2 years ago
10
Patch 3.3
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Free Agent - EU

So you've always been curious about that Combat Medic (CM for short) Talent Pip has. People don't tend to rave about it, often ignoring it for the already-unlocked-by-default Mega Potion (MP for short) talent. This is in part due to MP being fairly potent; 2000 near-burst healing in one throw is nothing to sneeze at, especially with cards that make you able to use the potion more often when you hit allies. CM by comparison does 750 per shot (4500 for a full clip), which sounds like a lot less if you only heal with your potion launcher, However, many people forget (intentionally or unintentionally) you still have a 1000hp potion to use! which of course, also takes advantage of any loadout card Mega Potion can use. I call this a hybrid style of play, and I've found it to be far more effective than solely relying on either MP or CM by themselves.

MP is limited by the healing per second (cards have internal cooldowns, so you can't abuse the "Reload" loadout card constantly), but it does do a lot of healing in that short time (up to 4000hp within a few seconds), but again, cooldowns are a factor, and Chronos can only do so much to alleviate this issue. However with CM, you're free to keep healing whoever's in front of you until you need to reload. And when you're reloading, you can just throw out a healing potion, reload, then throw out another healing potion, and then keep shooting and healing again, and so on, and so forth. So CM does have its advantages, if you're willing to work for it.

The best way of describing positioning of Pip with Combat Medic is this: Reverse Flank. Don't stay in one place for very long, always keep moving, but always in line of sight of your frontline and other players so you can heal them. Be hard to track down, climb high up and heal, get back down and heal, just be hard to pin down. Heal anyone and everyone in front of you, your range is only limited by Pip's arc for his launcher (it's about 3000 units, but testing this is very hard to do) and his potion arc (also very long and hard to test, but likely in the 4500 units range). Anyone who gets healed by even 1HP by your main potion will contribute to the cooldown reductions the below loadout uses. In an ideal situation, in about 5.5 seconds, you can heal 4250hp (one potion, three shots, then another potion), reload, then an additional 3750hp on top of that (5 shots of 750hp) while your cooldowns are still off. In reality, the numbers are likely going to be fudged due to cauterize and, well, you're not entirely a robot, so about 4500hp - 7000hp within about eleven seconds is probably more accurate a guess (again, cauterize will make the number go down).

Added during Radiant Stars was the CM-specific quirk of knockback being removed from the potion launcher while shooting, and shots no longer damaging you. The latter was especially problematic when you were healing up close when your potions were on cooldown (as you might imagine, this is completely antithetical to the playstyle as it damaged you while you try to heal your allies). Despite the upsides, there are people out there that consider this change to be a nerf, on the grounds that it removes knockback-jumping. Knockback Jumping is basically the Diet Cola Lite version of Rocket Jumping, only less useful in every possible way. It's a seldom-used technique that lets you get to slightly-out-of-reach spots on maps. Not only does this technique require knowing how to pull it off (which requires practice, and yes, does technically raise his skill ceiling), but you've gotta know where you can do pull this off too, which isn't in as many places as you'd think, as it won't help you with jumping on top of the tall architecture Pip will never reach, regardless of technique. Our fluffy boi is already able to get on top of pretty much any mid-ground on a map anyway. So Knockback jumping isn't that helpful, and the benefits of not being damaged for healing someone severely outweighs the downside of using a niche flanking technique on a playstyle that isn't trying to get ahead of the enemy, you're aiming for Line of Sight, which restricts where you can move to anyway. This leads me nicely into how to move as a CM Pip.

Oh, and don't try and fight 1V1's... you'll likely not win them. Your kit has been made to heal more than harm. You're basically a healbot, but that's part of the playstyle; maximum healing attention for decent results. I personally like the effort, as it feels like i'm helping (maybe i'm just dumb), But i'm not against making CM have more healing (750 -> 850hp per shot)

The Loadout
Build Section
Notes

So the cards I've chosen generally lend themselves to the hybrid style of play I talk about above.

Combat Medic
Reload

Reload

Healing Potion

Reduce the Cooldown of Healing Potion by 1.7999999999999998s for each ally it hits.

Level 3

Escape Artist

Escape Artist

Weightless

Increase the duration of Weightless by 0.4s.

Level 1

Medicinal Excellence

Medicinal Excellence

Healing Potion

Increase the radius of Healing Potion by 32%.

Level 4

Moxie

Moxie

Armor

Increase your Healing received by 12% while at or below 50% Health.

Level 2

Gift-Giver

Gift-Giver

Healing Potion

Heal yourself for 60% of Healing Potion's effect if you hit an ally but not yourself.

Level 3

Combat Medic

Combat Medic

Weapon

Potion Launcher also Heals allies hit for 750 and your Potion Launcher fire rate is increased by 10%. You no longer take damage from your weapon shots. Curative (+20% Healing )

Level 1

Notes
Reload (Level 3)

As with a Mega Potion loadout, this is the downstairs living room most important card in your loadout. Your healing potion, before Chronos, has an 8 second cooldown, so hitting at least 2 people with it will shave 3.6 seconds off the cooldown, and hitting more than two players is ideally something you should aim for (three is the sweet spot in my experience, that's a 5.4 second reduction), and more players will get your healing potion off cooldown almost immediately. The internal cooldown for "Reload" is 5 seconds, meaning it can't be abused too much, so keep an eye on it. There is a HUD option to enable card cooldown timers so you can keep an eye on things.

Escape Artist (Level 1)

This was buffed in the Darkness and Dragons patch to essentially double the time per level tick (0.2 ->0.4) when you're using weightless. This is a bit of a filler card, but nonetheless quite useful to give you extra time when Z-Jumping (or wall jumping).

Medicinal Excellence (Level 4)

Using this card guarantees the already large hitbox for your healing potion to hit more people. Your aim is to hit as many people as possible with the potions, so this helps out with that.

Moxie (Level 2)

This synergises with "Gift Giver" to give more healing when you're below 50% health. This is just useful to have for self-sustain and not dying.

Gift Giver (Level 3)

This is largely for your own survival. After all, there's no point trying to heal without some self healing mid-battle, and wasting a potion on yourself is just not going to be fair on your allies. Level 3 gives you 60% of the healing (450hp ideally, pre-cauterize), which is gonna help you with the self sustain a bit. Might save your life too.

Items to Use (and when to use them)
Build Section
Notes

When it comes to what items in-game to use, the most important items are: Chronos (speeds up cooldowns), Haven (reduces direct damage taken) and Deft Hands (speeds up the reload of potion launcher).

In Order
Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 10%.

Level 1

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 6%.

Level 1

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 40%.

Level 2

Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 20%.

Level 2

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 60%.

Level 3

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 12%.

Level 2

Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 30%.

Level 3

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 18%.

Level 3

Notes
Round 1:

Deft hands isn't very useful in the early rounds, as item credits are better spent on cooldown reduction on your healing potion.

Chronos 1: This will help early-game, where your focus should be on just healing as much as you can.

Haven 1: Nice to have starting off with.

Round 2:

This is where things get more serious, and where enemies also start to take longer to kill and thus, you need to heal for more for longer. a 40% increase in reload speed will do you fine to start off with, and Haven 2 will keep you from getting too badly hurt. Chronos 2 should be purchases soon after just to keep cooldown times low.

Deft Hands 2: Immediately upgrade to Deft Hands 2, as this is where it gets important to minimize downtime between reloads.

Haven 2: You'll have a lot of people trying to kill you at the best of times, but now people will really start to hunt you down. This'll help you stay alive.

Chronos 2: If you can, buy this as quickly as possible after purchasing Deft Hands.

Deft Hands 3: Makes you reload very quickly. Pip has now entered maximum speed.

Round 3+:

The cooldowns should now be as low as possible to make healing faster to give to allies, as well as max damage resistance to keep you from being bursted down too easily.

Chronos 3: Maximum cooldown reductions are at play now.

Haven 3: 21% damage reduction is now at play now, which again, will keep you alive.

Other Items:

Other items to get are Bulldozer or Wrecker (1/ 2, as 3 isn't worth the credits and are better spent on other things). Cauterize isn't helpful here as you won't be killing enemies that much, only scoring Eliminations at a push, so don't go out of your way to kill people, let the frontlines and damage sort them out. If you get into trouble, shoot an explosive flask their way to slow them down, and run for your life towards anyone who's better equipped to help you.