Perks & Classes

KF2 Field Medic Guide (French Source): Skills and Class Strengths

A French-language Medic guide aimed at Hard and Suicidal (the author thinks Hell on Earth players do not need it), compiled from the Tripwire wiki and the game's subreddit. ZED names are in English. It was written when the Medic's skills had just been reworked, so values may have changed. See also Field Medic Hell on Earth guide, Medic uncommon advice and the Portuguese stat reference.

Who the Medic is

In Killing Floor 2 the Medic is the guardian angel of teammates, who must make sure everyone is healthy during the wave. The arsenal consists of medical weapons from the pistol to the assault rifle. Very effective at support but fairly weak in combat, the Medic can choose either a combat-oriented playstyle or a support-oriented one, or both. With support skills the Medic gives allies resistance, power and speed bonuses while poisoning ZEDs with the medical syringes. The weapons are good against small ZEDs (Clot, Crawler, Stalker) and medium ones (Siren, Husk, Gorefast, Gorefiend) but poor against large ones (Scrake, Fleshpound). The Medic must rely on teammates, who should keep him safe just as he keeps them alive.

Strengths and weaknesses

Strengths:

  • The best healer in the game.
  • A very good starting weapon, the HMTech-101 pistol.
  • Resistant to Bloat attacks.
  • An excellent duo with the Berserker.
  • A Medic on the team lets other classes pick other skills rather than survival ones.
  • Armor increase is part of the class bonuses, reaching 175% armor at level 25.
  • Can be essential in boss fights (Hans and Patriarch).

Weaknesses:

  • It is the class least suited to deal big damage to a boss, so it must keep teammates alive at all costs.
  • Must choose between gaining power or being a better support.
  • Medical weapons are mediocre in combat.
  • Very ineffective against Scrakes and Fleshpounds.
  • Two Medics in one team are not as useful as one thinks.

Class bonuses

  • Syringe recharge +8% per level (up to 200% at level 25).
  • Syringe healing power +2% per level (up to 50% at level 25).
  • Bloat bile resistance +2% per level (up to 50% at level 25).
  • Move speed +0.4% per level (10% faster at level 25).
  • Armor bonus +3% per level (75% at level 25).

Choosing skills

Medic skill tree

The Medic skill tree.

The right-hand tree holds support skills and the left-hand tree strengthens combat. Notes: support skills also apply to you if you heal yourself with your grenade or syringe, they apply even when an ally is at full health, and the author strongly recommends support skills for the boss fight in a team.

  • Branch 1 (Revitalizing): extra health and regeneration while healing teammates (Symbiotic Health) versus damage resistance depending on your health state (Resilience). The author picks Symbiotic Health in a team and Resilience solo or with careless teammates.
  • Branch 2 (Movement): Adrenaline Shot gives a healed ally speed, which can save a life from a Fleshpound or boss, although players often hold a spot all wave, reducing its value. Combatant Doctor gives a notable speed bonus and more magazine capacity.
  • Branch 3 (Damage): Focus Injection (damage increase) versus Acidic Rounds (poison). Unless you are alone, always take Focus Injection; it is your teammates' job to do the damage.
  • Branch 4 (Combat technician): Coagulant Booster's resistance is very good for classes like Berserker. Battle Surgeon's 20% damage is interesting if you are well equipped and have no melee fighter on the team; at the first death return to Coagulant Booster.
  • Branch 5 (advanced technology, Zed Time): Airborne Agent is THE skill to choose in a team, no negotiation. It poisons ZEDs and can kill most weak ones very quickly. Zedative is not worth it except solo.

Starting arsenal

Medic starting arsenal

Starting arsenal.

HMTech-101 Pistol: 200 dosh (sells for 100), weight 1, magazine 10 dosh, starts with a 15-bullet magazine plus 120, 240 maximum, healing 200 (two syringes). Semi-automatic only, heals with the middle mouse button.

  • Its damage is slightly above the 9mm and it can kill most weak enemies with a head shot.
  • For maximum healing, combine it with the HMTech-401 assault rifle.
  • Some Medics save for the rifle between waves 3 and 4; the Battle Surgeon skill can offset the pistol's weak damage.
  • Its recoil is rather large, so crouch.

9mm pistol: free and unsellable, weight 0, 15-bullet magazine, 225 maximum, semi-automatic; a second can be bought. Less damage than the HMTech pistol, so use it when the medical pistol runs out of ammo.

FAQ

Which Medic skills does the guide recommend in a team?
Support skills: Symbiotic Health, Adrenaline Shot, Focus Injection, Coagulant Booster and above all Airborne Agent, which it calls the skill to take in a team.
Are two Medics in one team useful?
The guide says two Medics are not as useful as people think.
Is Zedative worth it?
Not really, except when playing solo.