Look,
no one truly likes playing a healer in Global Agenda
PvE. Those who say they love it…they’re probably
just delusional and haven’t
had the lovely experience of unloading a couple thousand rounds into
the back
of a giant robot boss. However, Medics in PvE are a necessary
precaution for smooth
operating maximum security teams. They can heal instantly, heal over
time, heal
at range, heal themselves, and they’re pretty much unmatched
in doing it all.
If you like seeing big green numbers over allied heads instead of red
numbers
over enemy heads, read on!

style="">The Role

You
are a healer by definition, but you can be a fighter if
you have a premade team that has a capable Robotics or second medic.
The Pain Gun can
deliver solid damage over time in single shots, enabling you to dance
behind
cover. The standard rifle can dominate from afar with the respective
skills,
but while zoomed in you have to remember that unless you have a buddy
doing it,
healing takes priority over killing that android. You brought a bunch
of
teammates with you who are more than likely only capable of killing
things. Let
them do their jobs.

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src="http://www.tentonhammer.com/image/view/82274">

class="MsoNormal">You're doing it wrong.
 See you at the respawn beacon shortly! :(

style="">The Healing Weapon

First,
unless you’ve got a buddy playing assault who will
let you sit behind solid objects and never get hit, ditch the idea of
using the
Boost Beam. It’s a potent weapon in the hands of a guy with
solid aim, however,
when on the move and dancing around with your healing target, the stray
shots
they dodge may hit you. You need the healing that comes from the
Biofeedback
beam, because if you die, no one gets healed. Then people blame you for
the
wipe and the loss of the challenge bonus, and then you hate the class
and log
on your Assault.

With
the biofeedback beam, you have to strike a fine balance
between your energy pool and the healing required by your target. If
one enemy
is shooting your Assault, you can get by with simply holding the
primary attack
button and juicing them up slowly, but with no real energy loss. But be
careful, because it’s easy to become complacent and not
notice that there are
incoming rockets from a nearby robot minion, which cause your
target’s health
to drop in large chunks rapidly. You have to immediately switch to your
secondary
mode, get them back to full, and if that’s not happening,
debate which off hand
to use next. More on that later.

There
are some lovers of the Nanite Delivery Systems out
there for healing. These are neat because it’s more of a
fire-and-forget type weapon
and they enable you to provide more fire support for your team. The
downside is
that when the going gets tough, your healing can’t get
going…or something like
that. These weapons lack any kind of burst healing aside from timing
your shots
1.1 seconds apart to get that extra tick of healing in before
immediately
refreshing it, and not only is this not practical at all, but
you’ll run out of
power in short order. If you are playing a DPS backup role, this is a
nice
off-hand type to use, but if you’re going to be the only
Medic, or you’re running
in a public team, stick to the Bio-Feedback beam.

style="">

 

style="">The Off-Hands

Resist
the urge to bring your Poison Aura IV and Poison
Grenade IV. 
Your allies will provide
plenty of fire support and damage to carry you through the mission just
keeping
them alive…hopefully. Poison aside, most people generally
roll with 3 of the
more basic off-hands.

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A
____ Wave of your choice . These are instant
healing blasts that keep targets from dying that you can’t
heal through more
conventional means. These should not be wasted since they’re
your only form of
serious burst healing. 95% of the mobs in this game do not afflict you
with any
kind of debuffs, so using the standard Healing Wave is somewhat silly
since the
main benefit of it is the cleansing factor. It still heals more than
the others
Waves, but if you want to keep someone alive in a real fight,
Protection Wave
shines. Hopefully you can get them on their feet with standard healing
after
that. If you’re rolling with a premade team, Frenzy Wave can
help you steam
roll missions in the shortest time possible once you’ve got
the routine down.
If you have one of these still available when someone
dies…you messed up!

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Healing
Grenade. Given that you can actually aim
this where it counts, it’s a potent ability. It provides a
big heal followed by
a long ticking heal over time that stacks with all other HoTs. The main
benefit
to this over the Waves mentioned above is that it can affect you.
Spiking a
healing grenade behind your Assault and yourself can generally provide
enough
healing to keep you alive while you keep him alive, which makes your
job that
much easier. However, you need to make your teammate aware that
you’ve lobbed
this so they don’t run away from it. Call it out when you can.

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Regeneration/Skill
of your choice. This is up to
you. Some Medics prefer a second instant healing Wave, some prefer
Regeneration
so they can pretend they’re Assaults and soak up bullets or
recover from a
boss’s wrath, and some prefer to contribute some DPS with the
Poison tools so
they don’t feel worthless. This one is entirely up to you. I
would advise
taking Regeneration unless you know exactly what you’re
doing, and more
importantly, exactly what your team is doing. The good news is that you
can
switch your devices on the fly at the dropship should you feel a need
for
something mid-mission.

 

Even
though I’ve said that no one truly likes playing a
healer in Global Agenda PvE, one thing is for certain--we can all
appreciate
one. Medics are the saviors of the siege and keep us going when that
Boss
Switchblade is tearing through us. Hopefully, with these tips and
tools, you
can be a better Medic and get invited to those lovely pre-made groups
that can
grind you enough materials to kit yourself out for weeks!


To read the latest guides, news, and features you can visit our Global Agenda Game Page.

Last Updated: Mar 13, 2016

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