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Medicine

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This information contains features that were to be implemented in Issue 24 and was current as of the game's shut down date.

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

"You become an adept field medic, and can assist your team with basic healing needs. These close range powers should be performed away from combat because they can be interrupted."

Power Tables

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

Power Level Effect
Medicine Aid.png Aid Other 4 Close, Ally Heal
Medicine Injection.png Injection 4 Ranged, +Status Protection(Ally, PvE), +Status Resistance(Ally, PvP) OR -DMG(Foe, All), -Rech(Foe), -ToHit(Foe)
Medicine SelfAdministration.png Aid Self 14 Self, Heal, +Res(Stun), +EndGain(Synergy)
Medicine SmellingSalts.png Resuscitate 14 Close, Resurrect(Ally)
Medicine FieldMedic.png Field Medic 14 Self, +Heal, -Res(Heal), Special

Powers

Medicine Aid.png Aid Other

You heal a single targeted ally. This power is interruptible unless you have also trained Field Medic, in which case it is not interruptible.

Recharge 10 seconds
Minimum Level 4 (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

You are able to heal yourself. This hypo also leaves you wide awake and resistant to stun effects. If you have also trained Field Medic, this power will also grant you an unenhanceable, long duration endurance over time effect. Purchasing Aid Self requires the user to be level 14 and possess either Aid Other or Injection.

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 FieldMedic.png Field Medic

Your skill as a Field Medic is unparalleled. In addition to permanently removing the interrupt time Aid Other and adding Endurance recovery to Aid Self, using this power will grant a powerful boost in the effectiveness of your healing powers and reduce your resistance to healing debuffs. This effect increases with level. You must be at least level 14 and have trained any two other Medicine powers before you can train as a Field Medic.

Recharge Very Long
Minimum Level 14
Effects Self, +Heal, -Res(Heal), Special
Enhancements TO Training Attack Rate.png Increase Attack Rate
TO Training Endurance Cost.png Reduce Endurance Cost
Set Categories None

Medicine Injection.png Injection

You fire a small dart at a target. The dart is set up to release a beneficial serum or deleterious toxin, depending on whether it strikes friend or foe. If striking a friend, the ally is freed from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and is resistant to such effects for a brief time. If striking a foe, the enemy suffers reduced damage potential, attack speed and chance to hit. The serum's effects will improve with multiple applications from you, but the toxin's do not. The toxin's effect is also shorter in duration than the serum's effect. Both serum and toxin improve as you advance in level.

Recharge Moderate
Minimum Level 14
Effects Ranged
+Status Protection(Ally, PvE), +Status Resistance(Ally, PvP) OR
Foe -Damage, -Recharge, -ToHit
Enhancements TO Training Accuracy.png Enhance Accuracy
TO Training ToHit DeBuffs.png Enhance ToHit Debuff
TO Training Attack Rate.png Increase Attack Rate
TO Training Endurance Cost.png Reduce Endurance Cost
TO Training Slow powers.png Enhance Slow
Set Categories IO To Hit DeBuff.png ToHit Debuff
IO Slow.png Slow Movement

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 14 and have two other Medicine Powers before selecting Resuscitate.

Recharge 3 minutes
Minimum Level 14 (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

Historical

Badge time.png This section contains information that no longer applies to the current version of City of Heroes Freedom. It is provided for historical purposes.
  • Issue 21 reduced the first two powers (Aid Other and Stimulant) from level 6, to each unlocking at level 4. The third power (Aid Self) still requires level 14 and a single power prerequisite. Issue 21 also reduced the fourth power (Resuscitate) to level 14, though it still requires two power prerequisites.
  • Prior to Issue 24, Injection was called Stimulant. Issue 24 also added the Field Medic power, made Aid Other uninterruptable, and gave Aid Self an Endurance Over Time effect.

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 4 (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