Medicine: Difference between revisions

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== Notes ==
== Historical ==
* [[Issue 21]] reduced the first two powers (Aid Other, Stimulant) from level 6 to level 4. Issue 21 also reduced the fourth power (Resuscitate) from level 20 to level 14, though it still requires two other Medicine powers to take.
{{historical|type=section}}
* [[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.


== External Links ==
== External Links ==

Revision as of 03:27, 29 September 2011

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

Power Tables

The following table shows which powers are available and at what level:

Power Level Effect
Aid Other 4 Close, Ally Heal
Stimulant 4 Close, Ally +Res(mez)
Aid Self 14 Self Heal, Res(Disorient)
Resuscitate 14 Close, Ally Rez

Powers

The following are powers in the Medicine powerset.

Medicine Aid.png Aid Other

Heals a single targeted ally. This power is interruptible.

Recharge 10 seconds
Minimum Level 4 (All Archetypes)
Effects Close
Ally Heal
Enhancements Reduce Interrupt Time
Reduce Endurance Cost
Enhance Heal
Increase Attack Rate
Set Categories Healing/Absorb

Medicine SelfAdministration.png Aid Self

Allows you to heal yourself. This hypo also leaves you wide awake, and resistant to Disorientation effects. This power is interruptible. Purchasing Aid Self requires the user to be level 14 and possess Aid Other or Stimulant.

Recharge 20 seconds
Minimum Level 14 (All Archetypes)
Effects Self Heal
+Resist (Disorient)
Enhancements Reduce Interrupt Time
Reduce Endurance Cost
Enhance Heal
Increase Attack Rate
Set Categories Healing/Absorb

Medicine SmellingSalts.png Resuscitate

Revives a fallen ally, leaving him with full Hit Points, but no Endurance. The Resuscitated target will be protected from 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 3 minutes
Minimum Level 14 (All Archetypes)
Effects Close
Ally Rez
Enhancements Reduce Interrupt Time
Reduce Endurance Cost
Enhance Heal
Increase Attack Rate
Set Categories Healing/Absorb

Medicine Stimulant.png 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

Historical

This section contains information that no longer applies to the current version of Homecoming: City of Heroes/Villains. It is provided for historical purposes.

  • 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.

External Links

Medicine Pool at City of Data v2.0