This page has been updated to Patch 6.0
The Combat Medic Specialist(68W) is the only MOS that can revive other soldiers and is responsible for assisting the team with healing and augmentation support. This class is playable in all rank-sets with no requirements at all. |
Enlisted | Warrant Officer | Comissioned Officer |
---|---|---|
0 XP | 0 XP | 0 XP |
Vitals | |
---|---|
Health | 420 |
Armor | 5 |
Energy | 200 |
Movement Speed | 2.90 |
Weapon: Rifle | |
---|---|
Damage | 44 - 52 |
Range | 15 |
Attack Speed | 0.30 |
Magazine Size | 60 |
Soldier skills are basic, general knowledge and proficiency at your profession. They range from simple physical fitness and weapon proficiency to battle drills and warrior tasks.
Each point increases Fitness, Dexterity, and Mechanical skills by 2
, and 10%
faster reload/unjam time.
Level | Skill | Stat Gain | Reload/Unjam Time |
---|---|---|---|
1 | Perform self-aid | 2 | 10% |
2 | Burst Fire | 4 | 20% |
3 | Improved prone | 6 | 30% |
4 | Rifle butt Healing Aura |
8 | 40% |
Healing Aura is a passive ability that provides a healing buff to all allied units in the Medic's area.
It provides +0.5
Life regen per second, or +1.0
with a Bio Suit equipped.
Marksmanship is your ability to accurately fire, reactively fire, and focus under stress.
Only available to Combat Medic after getting Revive Level 3 or if the
ONE LIFE
modifier is chosen, or Combat Medic is played in a solo scenario. Replaces Revive.
12.5%
critical hit chance to deal extra damage on each auto attack. Critical hits are only half as affected by the targets armor.
Each level grants 4
Dexterity, Equals To:
+ 8%
Ranged Damage
+ 4%
Attack Speed
+ 1
Weapon Range
Level 4 Marksmanship
is locked behind One Life
modifier.Level | Critical Damage Multiplier | Dexterity |
---|---|---|
1 | 2.5x | 4 |
2 | 5.0x | 8 |
3 | 7.5x | 12 |
4 | 10.0x | 16 |
First Aid provides a range of skills for treating the wounded. Each level improves Mechanical Skills stat by 1.
Level | Skill | Energy Cost | Base Cooldown | Mechanical Skills |
---|---|---|---|---|
1 | Blood Transfusion | 80 | 32 Seconds | 1 |
2 | Nano-Injection | 90 | 40 Seconds | 2 |
3 | Improved Blood Transfusion | 60 | 22 Seconds | 3 |
4 | Improved Nano-Injection | 80 | 35 Seconds | 4 |
150
Life and 25
Energy over 30
Seconds.250
Life and 40
Energy over 20
Seconds.100
Life, cures Minor
and Moderate
ailments instantly.150
Life, cures Minor
, Moderate
, Severe
and Traumatic
ailments instantly.Augmentation contains abilities that allow the Combat Medic to augment their squad's fighting capabilities as well as their own. Each level improves the Mechanical Skills stat by +1. Each ability has a 50% chance to apply to yourself when used on an allied target.
Level | Skill | Energy Cost | Base Cooldown | Mechanical Skills |
---|---|---|---|---|
1 | Anabolic Performance Enhancement | 95 | 60 Seconds | 1 |
2 | Cognitive Enhancement | 105 | 60 Seconds | 2 |
3 | Pain Killer | 55 | 35 Seconds | 3 |
4 | Improved Anabolic Performance Enhancement | 80 | 45 Seconds | 4 |
5 | Improved Cognitive Enhancement | 90 | 45 Seconds | 5 |
5 | Improved Painkiller | 45 | 35 Seconds | N/A |
30%
and movement speed by 0.15
for 30
Seconds.40%
and movement speed by 0.2
for 35
Seconds.30%
, attack speed by 30%
and range by 4
for 30
Seconds.45%
, attack speed by 35%
and range by 6
for 35
Seconds.100
, movement speed by 0.1
and minimizes all movement speed losses beyond 2.9
speed for 30
Seconds.170
, movement speed by 0.15
and minimizes all movement speed losses beyond 2.9
speed for 35
Seconds.Revive a nearby dead allied soldier.
Level | Energy Cost | Base Cooldown | Revive Time Delay |
---|---|---|---|
1 | 180 | 90 Seconds | 7 Seconds |
2 | 120 | 80 Seconds | 6 Seconds |
3 | 100 | 70 Seconds | 5 Seconds |
Beat Boss Mode as a Combat Medic with
RIFLE
,BANANA SOLDIERS
andEXTREME WEATHER (RANDOM)
modifiers on.
Vitals | |
---|---|
Health | 420 |
Armor | 5 |
Energy | 200 |
Movement Speed | 2.90 |
Weapon: Rifle | |
---|---|
Damage | 44 - 52 |
Range | 15 |
Attack Speed | 0.30 |
Magazine Size | 60 |
Soldier skills are basic, general knowledge and proficiency at your profession. They range from simple physical fitness and weapon proficiency to battle drills and warrior tasks.
Each point increases Fitness, Dexterity, and Mechanical skills by 2
, and 10%
faster reload/unjam time.
Level | Skill | Stat Gain | Reload/Unjam Time |
---|---|---|---|
1 | Perform self-aid | 2 | 10% |
2 | Burst Fire | 4 | 20% |
3 | Improved prone | 6 | 30% |
4 | Rifle butt Healing Aura |
8 | 40% |
Healing Aura is a passive ability that provides a healing buff to all allied units in the Medic's area.
It provides +1
Life regen per second, or +2
with a Bio Suit equipped.
Marksmanship is your ability to accurately fire, reactively fire, and focus under stress.
Only available to Combat Medic after getting Revive Level 3 or if the
ONE LIFE
modifier is chosen, or Combat Medic is played in a solo scenario. Replaces Revive.
12.5%
critical hit chance to deal extra damage on each auto attack. Critical hits are only half as affected by the targets armor.
Each level grants 4
Dexterity, Equals To:
+ 8%
Ranged Damage
+ 4%
Attack Speed
+ 1
Weapon Range
Level 4 Marksmanship
is locked behind One Life
modifier.Level | Critical Damage Multiplier | Dexterity |
---|---|---|
1 | 2.5x | 4 |
2 | 5.0x | 8 |
3 | 7.5x | 12 |
4 | 10.0x | 16 |
First Aid provides a range of skills for treating the wounded. Each level improves Mechanical Skills stat by 1.
Level | Skill | Energy Cost | Base Cooldown | Mechanical Skills |
---|---|---|---|---|
1 | Blood Transfusion | 80 | 32 Seconds | 1 |
2 | Nano-Injection | 90 | 40 Seconds | 2 |
3 | Improved Blood Transfusion | 60 | 22 Seconds | 3 |
4 | Improved Nano-Injection | 80 | 35 Seconds | 4 |
150
Life and 25
Energy over 30
Seconds.250
Life and 40
Energy over 20
Seconds.100
Life, cures Minor
and Moderate
ailments instantly.150
Life, cures Minor
, Moderate
, Severe
and Traumatic
ailments instantly.Augmentation contains abilities that allow the Combat Medic to augment their squad's fighting capabilities as well as their own. Each level improves the Mechanical Skills stat by +1. Each ability has a 50% chance to apply to yourself when used on an allied target.
Level | Skill | Energy Cost | Base Cooldown | Mechanical Skills |
---|---|---|---|---|
1 | Anabolic Performance Enhancement | 95 | 60 Seconds | 1 |
2 | Cognitive Enhancement | 105 | 60 Seconds | 2 |
3 | Pain Killer | 55 | 35 Seconds | 3 |
4 | Improved Anabolic Performance Enhancement | 80 | 45 Seconds | 4 |
5 | Improved Cognitive Enhancement | 90 | 45 Seconds | 5 |
5 | Improved Painkiller | 45 | 35 Seconds | N/A |
30%
and movement speed by 0.15
for 30
Seconds.40%
and movement speed by 0.2
for 35
Seconds.30%
, attack speed by 30%
and range by 4
for 30
Seconds.45%
, attack speed by 35%
and range by 6
for 35
Seconds.100
, movement speed by 0.1
and minimizes all movement speed losses beyond 2.9
speed for 30
Seconds.170
, movement speed by 0.15
and minimizes all movement speed losses beyond 2.9
speed for 35
Seconds.Replaces Revive with Defibrilator.
Level | Energy Cost | Base Cooldown | Revive Time Delay | Charges |
---|---|---|---|---|
1 | 180 | 90 Seconds | 3.5 Seconds | 1 |
2 | 120 | 80 Seconds | 3 Seconds | 1 |
3 | 100 | 140 Seconds | 2.5 Seconds | 2 |
Revive target receives a temporary shield but revives with less health and energy.
Throws a frag grenade that deals
650
damage to a targeted area.
Costs60
Energy and has a30
second cooldown.
Requires
CSM( 95,000 Enlisted XP)
rank.
This medic is highly experienced in the battlefield.
Provides:
+0.1
Energy Regen
-5%
Ability Cooldown Time
Fires a flare at the target point, illuminating the surrounding area for 45 seconds.
Costs65
Energy and has a90
second cooldown.
Requires
CWO5(120,000 Warrant Officer XP)
rank.
You are provided with an additional, underling medical soldier once you reach sufficient battlefield experience.
Requires
MGEN(130,000 Commissioned officer XP)
rank.
Specialize in First Aid.
+ 1
Charge for Blood Transfusion and Nano-Injection
5 Seconds
20 Seconds
5 Seconds
35 Seconds
100 Life
to 150 Life
150 Life
to 300 Life
Beat Nightmare Campaign with epilogue completion as a Combat Medic.
Improves Augmentations.
Reach the highest threshold for medic points.
Significantly reduced the recovery amount of ER revive
Fixed issue where Improved Nano Injection wasn't removing all venoms
Combat Stims no longer cause Augment skills to drain HP, duration increase increased from 5s to 15s
Added one variant
Disabled one MOS Specific SI
Fixed an instance where Healing Aura actor could display improperly
Now only gets 3 levels of Marksmanship when 1 Life modifier is inactive
Added 3rd SI, Combat Stims
Marksmanship is available (but only visible) after leveling revive to level 3 (if not voting 1 life modifier)