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HM101 pistol: light and cheap, a great healing tool to fill out any loadout.
HM201 smg: good, cheap trash clearing.
Hemoclobber: great self defense weapon that lets you heal your teammates by beating the ♥♥♥♥ out of them.
Hemogoblin: more niche, but the debuff it applies can be handy against the biggest zeds if your team isn't able to down them quickly.
HM401 ar: great all-purpose weapon.
HM501 gr: less mag size, firerate, and ammo than the 401, but better damage per shot and gives you extra heal grenades that stumble enemies on hit and detonate on contact instead of a timer.
As for skills, the left path heals you when you heal others and lets you buff your teammates(and yourself) when you heal, making it the best option for multiplayer. The right side, meanwhile, beefs up your own defense and firepower, making it better in solo.
For strategy, it's pretty simple: find a spot where you can stay relatively safe and mow down the smaller enemies while pumping your team full of heals when they need it. Also remember that the cloud your grenades leave not only heals teammates, but also deals damage to enemies, making them great get-out-of-jail-free cards.
Medic rifle
Hemoglobin
Swap between those 3 and you should be able to keep spamming darts non-stop
501 only on Holdout maps
Skill:
Damage resist way better than 125hp
Then all left
DPS:
Upgraded Medic sniper
Medic Shotgun
Skill:
Damage resist
All right for the rest (you can keep Zed time skill as left if you like)
In any case, this one is a build meant for Single Player, or when you already have a Support medic
The sniper is a great weapon to take down big zeds and stun them
I made a guide how to be a good healer in multiplayer for HoE.
https://steamcommunity.com/sharedfiles/filedetails/?id=1921115518
thank you! ill check it out
you touch almost every zed, but you dont kill not even the small ones... but you make it much harder for everyone else to kill them because of their stumbling.
Additional both weapons are bad to buff, which should be not just a side-option. Buffing is the one thing you can do as healer which no one else can.
Everyone else can kill trash. most perks much better than you as healer... but no one else can buff.
My recommendation for new medics that want to focus on healing.
Healthrower + medic shotgun
On normal and hard difficulty anything works.
Does the healthrower not apply the healing buff effects? You can buff multiple allies very quickly. Incision oneshots husks, sirens, bloats, etc.
I usually either upgrade the pistol on wave 2 (faster recharge and a little more damage) or sell it to buy the SMG.
Wave 3, I will sell the SMG and buy the shotgun or the Healthrower, depending on if the map is arena or kite.
Wave 4 I will have full armour and some ammo, buying grenades if I have less than 2.
Wave 6-7 I usually trade in the Healthrower for Hemoglobin, with a shotgun (that I later upgrade).
This is my final loadout for boss - shotgun for damage after Hemo for big zeds, using grenades as offense/defense.
Sometimes, if I'm rich, I will get the nade rifle / sniper and use that with either the SMG or an upgraded pistol.
If playing solo, I take all right side perks and go for shotgun and smg/rifle, upgrading the shotgun.
However, I don't play medic solo very often.
The Clobber is great, but I usually use that only as Zerker of Survivor.
With medic is it good fun to tank things - you can keep a player alive who is cornered by a FP while buffing each other by smacking both them and the FP at the same time.
You will earn a lot of dosh with Clobber, so you can get your team geared up fast, which helps.
Though, if taking the melee option, I always keep an upgraded pistol for distance healing.
Healthrower is great for arena maps, as it poisons everything while healing ur mates, although big zeds will be an issue as well as running out of ammo - so I always have a backup and tend to swap it out for a shotgun and Haemoglobin by wave 7-8.
// your grenades buff you also - I find in a lot of games that nades are the highest damage dealers in my stats... Don't be shy to use them.
Healthrower does apply buff on tick as of now. It is the best buff tool in the medic's arsenal and can even shoot darts unlike the clunky 501. Trash zeds die in 1-2 sprays. It is so op in fact, that it is even banned in some cd servers.
Incision is also the best tool for medic HVT takedowns. 3 shots on a sc and 4 shots for fp. You can actually defend yourself if one slips through the cracks and your teammates are busy holding the line. It cheeses the sc (perma emp) and can even derage it on demand if you have a teammate who botched his takedown, which is quite often. Incision darts also heal for 60hp per dart, the same hp healed by 3 darts from a normal medic gun, and goes through most zeds, so it hardly gets wasted.
Please don't look down on the new medic guns just because they are new.
but on enclosed maps (like "Krampus Lair" & "Containment Station"), i'll swap out the Hemogoblin for the Grenade Rifle
I think healthrower is banned cause it's annoying when all the zeds stumble around just like an firebug not cause it's op.
no, it's very hard to panic with the healthrower, since you can just, you know *gasp* stop firing when a troublesome zed arrives like any responsible fb player. It also doesn't leave ground ice/ fire which is the no 1 reason flamers are banned in cd (all the trash start jumping around). Certain servers still allow fbs with helios, and they cause much much worse fire panic., if you don't know how to headtrace properly with it.