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Heals as normal
Healing generates "spell charge" (for all intents and purposes, an Ubercharge, though perhaps usable in Medieval Mode...?) that allows the Medic to cast a spell. Once this spell is active, the Medic need not continue healing or using the staff for its benefts to continue on him or his patient.
Some ideas for spells it could cast... (not all of them, unless it could be balanced, just one)
- Phase Out - the Medic (if solo) or his patient take on an immaterial form; they can fight, but not be hit. If the recipient phases back into existence in the same place an enemy is, it deals heavy damage - maybe even outright killing them!
- Time Slow - AoE effect - Enemies caught in the AoE are slowed drastically until they leave it or the spell ends.
Just a few ideas I had.
Why not? The Demoman's iconic Sticky Bomb Launcher gets replaced by a shield. Sniper's iconic sniper rifles get replaced by bows. It's a small piece of what makes a subclass (although so far these ideas are more cosmetic than anything).
It can heal like a vaccinator overheal thing, and not overheal, just like the quick-fix,
and by pressing a ecrtain button it can allow you to actually use the staff in combat,
And why not?
It functions as a Medi-Gun, but it's ubercharge effect is basically the Warlock powerup from Mannpower. That is, while active, you get 25% damage resistence, with 50% of the damage you sustain being returned to your attackers via death-bolts.
Of course, it's also usable in Medieval Mode.