Team Fortress 2
Combat medic build:
Well, I saw the great potential of the medic barrier and decided to make a build to maximize it's use for killing robots. This is the result:

http://www.youtube.com/watch?v=qg_EFUGJTHQ

Great damage output, making the medic an incredible and useful ally to have.

Weapons:
Medigun: Charge the barrier faster when taking hits while immune. Also helps by not dying while using the barrier.
Amputator: Faster regen. You'll need it since you can't have health on kill for the barrier.
Primary doesn't matter.

Upgrades:
Barrier level 2 to deal big damage and block the robots.
Pick the best resistances to deal with the current wave.
When maxed (or not necessary atm) go for the healing expert to have better regen, heal faster (builds the barrier gauge faster) and revive faster.
Then go for the canteen upgrade and spam ubers when necessary (always use on someone).
Finally i'll sugest faster ubercharge rate, passive regen and maybe walking speed.
DON'T BUY THE OVERHEAL EXPERT (filling the barrier gauge will be much harder).

General strategy:
Use barrier as soon as possible or when you know a big crowd is coming.
Find narrow spots to trap the robots to your barrier. Beware of the pyros, since the barrier doesn't block fire particles (use uber canteens or the ubercharge when they come).
Also try to use ubercharges/uber canteens while healing someone and absorb some damage to fill the barrier gauge (absorbing a sentry buster explosion completely fills it, I guess).
Beware where you're looking, if one robot go through your barrier, it might get troublesome.
Be very carefull around melee robots, if one go through the barrier it most likely be the end for you.
Giants are not blocked by the barrier (except sometimes bosses, for some reason?), so follow them with the edge of the barrier touching them, so you can protect yourself against the projectiles and deal damage at the same time.
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กำลังแสดง 1-15 จาก 47 ความเห็น
cant wait to votekick all the battle medics :D:
โพสต์ดั้งเดิมโดย Secondhand Ruelel:
cant wait to votekick all the battle medics :D:
Why?
dear lord...............
primary doesn't matter, what.........
uber???
amputer?!?!?!

what is wrong with your everything.......
So basically just play medic..? You can accomplish everything you show without buying bad upgrades for your team.
Promise us that you will never do this in anything but oil spill or with actually good players.

I am gonna say this for the 3rd ♥♥♥♥♥♥♥ time. The regen bonus from amputator ONLY WORKS IF YOU HAVE THE WEAPON OUT, it is not passive like everyone ♥♥♥♥♥♥♥ think it is.
โพสต์ดั้งเดิมโดย Radioactive Panda:
primary doesn't matter, what.........
uber???
amputer?!?!?!

Primary doesn't matter, since you're a barrier user, and you need to be with the healing gun in order to maintain it. It's not part of the strategy, really.

Yes, uber was the hardest decision. It's all about the damage made by you, so since you can't boost it with the kritzkrieg AND get extra charge when you absorb damage while invuln, it's really the way to go.
Amputator with the extra +3 regen is better for survivability. Pulling the ubersaw would cancel the barrier if you're in the middle of it, and the build don't base on the constant use of the ubercharge anyways.

โพสต์ดั้งเดิมโดย tN|Serpent:
So basically just play medic..? You can accomplish everything you show without buying bad upgrades for your team.

Indeed, I played a lot with the new regular medic. It's awesome, but just tried to make a way to the medic to have a damage similar to a demo or heavy while also occasionally blocking projectiles, healing and reviving.

โพสต์ดั้งเดิมโดย Hacked Exhale:
Promise us that you will never do this in anything but oil spill or with actually good players.

I am gonna say this for the 3rd ♥♥♥♥♥♥♥ time. The regen bonus from amputator ONLY WORKS IF YOU HAVE THE WEAPON OUT, it is not passive like everyone ♥♥♥♥♥♥♥ think it is.

Huh, really? So I'll have to rethink the melee weapon then, but since the uber is not that important on this build I don't see many other options.


You all seem pretty skeptic about it. I would be too, but it's a good build. I just used a few times so I can't tell how good it is, but in missions with huge ammounts of bots like Broken Parts, wave 666, Bone Shaker, and maybe some of the new missions, it needs to be tested, since it's a awesome crowd controller.
แก้ไขล่าสุดโดย n00b4ever1989; 3 ธ.ค. 2013 @ 11: 58am
KappaFlames (ถูกแบน) 3 ธ.ค. 2013 @ 1: 58pm 
"Hey guys I figured out to do eal damage with the medic when I could do superior damage with the demoman/soldier engineer etc.!"
โพสต์ดั้งเดิมโดย Nichts:
"Hey guys I figured out to do eal damage with the medic when I could do superior damage with the demoman/soldier engineer etc.!"
It's about the same damage + support.

I don't get it, before the update, the medic was considered a bad class for MvM because he didn't have the DPS contribution to the team. Now that he finally can have some, it's better that he doesn't. wtf?
The point to be discussed is, having another damage dealer on the team (5 instead of 4 if there's a scout) worth not having bigger overheal and occasional kritz. The rest is pretty much the same.
Seriously, you're just gimping your team. Kritz + uber duration + uber recharge + crit/canteen specialist will yield your team so much more damage than a medigun.
โพสต์ดั้งเดิมโดย McWeenis:
Seriously, you're just gimping your team. Kritz + uber duration + uber recharge + crit/canteen specialist will yield your team so much more damage than a medigun.

That's up to debate. A constant use of the barrier deals way more damage than you think.
โพสต์ดั้งเดิมโดย Nefos:
โพสต์ดั้งเดิมโดย McWeenis:
Seriously, you're just gimping your team. Kritz + uber duration + uber recharge + crit/canteen specialist will yield your team so much more damage than a medigun.

That's up to debate. A constant use of the barrier deals way more damage than you think.

How about doing the math? I know that 10 crit stickies can take out a giant medic and/or a giant heavy in one shot. How many times must the Giant Medic pass through your barrier before he's dead? And which do you think I would prefer if I were your demo?

The stats for everything is within the wiki, so do the math -- and convince us that way.
แก้ไขล่าสุดโดย Porco Rosso; 4 ธ.ค. 2013 @ 6: 19am
KappaFlames (ถูกแบน) 4 ธ.ค. 2013 @ 7: 35am 
โพสต์ดั้งเดิมโดย Nefos:
โพสต์ดั้งเดิมโดย Nichts:
"Hey guys I figured out to do eal damage with the medic when I could do superior damage with the demoman/soldier engineer etc.!"
It's about the same damage + support.

I don't get it, before the update, the medic was considered a bad class for MvM because he didn't have the DPS contribution to the team. Now that he finally can have some, it's better that he doesn't. wtf?
Medic now blocks EVERY piece of incoming damage save fire.
The 10DPS is just a gimmick.
Before it was preferred you have 5 damage classes and uber canteens.
Now you should have 4 damage classes and one protector.
แก้ไขล่าสุดโดย KappaFlames; 4 ธ.ค. 2013 @ 7: 35am
โพสต์ดั้งเดิมโดย Nichts:
โพสต์ดั้งเดิมโดย Nefos:
It's about the same damage + support.

I don't get it, before the update, the medic was considered a bad class for MvM because he didn't have the DPS contribution to the team. Now that he finally can have some, it's better that he doesn't. wtf?
Medic now blocks EVERY piece of incoming damage save fire.
The 10DPS is just a gimmick.
Before it was preferred you have 5 damage classes and uber canteens.
Now you should have 4 damage classes and one protector.


All the missions -- including Manhattan -- can be played without a Medic. It's not necessarily easier with a medic; in fact I've been finding it more often more difficult with a medic because they tend to pocket one person and are in the wrong place to revive players. They can only use the shield on one front, when sometimes the battle has two fronts, and they are on the less-demanding front.
แก้ไขล่าสุดโดย Porco Rosso; 4 ธ.ค. 2013 @ 7: 46am
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กำลังแสดง 1-15 จาก 47 ความเห็น
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