Medicine: Difference between revisions
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{{PowerBlock_Start}} | {{PowerBlock_Start}} | ||
{{PowerBlock_Recharge| | {{PowerBlock_Recharge|Moderate}} | ||
{{PowerBlock_Level|14 (All Archetypes)}} | {{PowerBlock_Level|14 (All Archetypes)}} | ||
{{PowerBlock_Effects|Self Heal, +Resistance(Disorient), +Endurance | {{PowerBlock_Effects|Self Heal, +Resistance(Disorient), +Endurance(Synergy)}} | ||
{{PowerBlock_Enhancements|{{Reduce Endurance Cost}}}} | {{PowerBlock_Enhancements|{{Reduce Endurance Cost}}}} | ||
{{PowerBlock_Blank|{{Enhance Heal}}}} | {{PowerBlock_Blank|{{Enhance Heal}}}} |
Revision as of 20:09, 27 November 2022
Overview
Medicine is one of the powersets. It is one of the sets of Power Pools available to all heroes and villains. These powers grant very limited healing abilities
"You become an adept field medic, and can assist your team with basic healing needs. These close range powers should be performed away from combat because they can be interrupted."
Power Tables
The following table shows which powers are available and at what level:
Power | Level | Effect |
---|---|---|
Aid Other | 4 | Close, Ally Heal |
Injection | 4 | Ranged, Ally +Status Protection, +Status Res(PvP) OR Foe -DMG(All), -Rech, -ToHit |
Aid Self | 14 | Self Heal, +Res(Stun), +Rec(Synergy) |
Field Medic | 14 | Self +Heal, -Res(Heal), Special |
Resuscitate | 14 | Close, Ally Rez |
Powers
Aid Other
You heal a single targeted ally. This power is interruptible unless you have also trained Field Medic, in which case it is not interruptible.
Recharge | Fast |
Minimum Level | 4 (All Archetypes) |
Effects | Close Ally Heal |
Enhancements | Reduce Endurance Cost |
Enhance Heal | |
Reduce Interrupt Time | |
Increase Attack Rate | |
Set Categories | Healing/Absorb |
Aid Self
You are able to heal yourself. This hypo also leaves you wide awake and resistant to stun effects. If you have also trained Field Medic, this power will also grant you an unenhanceable, long duration endurance over time effect. Purchasing Aid Self requires the user to be level 14 and possess either Aid Other or Injection.
Recharge | Moderate |
Minimum Level | 14 (All Archetypes) |
Effects | Self Heal, +Resistance(Disorient), +Endurance(Synergy) |
Enhancements | Reduce Endurance Cost |
Enhance Heal | |
Reduce Interrupt Time | |
Increase Attack Rate | |
Set Categories | Healing/Absorb |
Field Medic
Your skill as a Field Medic is unparalleled. In addition to permanently removing the interrupt time Aid Other and adding Endurance recovery to Aid Self, using this power will grant a powerful boost in the effectiveness of your healing powers and reduce your resistance to healing debuffs. This effect increases with level. You must be at least level 14 and have trained any two other Medicine powers before you can train as a Field Medic.
Recharge | Very Long |
Minimum Level | 14 (All Archetypes) |
Effects | Self +Heal, -Resistance(Healing Debuffs), Special |
Enhancements | Reduce Endurance Cost |
Increase Attack Rate | |
Set Categories | None |
Injection
You fire a small dart at a target. The dart is set up to release a beneficial serum or deleterious toxin, depending on whether it strikes friend or foe. If striking a friend, the ally is freed from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and is resistant to such effects for a brief time. If striking a foe, the enemy suffers reduced damage potential, attack speed and chance to hit. The serum's effects will improve with multiple applications from you, but the toxin's do not. The toxin's effect is also shorter in duration than the serum's effect. Both serum and toxin improve as you advance in level.
Recharge | Moderate |
Minimum Level | 4 (All Archetypes) |
Effects | Ranged |
Ally +Status Protection, +Status Resistance (PvP) OR | |
Foe -Damage(All), -Recharge, -ToHit | |
Enhancements | Enhance Accuracy |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Slow | |
Enhance ToHit Debuff | |
Set Categories | Slow Movement |
ToHit Debuff | |
Accurate ToHit Debuff |
Resuscitate
You revive a fallen ally, restoring health, but not endurance, completely. The target will be protected from incurring any XP Debt for 15 seconds. This power is interruptible. You must be at least level 14 and have two other Medicine Powers before selecting Resuscitate.
Recharge | Long |
Minimum Level | 14 (All Archetypes) |
Effects | Close, Ally Resurrect |
Enhancements | Reduce Endurance Cost |
Enhance Heal | |
Reduce Interrupt Time | |
Increase Attack Rate | |
Set Categories | Healing/Absorb |
Historical
- Issue 21 reduced the first two powers (Aid Other and Stimulant) from level 6, to each unlocking at level 4. The third power (Aid Self) still requires level 14 and a single power prerequisite. Issue 21 also reduced the fourth power (Resuscitate) to level 14, though it still requires two power prerequisites.
- Prior to Issue 24, Injection was called Stimulant. Issue 24 also added the Field Medic power, made Aid Other uninterruptable, and gave Aid Self an Endurance Over Time effect.
Stimulant
Frees an ally from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and leaves them resistant to such effects for a brief time. Protection will improve with Multiple applications and as you advance in level. This power is interruptible.
Recharge | 20 seconds |
Minimum Level | 4 (All Archetypes) |
Effects | Close |
Ally +Res(Immob, Sleep, Disorient, Hold, Fear, Confuse) | |
Enhancements | Reduce Interrupt Time |
Reduce Endurance Cost | |
Increase Attack Rate | |
Set Categories | None |
External Links
Medicine Pool at City of Data v2.0