PlanetSide 2

PlanetSide 2

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How not to be a useless scrub while playing Medic.
By Fancyneer
When I play Planetside 2, there's always this one thing that irks me the most. That thing is useless Combat Medics. This short guide will run you through some things you should know and do if you have decided to take up the Medic's role. You have your cert guide made by Drunkenhero, and then you have your swag guide made by flie like a jet. I won't touch those subjects, though I might mention some things that are in those already existing guides.
   
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Let's get rolling.
So you decided you want to play as a Combat Medic. That's good, the team always needs a vigilant medic at their side. But, if you don't know how to play the class properly, you're just gonna be dead weight. And you're not friggin' Rambo, thus you shouldn't be excpecting to drop your enemies like flies. But now, let's get started, shall we?
Your tools.
You're equipped with an assault rifle, a pistol, a grenade, the feel-good gun and the ability to heal yourself and allies near you. The Medical Applicator is what makes you vital to your team. This is also the item you should start certing first, because at lower ranks, it isn't that useful. Fully certing the MedAp costs 690 certs (10, 30, 50, 100, 500) so start certing it up as soon as you get enough points. Your team will appreciate it and it'll make your job much easier. Your Nano-Regen Device doesn't heal much, so you don't have to worry about certing it until your MedAp is at least at level 4, because certing it only reduces its cooldown. You also have class specific grenades, but we'll get back to those later.
Your MedAp.
Rumor has it, that this class has a magical feel-good gun that can also be used to revive dead teammates.

Except it isn't a rumor, it's a real thing, and it's the tool you should be focusing on, you idiot.

As I mentioned before, it isn't as good at lower ranks, so when you get your cert points, don't immidietly blow it on some bling for your peashooter if you're really gonna focus on this class.Getting it to rank 4 costs 90 certs, and you can get that amount in just a day or two if you do well.

I should probably clarify what each level for the MedAp gives you.
Lvl 1(Faulty Defib): This is what you start with, it has a slow revive and heal speed and revived teammates get back on their feet with just 20% of their health back and MAXes get back even less.
Lvl 2(Box 'o Patches): You get an increase to your revive and healing speed. Infantry will jump back up with 30% health and MAXes will have 7.5% health back. It also adds 0.5 meters to your revive range, so you don't have to be touching your mate's corpse while rezzing them.
Lvl 3(Bottle of aspirin): More speed and range to your healing and rezzing. Your teammates will jump up and bounce down with 40% health and MAXes will have 10% of their health back. You're getting there.
Lvl 4(Funtional defib): At this point, you actually start to be useful More speed and greater range. Infantry will have 50% of their health back, MAXes will have 12.5% HP back. and because of the increased range, you can be moderately safe from harm's way.
Lvl 5(Proper medical training): You're not quite there yet, but this is the level that you have to stick with for quite some time. Even greater speed and range, during this level, you can start practicing chain revives, since it makes your infantry get back on their feet with 75% health, enough for them to get to a safer location and even fend off some oppressors along the way. MAX units on the other hand revive with 15% health, but they're big bullet sponges anyway, surely they'll find a friendly engineer to get repairs.
Lvl 6(Good touch): This is what you're aiming for. Even greater speed and range and your squishy mates will get back in the action with 100% health. MAX units get up with just 20%, just hope a friendly engineer is near. Because of the extra 4 meters to your revive range, you can revive your teammates from a decent cover without exposing yourself to the enemy. This level of the MedAp everyone will appreciate because they don't have to run back to cover to get some healing. And chain reviving will be profitable to you and your team.

If you're chain reviving with a Lvl 4 or 5 MedAp, make sure to have your Nano Regen on because that way you can heal multiple revived teammates as long as they're close to you. You still gotta heal them manually of course, because the healing with the NRD isn't that spectacular.
Class specific grenades.
You have two of them; the healing grenade and the revival grenade.

The healing grenade explodes in an area of effect which heals a bit more faster than your NRD. It's advisable to use this while grouped up with your teammates behind some cover. This grenade will cost you 200 certs to unlock and 65 infantry resources to use.

The revive grenade explodes in an area of effect which revives dead teammates the same way a Lvl 4 MedAp would. They jump back with 50% health but the effect doesn't heal them. This is best used after say, an ESF or a tank blows up a great deal of your mates to smitheroons and you want to go revive them, but are not quite sure you can make it there in time because people are impatient dorks. This pineapple will cost you a whopping 400 certs to unlock and 100 infantry resources to use.

Both of these grenades are extremely situational and I honestly don't see much usefulness to them. Sure, the revive grenade will rez a bunch of your mates near instantly, but with a fully certed MedAp, you can chain revive them and they'll have 100% of their health instead of the nade's 50%. Also, they cost more resources than your standard frag. So consider these ones very carefully, because otherwise they're just a waste of your hard earned certs.
Prioritizing your revives.
So now you know how to use your tool properly, but do you know how to use it in a way that's most useful to your team? If you do, that's great! If you don't, well... let me run you through of how to prioritize the people you are tending to.

I will give you a list of classes which you should revive in what order and why, though this is my own opinion, perhaps there's a more experienced Medic player out there ripping their hair off because of my list, I don't know. That's not my concern. But enough talk, let's go on with the list.

  • Other Medics. Because they help keeping your mates alive and fighting. And they will revive you if you happen to get killed. Circle of life!
  • Engineers. To keep your team stocked up on ammo and your MAX units functioning.
  • Heavy and Light Assaults. Heavies to fend off those nasty attackers and vehicles with their LMGs and rocket launchers. And Light Assaults for flanking your enemies from naughty places.
  • MAX units. They have the big guns. Big guns mean dead enemies. Dead enemies mean you're most likely winning.
  • Infiltrators. A decent sniper is always good for your team, but they can wait for their turn because they don't do much else than stay back. Unless they're using SMGs, but you won't be bumping into those outside of bases that often.
Being vigilant.
Right, now you know your tools and have your priorities straight. But do you know when and when not to go revive your mates? If you do, you can pat yourself on the back and are entitled to be proud about it.

If you don't, I'll let you in on the facts. The things to take into considerations are
  • Is there are a safe place to revive him/her near?
  • Where is the enemy fire coming from?
  • Would he/she be safe from a potential spawnkiller?

If you know the answers to all of these, then you're good to go, though if the situation is looking grim for him/her, you can just leave them be. Especially if there's a friendly deployed sundy somewhere in a safe location near.

And if they've gotten killed near an enemy spawn, they're stupid and don't need your attention.
What about my K/D!?


If you think your K/D matters, you're sad and I have no desire to speak with you.

As a Combat Medic, you will throw yourself infront of enemy fire almost all the time. Try to move around while reviving so at least you wouldn't get picked off by a sniper that easily.

As of GU11, getting revived now nullifies your death stat, so if you really care about that hardcore MLG pro dank K/D, you could start practising patience and wait for a friendly Medic to rez your sorry bum.
And we're done!
Congratulations, you are now a bit more useful of a Medic. Your team needs you to stay alive and healthy. And you need your team to win.

Because winning is always nice...
50 Comments
André mama 6 Mar, 2015 @ 5:36am 
Worst guide ever,
1. Revive Grenades are non plus ultra, never forget them!
2. Go and fight, heal and revive if you can, but use your gun in the first place!
3. !
District 3 Mar, 2015 @ 4:46pm 
Good to know. Cheers.
Fancyneer  [author] 3 Mar, 2015 @ 4:44pm 
I rolled with the GR-22 when I played. Now the game apparently has all sorts of weapons to choose from so I can't really have much say in the subject. Especially as the game doesn't interest me as much anymore.
District 3 Mar, 2015 @ 4:14pm 
That being said, what primary and secondary do you recommend? I've been sticking to Medic the past 25 hours worth of gameplay and haven't really found anything that makes gives you combat presence if it ever comes down to you being the last man standing after all res-nades are expended and you don't have time to get squaddies up.
Bloodthirsty Potato 2 Dec, 2014 @ 7:01pm 
Sorry, did not see the guide explaining all of what I just said...
Bloodthirsty Potato 2 Dec, 2014 @ 6:59pm 
Assault rifles are actually pretty good... especially the close range ones... dont remember their names, but all of them are beasts. I think the medic is a perfectly viable Rambo class, because you can equip C-4 instead of carrying around Med/Res kits for survivability.
The Loathsome Catt poster 21 Nov, 2014 @ 4:42pm 
I strictly play a healing role medic is that bad?
Hirmikss™ 14 May, 2014 @ 6:04am 
Im playing as medic most of times because no one is reviving my med applicator is lvl 6 and my kd is 2.09 thats kind of weird >.>
Aethrys 8 May, 2014 @ 9:44am 
I was expecting to see some whining about reviving someone and failing to immediately get them to 100% health.

I recall an instance where I revived a TR HA, saw a NC LA running up to take me out, swapped to my SMG and put him down, then as I was turning back and pulling out my MedAp to complete the healing process, got teamkilled by that same HA I just revived for "Being a scrub and not healing him."

Thank you for not being that guy.
Toothless (Zyro) 7 May, 2014 @ 3:04pm 
Just so you know, the revive grenade is probably a high cert priority, You dont need frags, and if a Group of enemys, Max crash a point and clear out say 25 guys covering a point, a Revive grenade will res Everybody, and you cant stop it.