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Difference between revisions of "Medicine"

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The following are powers in the Medicine powerset.
 
The following are powers in the Medicine powerset.
  
=== [[Image:Medicine_Aid.png]] Aid Other ===
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=== [[File:Medicine_Aid.png]] Aid Other ===
  
 
Heals a single targeted ally. This power is interruptible
 
Heals a single targeted ally. This power is interruptible
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{{PowerBlock_End}}
 
{{PowerBlock_End}}
  
=== [[Image:Medicine_SelfAdministration.png]] Aid Self ===
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=== [[File:Medicine_SelfAdministration.png]] Aid Self ===
  
 
Allows you to heal yourself, you will also be wide awake and resistant to Disorient. This power is interruptible. You must be at least level 14 and have Aid Other or Stimulant before selecting Aid Self.
 
Allows you to heal yourself, you will also be wide awake and resistant to Disorient. This power is interruptible. You must be at least level 14 and have Aid Other or Stimulant before selecting Aid Self.
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{{PowerBlock_End}}
 
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=== [[Image:Medicine_SmellingSalts.png]] Resuscitate ===
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=== [[File:Medicine_SmellingSalts.png]] Resuscitate ===
  
 
Revives a fallen ally, leaving him with full Hit Points, but no Endurance. The Resuscitated target will be protected from XP Debt for 15 seconds. This power is interruptible. You must be at least level 20 and have two other Medicine Powers before selecting Resuscitate.
 
Revives a fallen ally, leaving him with full Hit Points, but no Endurance. The Resuscitated target will be protected from XP Debt for 15 seconds. This power is interruptible. You must be at least level 20 and have two other Medicine Powers before selecting Resuscitate.
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{{PowerBlock_End}}
 
{{PowerBlock_End}}
  
=== [[Image:Medicine_Stimulant.png]] Stimulant ===
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=== [[File:Medicine_Stimulant.png]] Stimulant ===
  
 
Frees an ally from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and leaves them resistant to such effects for a brief time. Protection will improve with multiple applications and as you advance in level. This power is interruptible.
 
Frees an ally from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and leaves them resistant to such effects for a brief time. Protection will improve with multiple applications and as you advance in level. This power is interruptible.

Revision as of 02:35, 10 June 2009

Overview

Medicine is one of the powersets. It is one of the sets of Power Pools available to all heroes and villains. These powers grant very limited healing abilities

Power Tables

The following table shows which powers are available and at what level:

Power Level Effect
Medicine Aid.png Aid Other 6 Close, Ally Heal
Medicine Stimulant.png Stimulant 6 Close, Ally +Res(mez)
Medicine SelfAdministration.png Aid Self 14 Self Heal, Res(Disorient)
Medicine SmellingSalts.png Resuscitate 20 Close, Ally Rez

Powers

The following are powers in the Medicine powerset.

Medicine Aid.png Aid Other

Heals a single targeted ally. This power is interruptible

Recharge 10 seconds
Minimum Level 6 (All Archetypes)
Effects Close
Ally Heal
Enhancements TO Training Interrupt Time.png Reduce Interrupt Time
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Heal.png Enhance Heal
TO Training Attack Rate.png Increase Attack Rate
Set Categories IO Healing-Absorb.png Healing/Absorb

Medicine SelfAdministration.png Aid Self

Allows you to heal yourself, you will also be wide awake and resistant to Disorient. This power is interruptible. You must be at least level 14 and have Aid Other or Stimulant before selecting Aid Self.

Recharge 20 seconds
Minimum Level 14 (All Archetypes)
Effects Self Heal
+Resist (Disorient)
Enhancements TO Training Interrupt Time.png Reduce Interrupt Time
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Heal.png Enhance Heal
TO Training Attack Rate.png Increase Attack Rate
Set Categories IO Healing-Absorb.png Healing/Absorb

Medicine SmellingSalts.png Resuscitate

Revives a fallen ally, leaving him with full Hit Points, but no Endurance. The Resuscitated target will be protected from XP Debt for 15 seconds. This power is interruptible. You must be at least level 20 and have two other Medicine Powers before selecting Resuscitate.

Recharge 3 minutes
Minimum Level 20 (All Archetypes)
Effects Close
Ally Rez
Enhancements TO Training Interrupt Time.png Reduce Interrupt Time
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Heal.png Enhance Heal
TO Training Attack Rate.png Increase Attack Rate
Set Categories IO Healing-Absorb.png Healing/Absorb

Medicine Stimulant.png Stimulant

Frees an ally from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and leaves them resistant to such effects for a brief time. Protection will improve with multiple applications and as you advance in level. This power is interruptible.

Recharge 20 seconds
Minimum Level 6 (All Archetypes)
Effects Close
Ally +Res(Immob, Sleep, Disorient, Hold, Fear, Confuse)
Enhancements TO Training Interrupt Time.png Reduce Interrupt Time
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Attack Rate.png Increase Attack Rate
Set Categories None

External Links

Medicine Pool at RedTomax.com