History Main / CombatMedic

25th Jun '16 11:39:00 AM nombretomado
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* Mages of Light in ''BattleForWesnoth''. They're strong in ranged casting, especially against magical creatures and the undead, and fairly decent in melee for a unit which mainly heals and (with its light aura) buffs its allies. A chaotic-alignment enemy that tries to attack the Mage will also have its damage reduced at night or evening by having to stand in that same aura.

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* Mages of Light in ''BattleForWesnoth''.''VideoGame/BattleForWesnoth''. They're strong in ranged casting, especially against magical creatures and the undead, and fairly decent in melee for a unit which mainly heals and (with its light aura) buffs its allies. A chaotic-alignment enemy that tries to attack the Mage will also have its damage reduced at night or evening by having to stand in that same aura.
25th Jun '16 11:35:20 AM IndirectActiveTransport
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[[folder:Professional Wrestling]]
* Ultimate Pro Wrestling university trainee Nurse Cassie was hired by the company before her wrestling training was even completed after she tended to Schwag, who was injured during a [[PowerStable Galaxy]] attack.[[/folder]]
11th Jun '16 1:07:41 PM Stealth
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* The ''TabletopGame/BattleTech'' wargame doesn't actually have a proper medic class, but down at the tactical level with the ''Mechwarrior'' RPG, field medic builds are invaluable. Any character can carry a handful of medpatches or a medkit to handle minor cuts and bruises, and most will take a rank of First Aid to improve their effectiveness, but due to the harder nature of the setting (lacking resurrection or instant healing) having at least one player character with several ranks in Med-Tech and/or Surgery is common. As it turns out, the stats that control medical prowess also turn field medics into ''fantastic'' explosives experts, such that many field medics are also demolitionists. A properly statted and spec'ed field medic can easily be put at the controls of something with [[MacrossMissileMassacre a whole heaping bunch of missiles]] and easily hold their own while being no less effective at healing injured characters.
3rd Jun '16 8:09:34 PM GahmahRaan
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* Kix from ''WesternAnimation/StarWarsTheCloneWars'' is one of the 501st Legion's medical officers, but both being a clone trooper and involved in a war against the Separatist Alliance's battle droid armies, he's prepared to fight against them too if necessary (as well as any wild animals that might try to feed on any of his wounded brothers out in the open).
2nd Jun '16 11:52:35 PM Saro2775
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The new Karma has a passive that reduces the CD of her Mantra Charge when she hits an enemy with spells or basic attacks. Her Q is a notoriously strong nuke when charged, however it's no slouch when used in its basic form either. Her W roots and damages her target, if it's empowered it also heals her for up to 40% of her missing health. Her E is a single target shield that grants movement speed while her empowered E adds strength to the primary target's shield and grants an AoE shield for allies surrounding the shields target, also granting them movement. The longer the fight goes and the more damage she can dish out, the more use can be made of her.

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*** The new Karma has a passive that reduces the CD of her Mantra Charge when she hits an enemy with spells or basic attacks. Her Q is a notoriously strong nuke when charged, however it's no slouch when used in its basic form either. Her W roots and damages her target, if it's empowered it also heals her for up to 40% of her missing health. Her E is a single target shield that grants movement speed while her empowered E adds strength to the primary target's shield and grants an AoE shield for allies surrounding the shields target, also granting them movement. The longer the fight goes and the more damage she can dish out, the more use can be made of her.
2nd Jun '16 11:49:46 PM Saro2775
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** Nami can throw a skipping wave of water that [[DamageDiscrimination heals (and speeds) allies and damages (and slows) enemies]]. With one splash, she can potentially save her carry ''and'' pick off the low-health sap trying to escape.

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** Both iterations of Karma serve(d) as this. Pre-rework, she had two charges of Mantra. Her basic Q did AoE damage, her W was a slow when used on an enemy and a speed-up when used on an ally and her E was simply a strong shield. Her passive got her more and more AP the less HP she had. If her skills were empowered, her Q added a procentual AoE heal that additionally scaled with AP, the Speed/Slow was doubled and her shield added a nuke equal to the shielded damage plus [b]80%[\b] of her AP. She was very dangerous at low levels of health, being both a strong combatant and capable support.
The new Karma has a passive that reduces the CD of her Mantra Charge when she hits an enemy with spells or basic attacks. Her Q is a notoriously strong nuke when charged, however it's no slouch when used in its basic form either. Her W roots and damages her target, if it's empowered it also heals her for up to 40% of her missing health. Her E is a single target shield that grants movement speed while her empowered E adds strength to the primary target's shield and grants an AoE shield for allies surrounding the shields target, also granting them movement. The longer the fight goes and the more damage she can dish out, the more use can be made of her.
** Nami can throw a skipping wave of water that [[DamageDiscrimination heals (and speeds) allies and damages (and slows) enemies]]. With one splash, she can potentially save her carry ''and'' pick off the low-health sap trying to escape.
30th May '16 3:10:56 PM TheOneWhoTropes
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* In ''TransformersCybertron'', there's Red Alert. Especially after his MidSeasonUpgrade.

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* In ''TransformersCybertron'', ''Anime/TransformersCybertron'', there's Red Alert. Especially after his MidSeasonUpgrade.
21st May '16 5:20:58 PM nombretomado
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** [[VideoGame/Disgaea4APromiseUnforgotten Disgaea 4: A Promise Unforgotten]] has a medic generic character class as {{DLC}} in the original PS3 version of the game. [[UpdatedRerelease The Vita remake]] has the Medic avaiable in the Post-Game.

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** [[VideoGame/Disgaea4APromiseUnforgotten Disgaea 4: A Promise Unforgotten]] has a medic generic character class as {{DLC}} in the original PS3 [=PS3=] version of the game. [[UpdatedRerelease The Vita remake]] has the Medic avaiable in the Post-Game.
18th May '16 12:39:41 PM Doug86
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* In DoctorWho fanfic ''{{FanFic/Gemini}},'' Skeerse, the [[LizardFolk reptilian]] nurse held captive by the super-soldier facility, eagerly treats Nathanís injuries when the ''Morningstar'' crew commandeer the sick-bay. He then takes up arms when June Harper convinces him to join the escape plan, and reveals that before he came to work at the super-soldier facility, his home-world had been caught in the middle of the Dalek Civil War and he had fought against the Imperials and the Renegades alike

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* In DoctorWho Series/DoctorWho fanfic ''{{FanFic/Gemini}},'' Skeerse, the [[LizardFolk reptilian]] nurse held captive by the super-soldier facility, eagerly treats Nathanís injuries when the ''Morningstar'' crew commandeer the sick-bay. He then takes up arms when June Harper convinces him to join the escape plan, and reveals that before he came to work at the super-soldier facility, his home-world had been caught in the middle of the Dalek Civil War and he had fought against the Imperials and the Renegades alike
17th May '16 1:05:58 PM Luigifan
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** In 3.5e they introduced a dedicated Healer class. It turned out to be a less versatile Cleric in most circumstances.

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** In 3.5e 5e, they introduced a dedicated Healer class. It turned out to be a less versatile Cleric in most circumstances.



* A function of how magic works in ''TabletopGame/MageTheAwakening''. A mage who knows enough about the Life Arcanum to heal someone else also knows how to buff up their own physical stats or turn plants into bees to set them on their enemies. At higher levels of Life magic one can shapeshift others, degrade their physical stats, inflict diseases, and cause someone's body to tear itself apart.

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* A function of how magic works in ''TabletopGame/MageTheAwakening''. A mage who knows enough about the Life Arcanum to heal someone else also knows how to buff up their own physical stats or turn plants into bees to set them on their enemies. At higher levels of Life magic magic, one can shapeshift others, degrade their physical stats, inflict diseases, and [[BodyHorror cause someone's body to tear itself apart.apart]].



* Valentine from ''VideoGame/{{Skullgirls}}'' is a doctor with a MorallyAmbiguousDoctorate - despite her character and virtually all her attacks being themed around medecine, she's one of the game's major villains and is responsible for creating the monstrous Painwheel.

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* Valentine from ''VideoGame/{{Skullgirls}}'' is a doctor with a MorallyAmbiguousDoctorate - -- despite her character and virtually all her attacks being themed around medecine, she's one of the game's major villains and is responsible for creating the monstrous Painwheel.



* Being a Combat Medic is common in ''Videogame/PlanetSide 1''. Almost all players are certified in the basic medical equipment so they can heal themselves and their teammates in combat. Further certifications allow them to revive their downed teammates.
** In the sequel, the Combat Medic becomes one of the six classes. They are the only ones who have access to [[MasterOfAll powerful, accurate, and rapid fire]] Assault Rifles in addition to the multi-class [=SMGs=] and shotguns, can revive allies and heal themselves and others. Further specialization allows them to deploy a shield regeneration bubble, passively heal allies near the medic's vehicle, and toss out healing and reviving grenades. TheEngineer, another class, is equivalent to the medic for [[PoweredArmor MAX suits]] and vehicles, and while the engineer carries a weaker carbine, they can [[TheTurretMaster deploy turrets]] and use anti-material rifles.
* VideoGame/TeamFortressClassic has the Combat Medic class. Armed with a Medkit that can be used for healing teammates and infecting the enemy team, a super nail-gun, four frag grenades, three concussion grenades can be used for disorienting players and [[RocketJump be used to fly across the map]], and two shotguns, the class can be the poster child of this trope in video games. The Medic is also the second fastest class behind the scout, is immune to infection, and regenerates his own health over time.
** Due to the abilities of this class, the Combat Medic is the preferred class over the scout when it comes to completing the objectives; but it also results in the class barely used for it's intended purpose, to heal and help support his teammates in battle.

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* Being a Combat Medic is common in ''Videogame/PlanetSide 1''. Almost all players are certified in the basic medical equipment equipment, so they can heal themselves and their teammates in combat. Further certifications allow them to revive their downed teammates.
** In the sequel, the Combat Medic becomes one of the six classes. They are the only ones who have access to [[MasterOfAll powerful, accurate, and rapid fire]] rapid-fire]] Assault Rifles in addition to the multi-class [=SMGs=] and shotguns, and they can (of course) revive allies and heal themselves and others. Further specialization allows them to deploy a shield regeneration bubble, passively heal allies near the medic's vehicle, and toss out healing and reviving grenades. TheEngineer, another class, is equivalent to the medic for [[PoweredArmor MAX suits]] and vehicles, and while the engineer carries a weaker carbine, they can [[TheTurretMaster deploy turrets]] and use anti-material rifles.
* VideoGame/TeamFortressClassic ''VideoGame/TeamFortressClassic'' has the Combat Medic class. Armed with a Medkit that can be used for healing teammates and infecting the enemy team, a super nail-gun, four frag grenades, three concussion grenades that can be used for disorienting players and [[RocketJump be used to fly across the map]], and two shotguns, the class can be the poster child of this trope in video games. The Medic is also the second fastest second-fastest class behind the scout, is immune to infection, and regenerates his own health over time.
** Due to the abilities of this class, the Combat Medic is the preferred class over the scout when it comes to completing the objectives; but it also results in the class barely being used for it's its intended purpose, to heal and help support his teammates in battle.



* Heavily [[DownplayedTrope downplayed]] in ''VideoGame/TeamFortress2'': Medic has average health (with slow health regeneration) and is the second fastest class in the game, but his primary weapon only has above average damage at best and is very hard to use because it fires slow, arcing projectiles. This him makes better at fighting than the other "Support" classes[[note]]Medics vs. Engineer is only slightly tilted in the Medics favor, but Medic vs. Sniper or Medic vs. Spy in a straight-up fight tends to see the medic with a major advantage[[/note]] but horribly disadvantaged against any class whose main purpose is actually fighting. Besides which, the Medic's healing function is very important and desired--fighting at any time other than self defense, finishing off an enemy, or hunting Spies is an extremely inefficient use of the class and WILL frustrate your team. This was done because in an earlier build of [=TF2=] (and, as mentioned before, the original ''Team Fortress'') the Medic had much more potent weapons, but as a result none of the medic playtesters bothered to heal anyone.

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* Heavily [[DownplayedTrope downplayed]] in ''VideoGame/TeamFortress2'': the Medic has average health health[[note]]the Scout, Engineer, Sniper, and Spy have 125 HP; the Medic has 150 HP; the Pyro and Demoman have 175 HP; the Soldier has 200 HP; and the Heavy has 300 HP[[/note]] (with slow health regeneration) and is (again) the second fastest second-fastest class in the game, game (only the Scout is faster), but his primary weapon only has above average above-average damage at best and is very hard to use because it fires slow, arcing projectiles. This him makes him better at fighting than the other "Support" classes[[note]]Medics classes[[note]]Medic vs. Engineer is only slightly tilted in the Medics Medic's favor, but Medic vs. Sniper or Medic vs. Spy in a straight-up fight tends to see the medic Medic with a major advantage[[/note]] but horribly disadvantaged against any class whose main purpose is actually fighting. Besides which, the Medic's healing function is very important and desired--fighting desired -- fighting at any time other than self defense, self-defense, finishing off an enemy, or hunting Spies is an extremely inefficient use of the class and WILL ''WILL'' frustrate your team. This was done because in an earlier build of [=TF2=] (and, as mentioned before, the original ''Team Fortress'') Fortress''), the Medic had much more potent weapons, but as a result result, none of the medic playtesters bothered to heal anyone.



** Chain Übers[[note]] Two Medics using [[http://wiki.teamfortress.com/wiki/Ubersaw ubersaws]][[/note]] to build up consecutive ubercharges, however, play this trope straight. If you can't split the two ''invulnerable'' medics or run away from them - [[http://www.youtube.com/watch?v=H9T_kvDvQnY&feature=relmfu#t=2m25s expect a lot of trouble.]]

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** Chain Übers[[note]] Two Übers[[note]]Two Medics using [[http://wiki.teamfortress.com/wiki/Ubersaw ubersaws]][[/note]] ubersaws]] to build up consecutive ubercharges, ubercharges[[/note]], however, play this trope straight. If you can't split the two ''invulnerable'' medics or run away from them - (and, remember, ''they're the second-fastest class in the game'', so good luck with that unless you're a Scout), [[http://www.youtube.com/watch?v=H9T_kvDvQnY&feature=relmfu#t=2m25s expect a lot of trouble.]]



** This trope can apply in the opposite manner ''other'' classes using certain unlockable weapons that help allies regain health, such as a Heavy with a Sandvich (can restore half of an ally's heal every half a minute), a Scout with Mad Milk/Soldier with a Concheror (both grant a LifeDrain in different ways), or Scout with a Candy Cane (enemies they kill drop health packs). Obviously none are nearly as effective at healing as a Medic, but they can still be pretty useful.
** "Combat Medic" or "Battle Medic" happens to be a FanNickname for players that focus more on combat then healing when as the medic. As mentioned earlier this isn't always a good thing and can frustrate your team if you're not healing them often enough.

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** This trope can apply in the opposite manner with ''other'' classes using certain unlockable weapons that help allies regain health, such as a Heavy with a Sandvich (can restore half of an ally's heal health every half a minute), a Scout with Mad Milk/Soldier with a Concheror (both grant a LifeDrain in different ways), or Scout with a Candy Cane (enemies they kill drop health packs). Obviously Obviously, none are nearly as effective at healing as a Medic, but they can still be pretty useful.
** "Combat Medic" or "Battle Medic" happens to be a FanNickname for players that focus more on combat then healing when playing as the medic. Medic. As mentioned earlier earlier, this isn't always a good thing thing, and can frustrate your team if you're not healing them often enough.
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