Medicine

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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

Medicine Aid.png 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
10 seconds
Minimum Level
4 (All Archetypes)
Effects
Close Ally Heal
Enhancements
Reduce Endurance Cost
Enhance Heal
Reduce Interrupt Time
Enhance Recharge Speed
Set Categories
Customization
Original, Bright, Dark

Medicine SelfAdministration.png 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
20 seconds
Minimum Level
14 (All Archetypes)
Effects
Self Heal, +Resistance(Disorient), +Endurance(Synergy)
Enhancements
Reduce Endurance Cost
Enhance Heal
Reduce Interrupt Time
Enhance Recharge Speed
Set Categories
Customization
Original, Bright, Dark

Medicine FieldMedic.png 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.

This power boosts the effectiveness of self-healing effects from any other powers, but not the amount you heal allies for.

Recharge
300 seconds
Minimum Level
14 (All Archetypes)
Effects
Self +Heal, -Resistance(Healing Debuffs), Special
Enhancements
Reduce Endurance Cost
Enhance Recharge Speed
Customization
Original, Bright, Dark

Medicine Injection.png 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
12 seconds
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
Enhance Recharge Speed
Enhance Slow Movement
Enhance ToHit Debuffs
Customization
Original, Bright, Dark

Medicine SmellingSalts.png 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
180 seconds
Minimum Level
14 (All Archetypes)
Effects
Close, Ally Resurrect
Enhancements
Reduce Endurance Cost
Enhance Heal
Reduce Interrupt Time
Enhance Recharge Speed
Set Categories
Customization
Original, Bright, Dark

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.

This information contains features from the Issue 24 beta that have been released on Homecoming.
  • 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.

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 Endurance Cost
Reduce Interrupt Time
Enhance Recharge Speed
Customization
Original, Bright, Dark

External Links

Medicine Pool at City of Data v2.0