Global Agenda

Global Agenda

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Global Agenda - The Medic
By jubo
A simple guide to the Medic Class in Global Agenda
   
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Introduction
The Medic is the healer unit of the game. Their primary role is to keep teammates alive while staying out of trouble. They also has the power to unleash poison attacks. The Medic is the only class which can directly heal other agents.
Healing
Using a high level Bio-Feedback Beam, heal your teammates and keep a good eye on the top left of your screen so you can see when people need assistance. Do not necessarily think that people only need healing when they are at 50% health, heal anyone and everyone if they are close enough to you. Do not forget that your Off-Hand devices (Healing Grenades etc.) are great to use when in the middle of an Objective Point and you are surrounded by your team mates, the HoT (Heal Over Time) effects of these devices can be a life saver for yourself and for your Team! Sticking close to Assault types, who are often using self-slowing weapons such as the Mini-gun, make it difficult for opponents to defeat you as they will also be dealing with a high-damaging close range assault. These types of medics do very little to no damage, and their skills are often placed in the Healer/Balanced Trees, and their off-hand devices typically are the healing grenades, auras, and other group heal focused equipment.

The Pros And Cons Of Being A Medic
Pros:
- Healing-Focused Medics are very difficult to kill. The Bio-Feedback self-heal often outheals damage being dealt to them, and any off-hands they have that also heal them make them incredibly difficult to deal with.
-Medics focused on Healing often seek out a heavy Damage Dealer to pair up with. Time spent focusing on the Medic gives the Damage Dealer time to retaliate, while time spent focusing the Damage Dealer allows the Medic to heal themselves while keeping the damage dealer alive.

Cons:
- Typical Healing-Focused Medics deal very little damage. Healing Medic + Friend versus another Healing Medic + Friend is often a stalemate, as neither pair can out-damage the healing output generated by the other's Medic. - Healing Medics are average in terms of acquiring a boost - healing a full-health teammate generates no boost, healing wounded teammates can be dangerous (since whatever wounded them may still be around).
Poison Medics
A Poison Medic disregards healing and goes for damage through the use of Off-Hand equipment and the Agonizer/Euthanizer. Their Off-Hand equipment involves the use of Poison Aura, Poison Grenades, and other damage dealing types. They may choose a Nanite-Gun or a Bio-Gun, although they will rarely use it and it will be low level. Their skill tree focuses on the Poison side, healing only if there is nothing around to attack, although while fighting they can switch to healing gun and if it is the bio-feedback beam they can heal themselves as well so they can live longer then just their self-heal can give. Poison medics can do incredible amounts of damage in a short amount of time for a long duration, making them disastrous in clustered areas.
The Pros And Cons Of Being A Poison Medic
Pros:
- Poison Medics have access to highly-effective Area of Effect damage.
- Poison Medics can heal themselves with the bio-feedback beam to increase thier health instead of using their self heal.
- Poison Medics are melee-capable with a moderate amount of Protection and a self-healing off-hand device.

Cons:
- Teammates are likely to assume any allied Medic to be healing-focused, leading to unexpected (and much complained about) deaths.
- A Poison Medic is unlikely to be able to out-heal incoming damage in a firefight, though they are capable of patching people up between fights.
- Due to their debuff-reliant damage, Poison Medics are vulnerable to debuff curing effect (particularily the Medical Station, as it's invulnerable to the debuffs and it will quickly Cure victims in its range).
- A large portion of a Poison Medic's damage is dealt through Off-Hand devices - while waiting on cooldowns, they are forced to fall back on single-target damage from their Ranged device, or inefficient healing from their Specialty device.
Hybrid Medics
A Hybrid Medic mixes a bit of both Healing and Poison, opting for having strong heals but will still actively fight when team members are going strong. Hybrids opt for the Nanite Gun, allowing them to Heal and Forget, which gives them an opportunity to deal damage while their team members are still being healed. With the Nanite Gun, the Medic doesn't even need to be in battle, as the range on the gun is far greater than the rifles, and they can watch and heal from a distance, staying out of harm's way. Hybrids will have a mix of healing and poison devices in their off-hands, however their main weapon and healing weapon will be the strongest.

Hybrids in PvE: Some talented Hybrid Medics can be especially effective in PvE missions by using a nanite restoration system combined with the appropriate talents. Often bringing enough HoT (Heal over Time) to the whole team and still be able to switch to a gun for additional damage.
Pros And Cons Of Hybrid Medics
Pros:
- Hybrid Medics are flexible, able to quickly switch between healing and attacking.
- Hybrid Medics gain Morale very quickly, due to mass AoE poison damage while also healing nearby allies.
- The extra damage provided by a Hybrid Medic can help break stalemates a Healing-Focused Medic may run up against.

Cons:
- While Hybrid Medics are capable of both Healing and Damage, they are not exceptionally capable at either. This can lead to situations where the damage or healing isn't quite enough to accomplish an objective.
- Hybrid Medics do not replace Poison or Healing Medics, they complement them.
- Power Pool management can be difficult, having to split available resources between two roles.
Pain Gunners
A high-level Medic may opt to use the Pain Gun to defeat players. It deals only small amounts of damage(11 points at a time) , but the slow on the weapon and the damage increase makes most opponents fall quickly to surrounding teammates. A Pain Gun Medic can still choose to use powerful healing items as well to make up for the inconsistent healing they may do, and the Medic may opt for either the Nanite Gun or a Bio-Rifle depending on how actively they use the Pain Gun.
The Pros And Cons Of Being A Paing Gunner
Pros:
- The Pain Gun has a very significant debuff - targets are easily taken down by situationally-aware friendies. Even a Healing-Focused Medic will have difficulty overcoming the additional incoming damage (both from the debuff and the increased difficulty of dodging attackers while slowed).
- Hostile targets that find themselves out of position are easily punished by the slow component of the Pain Gun.

Cons:
- The Pain Gun has a fairly short range that cannot be increased with skills.
- While the Pain Gun paints a target on a victim, it also paints a target on the currently-defenseless Medic wielding it.
- The Pain Gun itself deals little damage, rendering it rather useless in a 1v1 situation, unless the Medic complements it with poison offhands or melee.
- The Pain Gun generates very few assist points - it generates Morale points very slowly.
Conclusion
The Medic is an overall outstanding class if you know how to use it! This is my first guide and I dont know If it is really good! Please no mean comments! JayMayPlay Out!
7 Comments
Ecton213 11 Dec, 2014 @ 11:09am 
Can someone help me on this game. I am level 13 or 14 Assault class
HorseMeat 23 May, 2014 @ 9:58am 
Being a Paing Gunner sounds pretty cool, but I rekon that I should just stick with being a Pain Gunner
Golden Hours 14 Apr, 2014 @ 8:19pm 
Back when there was actually people still playing it I was constantly queu'ing for Double Agent. Being a medic, and getting generally 1-3 Helots every round I was DA... got three words for ya...Fun Fun Fun...
Resident Witch Guy 16 Feb, 2014 @ 1:33am 
good guide for me
76561198072555317 3 Nov, 2013 @ 12:44am 
medic with a gun
jubo  [author] 17 Sep, 2013 @ 2:00pm 
Oh yea I forgot... Typo :P
Lightobliven 12 Sep, 2013 @ 9:55pm 
Robotics can heal too with their stations...