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IF level 25... you only need the medic AR to heal properly. Time your darts and use grenades accordingly and you'll be fine. Don't forget that in zed time, you produce medic gas that lasts ~3 seconds after zed time ends... run up to injured players with this gas, and heal far away ones with your gun. Also remember that you have a medic syringe!!!
If not level 25 yet, definitely use at least two medic guns. AR and Shotgun is a great one.
For absolute tryhard mode, on most normal maps, my build is medic AR, m4, handcannon, no upgrades. I feel comfortable taking on every scenario with this build. Switch to m4 or handcannon to one shot gorefiends and edgars. Switch to m4 to get some insane burst damage on large zeds (ONLY when teammates are also firing on said large zed). This build also gives you a lot of ammo, which is great for last man standing, should the situation go sideways. You can substitute the boomstick in here for the m4 if you prefer the jump shots; they both have their pluses and minuses. At that point, either upgrade AR once and then boomstick, or dump all upgrades into boomstick
On maps where camping is popular, I go with medic AR and medic grenade rifle as a final build. Stick with medic smg and medic pistol after wave 2, save up for the medic grenade rifle while keeping the smg and pistol, then upgrade to the medic AR once you have the dosh. This gives you a minimum of 20 grenades to soak the ground with (but more if you have a support/demo on the team). Great for buffs. This build is also great when you aren't level 25 yet... lots of heals, lots of damage, lots of kills with the grenades
Then there are the support builds. Medic AR + Killerwatt/Hemogoblin/Freezethrower. I'm not too big on the freezethrower personally... I prefer the Killerwatt here. Even as off perk, the Killerwatt will kill a 6p HoE scrake in less than one mag with headshots. If not, it'll EMP it. Does great damage for Fleshpound, and the alt fire charge attack on QPs kills packs of them. Killerwatt is a great medic weapon
On boss waves, I always go with the hemogoblin... it works great to debuff Patriarch and Hans, but is iffy on Abomination and King Fleshpound. Since those two bosses are easy anyway, I always prepare for the two harder bosses. Go hemogoblin + medic shotgun with upgrades, or the AR. Alternately, if you really have no faith in your team and think it'll come to last man standing, go hemogoblin + medic pistol + boomstick... you should be able to clutch anything with this load out.
I go all left apart from the acidic rounds and battle surgeon on the first few waves, after I have my assault rifle I go all left and sometimes I grab acidic rounds instead of the damage boost perk skill.
Still viable but the 501 can both heal and kill at the same time (bane of trash zeds everywhere).
i usually use the HM 401 + 501 for insane healing and buffing.
also hemo + HM 201 smg or DBS to help clear trash, debuff big guys and bosses (specially patty and hanz who either run away or can catch up to you), and if DBS to stomp stun bosses and big guys enraged coming after us.
I'm level 25, 200h+ as a medic before the last few updates. I'd say I play 80% healing, 20% combat. I love taking down Scrakes with the DBS (yeah I know) - do you know if the DBS is as strong as before when fully upgraded? I've heard it's been nerfed :(
Looks like the 501 is worth a try.
Good to hear the med shotty as been buffed, as well as the SMG - this one wasn't the best!
yeah the DBS got a nerf (depends how long you were gone but a bunch of weapons got nerfs around summer sideshow update 2018).
501 is good for both trash and healing (just watch out for sirens)
med shotty got buffed
med smg got buffed too (it does shotgun type damage now making it easier to deal with gorefasts/fiends so it's actually worth using now.
Just pick another perk.
If you are taking acidic rounds, as well as not taking the damage reduction then there's no point in you being medic, just play with an offperk med weapon or let someone else go left skill medic.
You will be more effective at protecting your team and you have he exact same HP regen as a medic, your darts are just less potent.
AR/SMG/MedPistolx2 and off perk C4 to shorten FP battle.
Pay no attention to the players that just want the medic to be a slave healer.
lol...now this is comedy.
and other times, it's the HMTech-201 and the Hemogoblin (especially the latter to help de-buff the bigger Zeds and Patriarch by slowing them down)
HM401 + HM501 for most matches.
HM401 + HM301 or Hemogoblin for bigger maps where everybody is farther apart.