Get your own free workspace
View
 

Medic Character Guide

Page history last edited by FrankyTheFly 7 months, 3 weeks ago

Medics are characters that specialize in defense and healing.

If you like to help your team-mates alive, this is the class for you.

Additionally, Medics can summon friendly creatures to fight by their side.

 

If you are this class, these are the main things that you will want, and need;

 

 

Foxlink's Guide

 

1.  It is recommended you purchase at least one level of Loaded Healing with your initial attribute points. This will teach you the Medic Weapon Enchantment, a skill that will allow you to create a Medic Weapon. Remember that you get 10 points every level you gain, so spend your points wisely.  

 

2.  You also want to make sure you have Adrenal Drip, so you can make your Healing Weapon sooner, and keep your team alive.

 

3.  If you want to have monsters on your side, (also called 'pets' in-game) you want to get Summons ability. You will also want to get Monster Intelligence, so your pet doesn't just stand there and do nothing but get in the way.  The higher the level of intelligence, the more effective the monster will be, and more of an asset to you and your team.*  Monsters cost Monster Points, and you need to buy these with your stat points- as noted before, spend your points wisely.  

 

You will need to get  Medic Weapon Maker with your stat points to make being the Medic a lot easier. Remember that you will need to get Damage Reduction, Damage Bonus, and Adrenaline as well- these attributes will allow you to gain access to different abilities.  

 

Once you have all the basics in the medic field (Loaded Healing, Medic Weapon Enhancement, Adrenal Drip, etc.) you will want to look into the Healing Sphere and Healing Blast.  The Healing Blast is a large, short burst of blue energy that heals you and your teammates around you.  The Healing Sphere is a constant large sphere (until your adrenaline runs out or you get fragged) that will heal any of your team that comes into it.  

 

Also, if you already a high level Medic and are missing some of these abilities- get yourself on the battle field.  You will want to gun down monsters as well as heal your teammates.  It will be frustrating, it will be annoying, because you will need to keep yourself alive too.  You will most likely end up fragged a lot more than you want to be.  But if you don't, you will be short of XP.   

 

*Please remember that sometimes your Pets can get in the way, making it very difficult for your teammates to gun down the monsters that you are trying to gun down in the first place.  Try to keep the amount of pets to a minimum if the server is full or close to full.  Pets can be helpful, but they can also be a burden.  

 

Stevey's Addition to above Guide

 

I would recommend that as you are very likely to be relying on your medic infinity weapon, that it is more important to max out Weapon Speed than Damage Bonus, as each point in damage bonus =0.5% (as it says on the level up screen) , but each point in weapon speed gives you 1% faster firing speed. The disadvantage to faster weapon speed, is that you run out of ammo more quickly, but if you have an inf weapon, then this isn't an issue! Obviously once you have maxed your weapon speed (100%) then you should put points into damage bonus. 

 

Another useful tactic is to use your link gun, and link another (preferably higher level) player. This is easiest with an infinate link, as your ammo will drain, and you will gain xp from the person who is firing's damage. This also means, you can hide round a corner while the higher level player takes damage. You can tell if another player is holding a link gun by the colour of their name text above their head (it will be green and not red).

 

 

FrankyTheFly's guide

 

1. Overview

 

The Medic/Monster Master is a savior. His main role is to heal teammates and summon monsters to their help. Spawning with a special artifact that give them the possibility to make an infinite medic weapon and having the ability to summon “pets” monsters to help them fighting, the medic is easy and fun to play, especially on wide open maps. Considering by most the easiest class to achieve, the MM true power resides in their special Advance Damage Reduction giving them more defensive power then any other classes.

 

At low level, a Medic/Monster Master can survive most of the Monsters in the lower waves all by himself, relying on his infinite healing weapon to heal himself. Unlike the others classes, medic have more then just one way to gain experience. Healing teammates will give XP to the medic thanks to is Experience Healing skill and the monsters killing by the summoned pets will also give experience. Low level medic can therefore gain XP in higher waves just by healing teammates.

 

At high level, a Medic/Monster Master can use the triple damage to help him killing monsters, summon more powerful monsters and use other weapon then his infinite medic gun with the special unique artifact in the Monster Mash server, the Resupply Prism. With their Advance Damage Reduction skill, a high level medic can handle wave 1 to 10 without any problem. Like the Weapon Master, getting the Artifacts is another hard mission for the Medic/Monster Master, knowing that anytime he dies, he loses them. Knowing this, staying alive for a whole match at high level is a high priority. With an energy weapon, a globe and the Resupply Prism on their side, the high waves will pose no problem to the MM.

 

 

2. Starting stats and skills

 

The skills you should immediately buy for the Medic/Monster Master class are:

-  The Medic/Monster Master class

-  Loaded Healing (lvl 3)

-  Experienced Healing (lvl 2)

-  Adrenaline Drip (lvl 1) (useful for making the medic gun)

-  Loaded Monsters (lvl 2) *

-  Monsters Points (lvl 4) *

-  Medic Awareness (lvl 2)

-  Awareness (lvl 1)

 

The stats you should start with are:

-  Weapon Speed : 70

-  Health Bonus: 10

-  Max Adrenaline: 125 (needed for Adrenaline Drip)

-  Damage Bonus: 25

-  Damage Reduction: 5

-  Max Ammo Bonus: 5

 

* Why buying some summoning skill at start?

 

This step is really important if you want to earn more XP because of the famous trick including Pets on wave 16. Winning the game will grant you with 1500 bonus experience, but there is a special trick for earning more. When you win a match each player receive 1500 XP, but guess whatpets count as players too and will also receive 1500 XP each. The Experience earning by a pet will be automatically transfer to is master, therefore you can receive 3000 XP if you have one pet alive or even 4500 XP if you have 2 (Don’t forget the maximum number of pets owned by someone in Monster Mash is 2). So knowing this, all you really need to get 4500 XP instead of 1500 XP when winning a match is to simply have 2 pets alive. The weakest pet you can have as a medic is giving by Loaded Monsters level 2, it’s the Pupae. Each of them required 2 monsters points and only 25 adrenaline. So in a sense all you need at start is Loaded Monsters level 2 and only 4 Monster Points.

  

 

3. The Infinite Medic Weapon

 

The infinite medic weapon is a unique gun only available to the MM class. Once you have made a weapon an “infinite medic gun” using your Medic Weapon Maker obtained by the Loaded Healing skills you can immediately start fighting and healing.

 

The infinite medic gun cannot be dropped and have a base damage bonus of +6% only. The main reason for the low damage bonus is for compensate for all the other advantage that it give you (infinite ammo, no harm done and easily made). But a high level medic with a Triple Damage can still deal some important damage. Another point to consider: Making another medic weapon once you have one will destroy the previous medic weapon. Therefore be aware if you decide to switch to another medical weapon. Unless the previous medic weapon you had can be found on the map, you may have no chance getting it back.

 

The best weapon to use as a medic gun in Monster Mash remains the mp5. The mp5 is powerful, useful at close and long range and the alt fire grenade launcher is useful for healing yourself. On Lucifer wave, the best medic weapon remains the Link Gun (unless you don’t have an infinite link in your inventory, making the Link Gun you main weapon in Luci wave is a very good choice).

 

* Recently considerable effort has been put to increase the medic weapon power. Unfortunately a major glitch in the process provokes the infinite medic gun to be overpowered with and without the use of the famous special artifact: The Enhance Weapon Charm or EWC. Therefore the medic gun is back to the old one (+6% damage bonus and no EWC useable). Fortunately, a lot of efforts are put right now to fix this glitch and reintroduce the newly infinite medic gun, with EWC capability, better limits and less power for more balance.

 

 

4. Summoning

 

The ability to summon pets is unique to the Medic/Monster Master. Summoned pets are useful in wave 1-10 and can help the Medic/Monster Master to obtain some experience point (but not so many). Experienced earned by summoned monsters are indeed transferred to the summoner (you). Pets monsters also inherit their masters Damage Bonus (DB) and Damage Reduction (DR), and also some skills like Regeneration, Advanced Damage Reduction, Countershove and Retaliation. A good medic will only start building-up their summoning skills after they have obtained max DB/DR and have some Regeneration (basically around level 200+).

 

So what does a Medic/Monster Master actually need to be able to summon? 3 things:

1. Adrenaline (at least 25)

2. Loaded Monsters (at least level 2)

3. Monster Points (at least 2)

 

To improve the summoned pets efficiency, other skills can be bought such as Monster’s intelligence and Monster’s Health Bonus. It is recommended to max Monster’s intelligence as soon has you are ready to start building your summoning skills, (Do not bought Monster’s intelligence for the 1500x2 XP trick, you don't want your pupae to be to smart and go die, you want them to stay put in a safe place).

 

 

5. Building up your character

 

* Recommanded order for maxing stats: Weapon Speed > Damage Bonus > Damage Reduction > Health > Max Adrenaline > Ammo Bonus 

 

The first skill you should max before anything else is Experienced Healing. Once you have level 9 you will gain decent amount of experience for healing teammates.

 

The first thing you should start upgrading after Experienced Healing is your Offensive Stats. The offensive stats are Weapon Speed and Damage Bonus.  Unlike the AM and WM classes, the MM have not real offensive skills except for their summoning skills but those skills should not be considered right now, we will talk about why further. The first thing to work on is your Weapon Speed. Max your WS right away up to 100 to take full advantage to your infinite medic weapon. The next step is Damage Bonus. You can either boost your Damage Bonus up to the max (290) or building a more balanced character by updating your damage bonus and damage reduction at the same time. If you decide to build your DB and DR at the same time, my recommendation is 2 DB for 1 DR, meaning at 290 db you have 140 dr.

 

* A good skill to buy once you reach level 40 is Medic Artifacts level 1. (You can buy level 2 at level 75). The medic artifacts skill gives the MM 2 special artifacts: The Healing Sphere and the Healing Blast. The Healing Blast consumes 50 adrenaline and regenerate 300 HP per blast to anyone in the blast radius. The Healing Sphere slowly consumes adrenaline over time and slowly regenerates HP over time to anyone standing in the sphere. You also received a certain amount of XP when other players are healed by the sphere and blast.

 

The second thing you should upgrade is your Defensive Stats and skills. The defensive stats are Health Bonus and Damage Reduction. The Defensive Skills are Regeneration and Advanced Damage Reduction. Damage Reduction is more important then Health Bonus, thus you should max DR first. Once again, you can either boost your DR up to the max (350) or build a more balanced character by updating your DR and HP at the same time. If you chose the balanced way, my recommendation is 2 DR for 1 HP, meaning once you have 350 DR you should have 350 HP (don’t forget 5 stats = 10 HP, so yes it’s a 2:1 ratio). Once your DR is maxed, immediately max your Advanced Damage Reduction skill. Once Adv. DR is maxed you can start building your HP and upgrade your Regeneration skill. You should add 1 level of Regeneration per 200 HP. Once again, you have the choice to either boost your HP to 1000 or build a more balanced character by updating your Max Adrenaline at the same time. If you chose to update your adrenaline while building your HP, my recommendation is 2 HP per 1 adrenaline. This means that at 800 HP, you’ll have 300 adrenaline (100 base + 200 bonus = 300 in total).

 

Now that you have maxed Weapon speed, Damage Bonus and Damage Reduction you can consider buying summoning skills. The reason for buying summoning skill at this point is simple: Pets stats are based on yours! Meaning if you are weak, your pets are weak; if you are strong your pets will be strong. Your pets also got your skills (RegenerationAdvanced Damage Bonus etc.). Therefore having some regeneration level before buying summon skill gives your pets a better chance to survive. The very first summon skill you should max right away is Monster’s intelligence. Without the intelligence your pets will be completely dumb and useless, standing in one place waiting for a monster to kill them (Even a zombie is more bright… shesss!). Once you have maxed Monster’s Intelligence, you can start building your Loaded Monsters and Monster Points. Don’t forget that the more Loaded Monsters level you have, the more powerful the pets it will give you. Since more powerful pets require more Monsters Points to be summoned, try updating Loaded Monsters and Monsters Points at the same time. Once you have maxed Loaded Monsters you can invest into Monster’s Health Bonus. This skill will increase the HP of your pets, making them more resistant to damage.

 

* Buying summons skill is an optional step. Some players that like playing hardcore will probably prefer continuing updating others stats like adrenaline and supports skills, but for those who prefer camping it’s a good thing to do.

 

Now that you have maxed your characters offensive and defensive skills (and/or have buy some summoning skills), it’s time for the support skills and support stats. The support stats for the MM class are Adrenaline bonus. The support skills are Iron LegsQuickfootPower JumpAirmasterAwareness and Ghost. Those skills will help you survive in the field, dodge projectiles and enhance your movements. Now, once again, you have the choice. You can wait and max your primary skills and stats before even getting those skills, or you can buy those skills and work on your primary skills at the same time.

 

If you chose to wait and max your primary skills and stats, then the first things you should get are Quickfoot and Ghost. Quickfoot is an amazing skill that make you run faster (you gain 5% more speed per level, up to level 5) and can help you get those Experience Shards (see Monster's Loot section). Ghost will give you a second live at each wave, increasing your survival chance by 2.

 

After that, concentrate on Awareness. Awareness will help you pinpoint the monsters and show their location through fog and vegetation. Level 2 will also give you the amount of HP in numbers, meaning you can now tell the moment Lucifer have low HP and shoot that deemer to get the kill.

 

Finally, go for Power JumpAirmaster and Iron LegsPower Jump makes you jump 5% higher per level, up to level 3. Some roof tops are now easy to reach without the use of the translocator. Airmaster will improve your dodging skill in mid air. No Globe on Lucifer wave? Use Airmaster and dodge all shoots from Lucifer without trouble. Iron Legs will reduce the damage you take from falling, which is useful in some maps.

 

If you choose to update those skills and your primary skills simultaneously, my recommendations are as follow:

 

- 1 level of Quickfoot per 50 DB, starting at 100 DB

- 1 level of Power Jump per 2 level of Quickfoot

- 1 level of Airmaster per level of Quickfoot, starting at level 2

 

You should also buy Ghost around level 150-175 and max the Awareness skill after maxing Damage Reduction.

 

* While updating your support skill, you should also update your support stats, witch is Max Adrenaline Bonus.

 

** Unlike the 2 other classes, the Max Ammo Bonus stats and the Cautiousness and Speed Switcher skills are not really useful for the MM because medic mainly use one weapon that is infinite and that cannot hurt you. So you can bypass those… Unless, you are using the resupply prism. If you use other weapons then your infinite medic gun with the resupply prism, then you should invest into Max Ammo Bonus and those 2 skills. Cautiousness will give you an additional 15% DR on your OWN DAMAGE ONLY. At level 5, you won’t fear your own deemer or your own mine layer anymore. Speed Switcher will accelerate your weapon switching speed, which is a must when fighting monsters in the field.

 

Finally, once you got all this, you should be around level 300. Now is the time to get Ultima skill and all other non-usefull skill like Smart HealingShield Up!Coutershove and Retaliation.

 

 

6. Survival Tactics

 

At low level (25-100)

The Medic/Monster Master tactics for survival at low level depend of the current map. Medic are good in wide open map with hiding spot so they can shoot monsters from a distance or heal teammates in safe places. During the lower waves (1 to 4), use the mine layer has your medic weapon (if it’s available) or the mp5. You can also use the Shock Rifle (yes I’m a Shock Rifle lover, I admit it) and try get the Combo Whore reward. Try getting a Triple Damage or a Magic Weapon Maker in those waves.

 

On medium waves (5 to 8), you need to watch yourself because some monsters can kill you easily if your DR is below 200, so lay a translocator somewhere if you’re in trouble. The best weapon to use has your infinite medic weapon at this point is the mp5. If your DR is low, try finding a camping spot and shoot monsters from a distance. Prepare to heal yourself a lot, as enemy fire will probably deal some damage to you. Don’t forget to heal others players too using your Medic Awareness to pinpoint the ones in troubles.

 

On high waves (9 to 12), it’s hiding time. Don’t try to play hero, has you don’t have enough DR or HP to resist multiple shots. Find a safe spot and just shoot from a distance with your medic mp5. If you have maxed Experienced Healing don’t hesitate healing high level AM that are badly damage, this can give you a huge amount of XP. If you have the Medic Artifacts skill you can also try setting a Healing Sphere where players group to link for even more XP.

 

On very high waves (13 to 15), you should hide somewhere so the monsters can’t see you and use your Mine Layer as your medic weapon. Shooting a monster with any long range weapon like the mp5 will get their attention and 1 shot will probably kill you. On Lucifer wave (16), make your Link Gun your medic weapon and link someone who is at high level. Don’t forget to spawn your 2 pets in a safe place to earn more XP upon winning too.

 

At medium level (100-200)

The Medic/Monster Master tactics for survival at medium level generally depend on the team average level and the number of players actually playing. The lower waves (1 to 4) should not pose any problem. If you have bough some pets then now is the time to summon them. The most useful pet for the lower wave is the Skaarj or the giant Razor Fly.

 

At medium waves (5 to 8), you should now have enough DR to resist most of the incoming shots, but the danger resides in the team configuration. If an insufficient number of players are connected, more monsters will target you, thus multiple shots from monsters in those waves can kill you because your HP is not maxed yet. Always lay a translocator somewhere and press F1 to check the team status regularly. If a lot of players are connected and the average level is low, then this wave should not pose any threat since your Advanced Damage Reduction skill should keep you alive and your max DB will help you kill Monsters before they start targeting you. If you have the giant Razor Fly in your pet inventory then summon it has its very efficient against the monsters in those waves.

 

At high waves (9 to 12), the situation may vary. If you have a Triple Damage and bought some QuickfootPower Jump and Airmaster, then you can easily dodge Titan’s rocks. Having Ghost around level 150 will also improve your chance of survival in those waves. Be aware that even with max DR and max Advance DR a big titan rock can still pose a threat and insta-kill you so watch yourself there. Summoning a pet in those waves will only wastes adrenaline has only the Titan and the Queen that are only available at Loaded Monsters level 15 could survive in those waves.

 

On very high waves (13 to 15), you should hide somewhere safe. Even your max DR and Advance DR won’t save you from the raptors and the seekers, especially if your HP is bellow 600. Your best chance is to fire with the medic mp5 and try killing Monsters from far away. If you still have the Triple Damage, don’t hesitate to use it. On Lucifer wave (16), make the Link Gun your medic gun, try finding a safe spot and ask for others to link you. If you have enough Quickfoot-Power Jump-Airmaster you can try dodge-tanking one Lucifer instead of linking. Your chance of getting the Lucifer kill should be around 50%. Don’t forget to spawn your 2 pets in a safe place to earn more XP upon winning too.

 

 At high level (200+)

The Medic/Monster Master tactics for survival at high level now exclusively depend on maps and luck. The lower and medium waves (1 to 8) should not pose any threat at this level. Summoning 1 or 2 giants Razor Fly will also give you some XP in those waves.

 

The high waves (9 to 12) however, can still be dangerous. If you have invest into some Ammo Bonus and you have enough adrenaline to use the Resupply Prism then there is your chance to use some energy weapon like the Flak Canon or the Mine Layer. If you don’t have any Globe or Resupply Prism, then use your Quickfoot-Power Jump-Airmaster skills to dodge the incoming projectiles as much as possible.

 

The very high waves (13 to 15) can be a problem if you don’t own any energy weapons, Globe or Resupply Prism. Owning a Vampiric weapon may replace the energy if you use the Resupply Prism, but remember that raptors in wave 13 still can kill you even with max Advance DR. If you don’t have any of the items needed to globe (Resupply Prismenergy weapons and globe), then find a safe spot and shoot Monsters from a distance with the medic mp5. Having a Triple Damage there also help. On Lucifer wave (16), if you have kept an energy flak, a Globe and a Resupply Prism, and have at least 100 Ammo Bonus, then you can tank Lucifer easily like a WM. If you don’t have any of these then make your Link Gun your infinite medic gun and either link with others or dodge-tank the lucis.

 

 

7. The secret behind the Resupply Prism

 

The Resupply Prism is a unique artifact to the Monster Mash servers. This artifact can give the user the Resupply skill but only if the player do not have the official Resupply skill that AM and WM can buy. Therefore the Resupply Prism is especially useful for the Medic Master class.

 

1. Minimum requirement

The minimum stuff to use the Resupply Prism is 200 Adrenaline and 100 Ammo Bonus. Max WS and DB are also essential. Having 300 or 400 adrenaline is even better for more resupply power.

 

2. How does it work? 

The Resupply Prism consumes adrenaline but by chunk, not continuously like the Triple Damage or the Globe of Invulnerability. Here how it works in detail:

 

- Injecting 100 adrenaline = Resupply level 2

- Injecting 200 adrenaline = Resupply level 3

- Injecting 300 adrenaline = Resupply level 4

- Injecting 400 adrenaline = Resupply level 5!? (yep, it can actually surpass the original skill that have a max level of 4!)

 

The resupply effect will last approximately 10 minutes (equivalent to 2 waves and an half). Each time you use the Resupply Prism it also have a 1/5 chance of breaking, so be aware.

 

* A little glitch in the Resupply Prism make it that to inject 100 adrenaline you actually need 101 adrenaline. The same proccess apply to the other values (200 --> 201, 300 --> 301, 400 --> 401).

 

** Update (June 2010) : The glitch with the Resupply Prism is now fixed. Normal amount of adrenaline will now work (100, 200, 300 and 400).

 

3. Why using it?

Combine to an Flak Canon of Energy or Mine Layer of Energy and a Globe of Invulnerability the Medic using the Resupply Prism is therefore able to tank Lucifer and survive higher waves without the fear of hiding. This is a useful thing to do if your gaming style resembles more like a Weapon Master. This also increases your survival chance on some hard maps without hiding spot.

 

* At the difference of the AM and WM classes that have a unique tactic to survive when the level of the monsters increase, the Medic Master don’t. It’s unfortunately too say but it’s the only truth. Unlike the WM, the MM cannot use the Redeemer-Energy combo has he don’t spawn with multiple Redeemer and he also can’t use the Vorpal shock rifle +22 like the AM class. This situation is understandable and is a way to balance all the others advantages the MM got (easy to level, easy to play, easy to make infinite weapon and the summoning stuff).

Comments (0)

You don't have permission to comment on this page.