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Field medic
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==Class Description== The '''Field Medic''', commonly known as the '''Medic''', excels in healing injured players and absorbing damage. This perk receives bonuses for the [[MP7M medic gun|MP7M]], [[MP5M medic gun|MP5M]], [[M7A3 medic gun|M7A3]] and the [[Schneidzekk medic gun|Schneidzekk]] medic guns, as well as bonuses for the [[combat armour]], the [[syringe]], and against [[Bloat]] bile damage. The medic is generally positioned behind the front line of the team. The general role of medics is to provide support to their teammates, especially to the front line (i.e. [[Berserker]]s and [[Support Specialist]]s). By quickly healing them as soon as they take damage, they can relentlessly attack the specimens without having to pull back often to heal. The medic should try to keep all of his teammates in his field of vision and be constantly on the look out for threats closing down onto the team. This will help him to anticipate the damage his allies will sustain, and ensure he is ready to use his healing darts and [[medical syringe]] at a moment's notice, or to protect his teammates directly by absorbing some of the damage himself with his tougher armor. Generally, the medic serves as a supporting player when not healing the team. As long as the medic adapts this strategy, the other weapons of the game are equally of use for different purposes. The medic must be mindful however that regardless of which weapon is chosen, the main benefit of the medic is the armour. Although it lasts longer than normal and can absorb a great amount of damage, the medic is extremely vulnerable against even the most basic of enemies once the armour has depleted. The lack of any damage bonuses makes it important to learn which weapons work against the various specimens, and a medic should strive to take as little unnecessary damage to armour as possible. The medic's medical syringe, MP7M, MP5M, M7A3 and the Schneidzekk healing darts recharge up to three times as quickly, and are up to 75% more potent. At higher levels, they can heal a teammate from critical to near-full health in two applications, and the syringe will even be fully recharged before the reload animation completes. [[Combat armour]] absorbs about 75% of the damage dealt to the player, but medics at level 1 and higher get global damage reduction that applies as long as they have at least 1 armour point, not only reducing damage to health but also lasting longer before breaking. Furthermore, the medic receives a discount of up to 70% on armour, which entails a total cost of Β£90 for a new vest. Although their roles are very different, the medic perk shares a number of similarities with the Berserker perk. Level 6 medics can run 25% faster than the default speed with any weapon, making it easier for them to chase and heal their teammates. The high speed also allows them to [[Help:Glossary#kiting|kite]], and makes it easier to escape when overwhelmed, and possibly finish the round solo. Another similarity is their resistance to damage from [[Bloat]] bile, which stacks with the armour's damage reduction and is applied before the armour does. The combined effect means damage to their armour will be little more than 5% when hit by Bloat acid, whereas other classes can lose 25% or more.
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