Team Fortress 2/Medic: Difference between revisions

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====Syringe Gun====
====Syringe Gun====
** Clip Size: 40 - Reserve Ammo: 150
* Clip Size: 40 - Reserve Ammo: 150
** Point Blank Damage: 10-12
* Point Blank Damage: 10-12
** Mid Range Damage: 5-10
* Mid Range Damage: 5-10
** Long Range Damage: 5-6
* Long Range Damage: 5-6
** Critical Hit: 30
* Critical Hit: 30
The Syringe Gun deals weak damage, but it's fast firing rate and large clip can make it surprisingly deadly. The needles travel slowly and arcs slightly, making aiming hard, so you have to lead the target. The arc of the needles trajectory means you can fire over obstacles. The Syringe Gun us best used when retreating from an enemy, as it deals good damage while keeping the enemy at a safe distance. The Syringe Gun is a better choice than the Blutsauger if you're more dedicated to healing or your teammates are more reliable, as the passive self-healing rate is better.
The Syringe Gun deals weak damage, but it's fast firing rate and large clip can make it surprisingly deadly. The needles travel slowly and arcs slightly, making aiming hard, so you have to lead the target. The arc of the needles trajectory means you can fire over obstacles. The Syringe Gun us best used when retreating from an enemy, as it deals good damage while keeping the enemy at a safe distance. The Syringe Gun is a better choice than the Blutsauger if you're more dedicated to healing or your teammates are more reliable, as the passive self-healing rate is better.


====Blutsauger====
====Blutsauger====
** Clip Size: 40 - Reserve Ammo: 150
* Clip Size: 40 - Reserve Ammo: 150
** Point Blank Damage: 10-12
* Point Blank Damage: 10-12
** Mid Range Damage: 5-10
* Mid Range Damage: 5-10
** Long Range Damage: 5-6
* Long Range Damage: 5-6
** Critical Hit: 30
* Critical Hit: 30
** Health On Hit: 3
* Health On Hit: 3
The Blutsauger is the unlockable alternative to the Syringe Gun. Although it cannot crit outside of crit-boosts, each hit gives the Medic 3 health, and it still does the same damage to the enemy. However, your passive self-healing rate is reduced by 2 HP per second. It's a good idea to play more offensively with this weapon, as you will rely on the heal on hit attribute of the weapon than your own self-healing. It is also useful for survivng and getting away after your healing target gets killed. This weapon cannot overheal yourself, so you can't use this as a self-buff weapon.
The Blutsauger is the unlockable alternative to the Syringe Gun. Although it cannot crit outside of crit-boosts, each hit gives the Medic 3 health, and it still does the same damage to the enemy. However, your passive self-healing rate is reduced by 2 HP per second. It's a good idea to play more offensively with this weapon, as you will rely on the heal on hit attribute of the weapon than your own self-healing. It is also useful for survivng and getting away after your healing target gets killed. This weapon cannot overheal yourself, so you can't use this as a self-buff weapon.


====Crusader's Crossbow====
====Crusader's Crossbow====
** Clip Size: 1 - Reserve Ammo: 12
* Clip Size: 1 - Reserve Ammo: 12
** Point Blank Damage: 38 - Healing: 75
* Point Blank Damage: 38 - Healing: 75
** Mid Range Damage: 56 - Healing: 112
* Mid Range Damage: 56 - Healing: 112
** Long Range Damage: 75 - Healing: 150
* Long Range Damage: 75 - Healing: 150
** Critical Hit: 113 - Healing: 225
* Critical Hit: 113 - Healing: 225
The Crusader's Crossbow damages enemies and heals teammates with it's bolts. The distance the bolts travel increases the damage or healing of the bolt. The bolt cannot overheal teammates. The Crossbow is very different from the first two primary weapons, relying more on big damage done with one shot than multiple shots with low damage. It functions similar to a Sniper's Huntsman, so try to use it that way.
The Crusader's Crossbow damages enemies and heals teammates with it's bolts. The distance the bolts travel increases the damage or healing of the bolt. The bolt cannot overheal teammates. The Crossbow is very different from the first two primary weapons, relying more on big damage done with one shot than multiple shots with low damage. It functions similar to a Sniper's Huntsman, so try to use it that way.


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====Overdose====
====Overdose====
** Clip Size: 40 - Reserve Ammo: 150
* Clip Size: 40 - Reserve Ammo: 150
** Point Blank Damage: 9-11
* Point Blank Damage: 9-11
** Mid Range Damage: 5-9
* Mid Range Damage: 5-9
** Long Range Damage: 5-6
* Long Range Damage: 5-6
** Critical Hit: 27
* Critical Hit: 27
** Speed With Full Ubercharge Meter: 117.33%
* Speed With Full Ubercharge Meter: 117.33%
The Overdose's shots deal 10% less damage, but increases the Medic's speed by up to 10% as his Ubercharge meter builds up. The speed boost only applies when you have your primary weapon out. The Overdose is more of an escape tool, as it allows you to get away if your healing target is killed after building some Ubercharge. It also pairs well with your Vita-Saw, as the preserved Ubercharge meter helps you get back to the frontlines after respawning.
The Overdose's shots deal 10% less damage, but increases the Medic's speed by up to 10% as his Ubercharge meter builds up. The speed boost only applies when you have your primary weapon out. The Overdose is more of an escape tool, as it allows you to get away if your healing target is killed after building some Ubercharge. It also pairs well with your Vita-Saw, as the preserved Ubercharge meter helps you get back to the frontlines after respawning.


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[[Image:TF2_achievement_grand_rounds.png||right|thumb|100px|Other people need healing too. Spread your healing around and you'll gain uber much faster.]]
[[Image:TF2_achievement_grand_rounds.png||right|thumb|100px|Other people need healing too. Spread your healing around and you'll gain uber much faster.]]
====Medi Gun====
====Medi Gun====
** Normal Healing Rate: 24 health/second
* Normal Healing Rate: 24 health/second
** Maximum Healing Rate: 72 health/second
* Maximum Healing Rate: 72 health/second
** Ubercharge Type: Invulnerability
* Ubercharge Type: Invulnerability
** Ubercharge Time: 8 seconds
* Ubercharge Time: 8 seconds
** Charge Speed: 2.5%/second
* Charge Speed: 2.5%/second
** Maximum Charge Time: 40 seconds
* Maximum Charge Time: 40 seconds
Although it's listed as your secondary, you'll be using this "weapon" the more than your others. Point at a teammate and hold down your fire key and you'll start healing them. Let go at any time and you can switch targets, or click again, if you changed the settings. While you're locked on to a target, you can jump, look around, anything as long as you stay in range. The beam can go even go around corners. The medigun heals at a base rate of 24 HP per second. If your healing target hasn't been healed for more than 10 seconds, your healing rate will be increased until at 15 seconds you heal at a rate of 72 HP per second.
Although it's listed as your secondary, you'll be using this "weapon" the more than your others. Point at a teammate and hold down your fire key and you'll start healing them. Let go at any time and you can switch targets, or click again, if you changed the settings. While you're locked on to a target, you can jump, look around, anything as long as you stay in range. The beam can go even go around corners. The medigun heals at a base rate of 24 HP per second. If your healing target hasn't been healed for more than 10 seconds, your healing rate will be increased until at 15 seconds you heal at a rate of 72 HP per second.


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====Kritzkrieg====
====Kritzkrieg====
** Normal Healing Rate: 24 health/second
* Normal Healing Rate: 24 health/second
** Maximum Healing Rate: 72 health/second
* Maximum Healing Rate: 72 health/second
** Ubercharge Type: Critical Hit Boost
* Ubercharge Type: Critical Hit Boost
** Ubercharge Time: 8 seconds
* Ubercharge Time: 8 seconds
** Charge Speed: 3.125%/second
* Charge Speed: 3.125%/second
** Maximum Charge Time: 32 seconds
* Maximum Charge Time: 32 seconds
The unlockable alterative to the medigun. It still heals the same amount (though it charges uber 10% faster), but instead of ubercharge granting invulnerability, it gives your target 100% criticals for the duration of the uber. This makes it more useful in some situations (clearing large amounts of people off the cart) but practically useless in others (clearing out sentry nests). In most cases, the regular ubercharge is more versatile, but which you choose will depend on the map and which team you're on. Keep in mind that criticals do not affect buildings.
The unlockable alterative to the medigun. It still heals the same amount (though it charges uber 10% faster), but instead of ubercharge granting invulnerability, it gives your target 100% criticals for the duration of the uber. This makes it more useful in some situations (clearing large amounts of people off the cart) but practically useless in others (clearing out sentry nests). In most cases, the regular ubercharge is more versatile, but which you choose will depend on the map and which team you're on. Keep in mind that criticals do not affect buildings.


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====Quick-Fix====
====Quick-Fix====
** Normal Healing Rate: 33.6 health/second
* Normal Healing Rate: 33.6 health/second
** Maximum Healing Rate: 100.8 health/second
* Maximum Healing Rate: 100.8 health/second
** Ubercharge Type: Megaheal
* Ubercharge Type: Megaheal
** Ubercharge Time: 8 seconds
* Ubercharge Time: 8 seconds
** Charge Speed: 3.125%/second (1.5625%/second)
* Charge Speed: 3.125%/second (1.5625%/second)
** Maximum Charge Time: 32 seconds (64 seconds)
* Maximum Charge Time: 32 seconds (64 seconds)
The Quick Fix heals 40% faster, builds UberCharge 25% faster and let's you move at the speed of your heal target, but you lose the ability to overheal. The Quick Fix's UberCharge is the MegaHeal, which heals three times as fast, heals the two of you and ignores movement impairing effects like a Sandman shot or the Nastacha. The Quick Fix is all about speed. Heal a scout to get to the frontlines quickly, heal multiple teammates and steadily build your UberCharge. Stay in groups to heal many teammates quickly and protect yourself.
The Quick Fix heals 40% faster, builds UberCharge 25% faster and let's you move at the speed of your heal target, but you lose the ability to overheal. The Quick Fix's UberCharge is the MegaHeal, which heals three times as fast, heals the two of you and ignores movement impairing effects like a Sandman shot or the Nastacha. The Quick Fix is all about speed. Heal a scout to get to the frontlines quickly, heal multiple teammates and steadily build your UberCharge. Stay in groups to heal many teammates quickly and protect yourself.


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[[Image:TF2_achievement_peer_review.png||right|thumb|100px|Getting overzealous with the bonesaw will often get you killed.]]
[[Image:TF2_achievement_peer_review.png||right|thumb|100px|Getting overzealous with the bonesaw will often get you killed.]]
====Bonesaw====
====Bonesaw====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Critical Hit: 195
* Critical Hit: 195
The bonesaw deals more damage in a single hit compared to the Syringe Gun, but deals less damage over time. It also has a higher critical hit rate than his Syringe Gun, which makes it better at killing enemies. It is best to deal the first hit with the bonesaw on a distracted enemy, then switch to the Syringe Gun to inflict more damage at a safer range. The Bonesaw is also more useful at spychecking, as it is more accurate. However, don't go running around to cut enemies with your Bonesaw, as your main role should be supporting, not killing.
The bonesaw deals more damage in a single hit compared to the Syringe Gun, but deals less damage over time. It also has a higher critical hit rate than his Syringe Gun, which makes it better at killing enemies. It is best to deal the first hit with the bonesaw on a distracted enemy, then switch to the Syringe Gun to inflict more damage at a safer range. The Bonesaw is also more useful at spychecking, as it is more accurate. However, don't go running around to cut enemies with your Bonesaw, as your main role should be supporting, not killing.


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====Ubersaw====
====Ubersaw====
** Attack Interval: 0.96 seconds
* Attack Interval: 0.96 seconds
** Normal Damage: 65
* Normal Damage: 65
** Critical Hit: 195
* Critical Hit: 195
** Spinal Tap Duration: 4 seconds
* Spinal Tap Duration: 4 seconds
** Spinal Tap Damage: 500
* Spinal Tap Damage: 500
The ubersaw is the unlockable bonesaw. It attacks 20% slower, but each hit gives you 25% ubercharge instantly. Try to use it as another way of building your Ubers and not as a way to kill the enemy, so employ hit and run tactics with it. The Ubersaw is good at killing spies who have another target, since the spy dies in a few hits and is safer to get close to. Your Ubercharge meter does not increase when "killing" a dead ringer spy, so check your meter when you kill one. The Ubersaw isn't as useful when using the Krizkrieg or Quick Fix due to the faster charge time, so switch to another weapon if you have one.
The ubersaw is the unlockable bonesaw. It attacks 20% slower, but each hit gives you 25% ubercharge instantly. Try to use it as another way of building your Ubers and not as a way to kill the enemy, so employ hit and run tactics with it. The Ubersaw is good at killing spies who have another target, since the spy dies in a few hits and is safer to get close to. Your Ubercharge meter does not increase when "killing" a dead ringer spy, so check your meter when you kill one. The Ubersaw isn't as useful when using the Krizkrieg or Quick Fix due to the faster charge time, so switch to another weapon if you have one.


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====Vita-Saw====
====Vita-Saw====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Critical Hit: 195
* Critical Hit: 195
The Vita-Saw allows the Medic to keep up to 20% of his Ubercharge after respawning, but reduces his health by 10, giving him 140 remaining. The Vita-Saw allows you to obtain an Ubercharge faster upon respawning, especially with the Kritzkrieg or the Quick Fix. However, the health penalty also means that you will get killed more easily.
The Vita-Saw allows the Medic to keep up to 20% of his Ubercharge after respawning, but reduces his health by 10, giving him 140 remaining. The Vita-Saw allows you to obtain an Ubercharge faster upon respawning, especially with the Kritzkrieg or the Quick Fix. However, the health penalty also means that you will get killed more easily.


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====Amputator====
====Amputator====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Critical Hit: 195
* Critical Hit: 195
** Medicating Melody Duration: 4 seconds
* Medicating Melody Duration: 4 seconds
** Medicating Melody Heal: 75
* Medicating Melody Heal: 75
The Amputator let's you use the taunt Medicating Melody, which heals all teammates close enough to you at once. It has no downsides and is a direct upgrade to the Bonesaw, so always pick this weapon over the Bonesaw. The taunt should only be used for healing multiple injured teammates. It cannot overheal and doesn't build your Ubercharge. You're better off using the Medi Gun for healing in most situations, but using this taunt multiple times while in a crowd, you can be more useful than by healing teammates one by one with the Medi Gun.
The Amputator let's you use the taunt Medicating Melody, which heals all teammates close enough to you at once. It has no downsides and is a direct upgrade to the Bonesaw, so always pick this weapon over the Bonesaw. The taunt should only be used for healing multiple injured teammates. It cannot overheal and doesn't build your Ubercharge. You're better off using the Medi Gun for healing in most situations, but using this taunt multiple times while in a crowd, you can be more useful than by healing teammates one by one with the Medi Gun.


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====Saxxy====
====Saxxy====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Critical Hit: 195
* Critical Hit: 195
The Saxxy posseses the same attributes as the Bonesaw, so all strategy related to the Bonesaw also applies with this weapon.
The Saxxy posseses the same attributes as the Bonesaw, so all strategy related to the Bonesaw also applies with this weapon.


====Solemn Vow====
====Solemn Vow====
** Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
** Normal Damage: 65
* Normal Damage: 65
** Critical Hit: 195
* Critical Hit: 195
The Solemn Vow let's you see your enemies health similar to a spy. It has no downsides, making it a direct upgrade to the Bonesaw, so use it if you have it. The Solemn Vow's ability to see enemy health allows you to hunt down sufficiently weakened enemies, identify enemies who merely retreat to lure you into a trap, and let's you direct your teammates firepower to finish off weakened enemies. Using this weapon effectively requires good communication with your team.
The Solemn Vow let's you see your enemies health similar to a spy. It has no downsides, making it a direct upgrade to the Bonesaw, so use it if you have it. The Solemn Vow's ability to see enemy health allows you to hunt down sufficiently weakened enemies, identify enemies who merely retreat to lure you into a trap, and let's you direct your teammates firepower to finish off weakened enemies. Using this weapon effectively requires good communication with your team.


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====The Medieval Medic====
====The Medieval Medic====
** Composed of Crusader's Crossbow and Amputator
* Composed of Crusader's Crossbow and Amputator
** Self-healing rate increases at 1hp/second.
* Set Bonus: Self-healing rate increases at 1hp/second.
In normal situations, this set focuses on supporting more than attacking. The Crusader's Crossbow and the Amputator both provide alternative methods of healing for different situations. In medieval mode, this gives the Medic the ability to fight offensively, as it gives him one of the very few ranged weapons allowed in this mode. The lack of a Medi Gun is also compensated by the ability to heal shared by both weapons.
In normal situations, this set focuses on supporting more than attacking. The Crusader's Crossbow and the Amputator both provide alternative methods of healing for different situations. In medieval mode, this gives the Medic the ability to fight offensively, as it gives him one of the very few ranged weapons allowed in this mode. The lack of a Medi Gun is also compensated by the ability to heal shared by both weapons.


====Clinical Trial====
====Clinical Trial====
** Composed of Overdose, Quick-Fix and Solemn Vow
* Composed of Overdose, Quick-Fix and Solemn Vow
This set let's the Medic heal teammates quickly and effectively, and is the most effective in groups. The Overdose allows the Medic to escape from battles and rush to other teammates aid. The Quick Fix heals and charges quickly, which allows the speed boost from the Overdose to be achieved faster. The Solemn Vow's ability to see enemies health let's you direct teammates at weakened enemies to finish them of.
This set let's the Medic heal teammates quickly and effectively, and is the most effective in groups. The Overdose allows the Medic to escape from battles and rush to other teammates aid. The Quick Fix heals and charges quickly, which allows the speed boost from the Overdose to be achieved faster. The Solemn Vow's ability to see enemies health let's you direct teammates at weakened enemies to finish them of.