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-20% dmg resist when active
on hit:heal all nearby teamates for 100 points
on hit:target is market for death
On hit:Reduces Random crit Chance
+15% Attack speed
-25 Damage
Take 15% More melee Damage When Active
+30% attack speed
-25% damage
No random critical hits
-25% damage
On hit drains heath from the opponent and sends it too the nearest player
On swing: Channel/cast selected spell at the cost of gradually draining your ubercharge
On Taunt: Fill ubercharge. Marked for death while taunting. (taunt lasts significantly longer than any other in the game)
-50% Ubercharge fill rate with medigun
-25% damage
On hit on teammate: Gives team mate and player 25% health heal (cannot overheal)
I think the teammate hit is good, because it is like the Disiplinary Action
-10% damage
On hit: Heal nearby teamates by 20% of their max health
On Hit: +10 health
Taunt: Heals Everyone in a given Vicinity for 5 seconds
-25% damage
Must hit enemies to apply heal affect.
-20% attack damage
+10% ranged damage taken when holding weapon
+25% melee damage taken when holding weapon
+2 regen whe holding weapon
on hit: heal surrounding teamates for 70% of the damage you deal
on kill: wearer heals for 65% of max hp
i don't mind if someone points out flaws in this, it just makes this weapon better and more magical, besides we need a new type of melee rather than the normal type used each game, and the staff fits perfectly for medic.
-25%attack damage
on hit: leaves enemys with a hurting anal for a while
+15 health when equiped
heals +2 health for surrounding team mates when the "rage" meter is activated