano Weave on a fully skilled Field Aid medic tends to have more of a niche use. The primary function being to restore a moderate-high amount of damage before you obtain Restoration and to keep an Assault/Technician Tank alive as they soak up damage - shield is generally a poor spell to cast on them except in rare circumstances. Weave can also be useful when using it on a teammate who has max venom stacks (15) and you are likely to not move around a lot in the near future, as it is a lot more efficient to use nano weave on him until the venom wears off naturally as opposed to using anti-venom constantly. Once you obtain Restoration however, it is more efficient to use Restoration followed by anti-venom to cure all stacks at once for 40 energy total. It is also a skill you may consider using (while restoration is on cooldown) if several people have open wounds from Apoptosis and you need time to fix them all. Note that the duration of Weave is longer than the cooldown and multiple uses do not stack, so never spam it on the same target if their weave is still active, or you will be wasting energy. Dealing with self harmers is something you will also be doing as a medic. Self harmers tend to be Commandos and Technicians. Generally Surgical Laser will restore a Commando and Nano Weave a Technician after 1 use of self harm talents. However, it is more efficient when dealing with Commandos to wait for 2 self harms and use restoration instead of laser, as the hit point difference after regeneration is around 7, but you saved 15 energy and granted another 15 energy to the commando, meaning he will not need to self harm as often. You should therefore aim to not laser him unless you are on the move and it is not safe to wait for the second cut. General Notes Do not be tempted to heal the person that screams the loudest first. Always observe and ensure you target the person with the greatest medical need first. Just because the marksman with 1 stack of venom is screaming his lungs out and calling you names doesn't mean that he is a priority over the Assault who has a wound as well as several venom stacks. Your job is to keep people alive, not keep them happy. You should also remember to keep an eye on the team bar at all times to ensure you are up to date on who is taking hits and who has ailments that may need fixing - if you also know where your teammates are relative to your location, you also have a time advantage. Do this and your team will be thankful when you eventually win with everyone alive.