Petless Medic Build

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DW_Mobius
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Posts: 534
Joined: Tue Oct 30, 2007 11:00 pm
Xfire: redeemermma

With the flood of new players wanting help with their medic character, I've decided to post the build I used to build my level 200+ medic. It's rather basic, but designed to take advantage of the regeneratve skills and combos available to a medic and spamming yourself with medic weapons while fighting.

First, I'd like to point out the weapons that you would find most useful are going to be weapons you can damage yourself with, and they include the Flak Cannon, the Rocket Launcher, and some people prefer the Shock Rifle. However, the weapons I would suggest that you use, are going to be mainly the Mine Layer and MP5.

Weapons that technically would work, but I strongly recommend against are the Grenade Launcher, the AmRil, and the Bio Rifle. Any weapon that you cannot hurt yourself with, is virtually worthless, with the exception of the Link Gun for wave 16. Linking up on Lucifer which is HIGHLY recommended. When doing so, ALWAYS look for a high level weapon master first (KarmaKat is always a good choice. ;) ) . They do the most damage. Next look for High level Medics, because they mostly always link up for Luci. Adrenaline Masters rarely link up for the Luci waves because they go out and tank.

You'll start your character at level 25, meaning you will have 240 skill points to distribute right off the bat. To start off your medic, you'll want to:

1. (1 skill point) Buy the Medic Class "Skill" Without this, you cannot continue.
2. (~20 skill points) Purchase all three levels of the skill "Loaded Medic". Any less than three levels is a waste of time, with level 2 increasing your total hit points by 100, and level 3 by 150 for MUCH less than investing in your total health.
3. (105 skill points) MAX your weapon speed. There is no point in investing in Damage Bonus without maxing your weapon speed first, and this is because DB increases in increments of 0.5%, whereas WS increases at a rate of 1% per skill point invested. Therefore 100 points into WS will double your rate of fire, which in turn doubles your damage. 100 points into DB will increase your total damage by 50%, only half of what you would do with 100 WS.
4. (28 skill points) This step is optional for those who find themselves without enough adrenaline to create a medic weapon at times, it involves adding 25 to your max adrenaline and buying the skill "Adrenaline Drip". I wouldn't get any more than the first level of this skill at this time, seeing as you want to do not want to deviate from increasing your damage bonus until it's maxed, but the first level is definately going to help. (This isn't what I did, but I don't see why 3 levels worth of skill points is going to really hurt you at this time.)
5. Distribute the remainder of your skill points into Damage Bonus. The reason why you would want to max your WS and DB off early is simple. The more damage you do, the more exp you receive. The more exp you receive, the faster you level. The faster you level, you get the idea. You want to spend as little time at this level as possible.

Building your character like this is going to require good evasion skills on your behalf, as you won't be able to take any damage without having to immediately run for cover.

After you start gaining levels, you'll want to continue to investing every single available skill point into your DB until you reach level 40. At that point, you'll want to spent 5 points out of every level into your Advanced Damage Reduction Skill (which is at the very bottom of the skill list), and the other 5 into your DB, or your regular DR if you have maxed out your DB with 290 points. You can only buy 1 level at a time that way, but you want to max your Adv. DR BEFORE you max your regular DR because it will give you 4% DR for 5 skill points whereas you will get 2.5% for 5 skill points of regular DR.

After your DB and Adv. DR are maxed, max your DR. It will require 350 skill points in totality. At the point that you max it, you will be around level 82(Or 85 if you did invest in Adrenaline Drip).

Up until this point, this has been a completely generic medic build. This is the point where you can begin to variate however you want to without compromising your core medic structure. I omitted the skill "Experienced Healing" for a few reasons. To max the skill, it costs 124 skill points, which is essentially 13 levels, and at max, for every 10 HP you heal someone, you recieve 1 experience point. At level 120 it will take you 16-17k experience points to level up, meaning you would have to heal a total of 160,000+ HP for ONE level. Therefore, for 13 levels of skill points, I believe the skill is worthless.

Now, I am unfamiliar with monster summons, so I'm not going to elaborate on pets.

From this point, you'll have a host of skills you'll want to buy. I listed them in my preferred order, but you can improv as you wish...

1. Ghost
2. Adrenaline Drip
3. Regeneration
4. Awareness (Level 1 only, Level 2 isn't worth it until you max the essentials)
5. Air Master
6. Quickfoot
7. Power Jump
8. Monster Intelligence (It also applies to summoning charms, and it's relatively cheap, so I'd recommend getting it eventually.)

I also recommend maxing out your HP before level 175, it will increase your Regeneration's effectiveness because you will have a larger percentage of your HP that you will recieve HP. (Regeneration will only recooperate your health to your normal starting health. Which means if your max HP is 1250 (with a medic healing), your regeneration will cover you to 1100 HP (88% of your total HP). if your max is 250 with a medic healing, you are covered to 100 HP (40% of your total HP). The same effect applies with the enhanced booster adrenaline combo, which is very effective when used in the middle of "dancing" with the monsters. Using the booster will increase your regenerative capacity to 10 HP per second, and when coupled with a Medic Mine Layer gives you the ability to keep your health up rather easily. Also... Do NOT use the standard Booster combo. Hit your insert key and disable it if you can. Instead of hitting \/ \/ \/ \/ (DownX4), hit \/ \/ /\ /\ (DownX2, UpX2). This is the "Enhanced Booster". It fixes an issue the the standard booster had. The standard booster will stop giving you bonus armor if you or another medic stops to heal you 100 or more HP above you normal health max. The enhanced booster will continue to give you armor in that situation.

On waves Titans that don't spawn, or waves with "Nasty Raptors" as we refer to them, I recommend the Mine Layer. On all other waves, use a medic MP5. If you decide you like to use Redeemers, (or any superweapon for that matter) as soon as you fire it off, switch to your medic weapon. As it is about to hit, turn on a Triple Damage Artifact. It may help you if you invest in Speed Switcher.

Otherwise buy adrenaline, you'll have plenty of room to customize your character in the end.


EDIT#1: Grammar ><
EDIT#2: Added Adrenaline Drip.
Last edited by DW_Mobius on Mon Feb 18, 2008 3:08 pm, edited 3 times in total.
DW_Wraith
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Thanks for putting this helpful info together Redeemer! I'm sure it will come i handy for quite a few people.

:cheers:
Tazcrosblade_
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good guide i especially like the green text
Its Pronounced Taz-Cross-Blade, not Tazer-Blade, not Taz-Crows-Blade, not Taco-Blade, Taz-Cross-Blade
Jdizzle
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heheheh gj deemer lol
but i went a different route
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DW_ACY
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Nice Deemer, nice, helpful for people new to the server with no clue as to what they want to do. Monsters are only as strong as the medic. this gives a great base to start from.
I have one addition to your build I would spend the extra and buy adren drip. Numerous maps on our servers have little to no adren and those early medics have trouble killing in later waves so they are unable to get a medic weapon made. Adrendrip alleviates that issue and they can get back to spaming the minelayer. :cheers:
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ACY
DW_Wraith
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Ya, adren drip has been a lifesaver for me. You can hide safely and get adren while waiting to have enough to make your mp5 a medic weapon. Hopefully with the monster loot, it will make all maps a bit easier as the experience shards (blue for new players) will help level up as well as adren dropping from monsters will help sometimes.
DW_Mobius
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Xfire: redeemermma

I added Adrenaline Drip. I figured it would be best to put it in the initial build.
hamburger

Man and Lady,

It good to follow Redeemer guide, I had seen him having high scores or top the scoreboard most of the time.

Resupply could be added in for medic. You could edit it by replacing the DruidsRPG... . resupply line to the default etc UT2004RPG. ... So all class get to buy resupply.

I doubt it will happen anyway. LOL !
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DW_ACY
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Joined: Sat Jul 22, 2006 11:00 pm

hamburger wrote:Man and Lady,

It good to follow Redeemer guide, I had seen him having high scores or top the scoreboard most of the time.

Resupply could be added in for medic. You could edit it by replacing the DruidsRPG... . resupply line to the default etc UT2004RPG. ... So all class get to buy resupply.

I doubt it will happen anyway. LOL !
Hey who you calling lady, men like flowers too. I happen to love roses...so don't get it twisted.
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No shame, no dishonor, will run away to fight another day!
ACY
DW_KarmaKat
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DW_ACY wrote:
hamburger wrote:Man and Lady,

It good to follow Redeemer guide, I had seen him having high scores or top the scoreboard most of the time.

Resupply could be added in for medic. You could edit it by replacing the DruidsRPG... . resupply line to the default etc UT2004RPG. ... So all class get to buy resupply.

I doubt it will happen anyway. LOL !
Hey who you calling lady, men like flowers too. I happen to love roses...so don't get it twisted.
LOLZ!

;)

There...now there's both sexes represented in this thread! :idea:

KKat
:flower:
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
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