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Page Contents Current As of Patch: GU14


Class Overview[]

After an intense firefight, when the dust settles, every squad and every soldier simply wants to be alive. And if they are, they probably have their Combat Medic to thank. Every class is capable of putting enemies in the grave, but the Combat Medic is the only one that can pull them back out. Yes, their rifle is capable of dropping enemies efficiently. Yes, their versatility on the battlefield is infamous. But, it is their powerful healing tools and abilities that define them. A Combat Medic’s role is to keep their soldiers alive and their empire at full fighting strength. Since a single Combat Medic can make all the difference between holding the line and falling in slaughter, they’re an integral member of any squad and should be regarded as such.

The Combat Medic’s handheld medical applicator provides them with the primary means to make a squad of wounded soldiers fit to fight again. Using a concentrated beam of nanites programmed to mend flesh and dispense coagulation agents, the medical applicator can repair even the most grievous of wounds in seconds. The latest models are even equipped with experimental Field Rebirth technology, allowing the recently dead to be brought back to life. Few others can rival the power and potential of the Combat Medic on the front lines, as they do only things a war-hardened doctor can...saving lives.

While primarily earning points and certs through healing, Combat Medics can serve as roles beyond squad support. Although they’re defined by their ability to help others, their customizable rifle establishes them as a force in their own right on the battlefield. The Assault Rifles they carry are almost unparalleled in medium to long range encounters, only being out-shone by the Infiltrator's sniper rifles. Needless to say, don't take these angels lightly, they may just kill you for it. Through the use of specialized loadouts and kits, the Combat Medic can become all the more versatile, ready and able to bring whatever is needed to any combat situation.

A skilled Combat Medic can hold their own in a firefight and keep their squad mates alive and fully healed.

Certifications[]

Combat Medic Class Certifications
Category Certification Name Levels and Cost
Passive Systems Triage
DefaultWhen inside a vehicle the Combat Medic will passively heal 10 health per second to allied soldiers within 5 meters.
150When inside a vehicle the Combat Medic will passively heal 15 health per second to allied soldiers within 5 meters.
200When inside a vehicle the Combat Medic will passively heal 20 health per second to allied soldiers within 5 meters.
400When inside a vehicle the Combat Medic will passively heal 25 health per second to allied soldiers within 5 meters.
500When inside a vehicle the Combat Medic will passively heal 30 health per second to allied soldiers within 5 meters.
Tool Slot Medical Applicator
DefaultA Nanite based Medical Applicator that has been specialized to repair and revive infantry soldiers.
10Increases healing and revive speed by 10%.
30Increases healing and revive speed by 20%.
50Increases healing and revive speed by 30%.
100Increases healing by 40% and revive speed by 45%.
500Increases healing by 50% and revive speed by 65%.
Ability Slot Nano-Regen Device
DefaultCreates a nanite field that regenerates 75 health per second in a 7 meter radius around the Combat Medic.
1Increases the Nano-Regen Device's recharge rate by 8%.
10Increases the Nano-Regen Device's recharge rate by 11%.
30Increases the Nano-Regen Device's recharge rate by 14%.
50Increases the Nano-Regen Device's recharge rate by 17%.
200Increases the Nano-Regen Device's recharge rate by 20% and increases range by 1 meter.
Shield Recharging Field
30Creates a nanite field that regenerates shields in a 4.5 meter radius. Each cert rank increases the regeneration rate.
50Creates a nanite field that regenerates shields in a 5 meter radius. Each cert rank increases the regeneration rate.
100Creates a nanite field that regenerates shields in a 5.5 meter radius. Each cert rank increases the regeneration rate.
500Creates a nanite field that regenerates shields in a 6 meter radius. Each cert rank increases the regeneration rate.
1000Creates a nanite field that regenerates shields in a 7 meter radius. Each cert rank increases the regeneration rate.
Icon TRTriage Pulse
150A nanite pulse washes over allies within 6 meters, causing them to regenerate 60 health per second for 5 seconds. Additionally, allies below 100 health are healed for 100 health immediately. 25 second cooldown.
200A nanite pulse washes over allies within 6 meters, causing them to regenerate 60 health per second for 5 seconds. Additionally, allies below 100 health are healed for 125 health immediately. 25 second cooldown.
400A nanite pulse washes over allies within 6 meters, causing them to regenerate 60 health per second for 5 seconds. Additionally, allies below 150 health are healed for 125 health immediately. 25 second cooldown.
500A nanite pulse washes over allies within 6 meters, causing them to regenerate 60 health per second for 5 seconds. Additionally, allies below 150 health are healed for 150 health immediately. 25 second cooldown.
1000A nanite pulse washes over allies within 6 meters, causing them to regenerate 60 health per second for 5 seconds. Additionally, allies below 200 health are healed for 150 health immediately. 25 second cooldown.
Suit Modifications Adrenaline Pump
30Increases the user's sprint speed by 10% while equipped.
Advanced Shield Capacitor
1Increases the speed at which your shields recharge to full by 33%, and reduces the delay before your shield begins recharging by 1 second.
10Increases the speed at which your shields recharge to full by 38%, and reduces the delay before your shield begins recharging by 1 second.
30Increases the speed at which your shields recharge to full by 42%, and reduces the delay before your shield begins recharging by 1 second.
100Increases the speed at which your shields recharge to full by 45%, and reduces the delay before your shield begins recharging by 1 second.
200Increases the speed at which your shields recharge to full by 50%, and reduces the delay before your shield begins recharging by 1 second.
Flak Armor
1Reduces damage taken from frag grenades and common explosions by 50%.
10Reduces damage taken from frag grenades and common explosions by 50%, and infantry rockets by 20%.
50Reduces damage taken from frag grenades and common explosions by 50%; and infantry rockets and light anti-vehicle explosives by 20%.
150Reduces damage taken from frag grenades and common explosions by 50%; and infantry rockets, light anti-vehicle, and air-to-ground explosives by 20%.
1000Reduces damage taken from frag grenades and common explosions, C4, and Anti-Tank Mines by 50%; and infantry rockets, light anti-vehicle, and air-to-ground explosives by 20%.
Grenade Bandolier
100Allows 1 additional grenade of any type to be carried.
150Allows 2 additional grenades of any type to be carried.
500Allows 3 additional grenades of any type to be carried.
Nanoweave Armor
DefaultThis woven armor mesh reduces the bodyshot damage taken from sniper rifles by 20%.
10This woven armor mesh reduces the bodyshot damage taken from sniper rifles and heavy machine guns by 20%.
50This woven armor mesh reduces the bodyshot damage taken from sniper rifles, heavy machine guns, and gatling guns by 20%.
150This woven armor mesh reduces the bodyshot damage taken from sniper rifles, heavy machine guns, gatling guns, aircraft noseguns, and anti-aircraft machineguns by 20%.
1000This woven armor mesh reduces the bodyshot damage taken from sniper rifles, heavy machine guns, gatling guns, aircraft machineguns, anti-aircraft machineguns, and anti-materiel rifles by 20%.
Ammunition Belt
1Grants access to the Ammunition Belt which allows soldiers to carry 1 additional magazine for both their primary and sidearm weapons, and increases reload speed by 15% for weapons in those slots
10Allows soldiers to carry 2 additional magazines for both their primary and sidearm weapons, and increases reload speed by 15% for weapons in those slots
100Allows soldiers to carry 3 additional magazines for both their primary and sidearm weapons, and increases reload speed by 15% for weapons in those slots
1000Allows soldiers to carry 4 additional magazines for both their primary and sidearm weapons, and increases reload speed by 15% for weapons in those slots
Nano-Regen Capacitor
DefaultWhen equipped, the player's Nano-Regen Device energy recharges 20% faster.
Grenade Slot Nano-Regen Grenade
200The Nano-Regen Grenade heals friendly soldiers in an area over time.
Nanite Revive Grenade
400Nanite Revive Grenades revive nearby friendly soldiers upon detonation
Cleansing Grenade
200Allows the Medic to use Cleansing Grenades.
Utility Slot C-4 (Explosives)
200C4 Explosives are capable of incredible damage to infantry and vehicles alike
500Increases maximum C4 capacity

A.S.P.[]

Combat Medic
Hacking Cert Icon
 ASP Token
Scout Rifle Secondary
Allows use of Scout Rifles in the secondary weapon slot. Combat Medic only.
Hacking Cert Icon
 ASP Token
Carbine Access
Unlocks access to Carbines. Combat Medic only.
Concussion Grenade Cert Icon
 ASP Token
Concussion Grenade Access
Unlocks access to Concussion Grenades. Combat Medic only.

Class Specific Abilities[]

The Combat Medic is arguably the most important member of a squad, as it is their job to heal and revive friendly infantry. All Medics have access to the Nano-Regen Device and Regeneration Field abilities and the Medical Applicator tool, while TR Medics have unique access to the Triage Pulse ability:

  • The Nano-Regen Device, when activated with the Use Ability hotkey (F by default), will gradually heal the player and all allies within a certain radius and will consume energy over time. When not activated, the Regen Device will recharge. Upgrading this ability will increase the rate at which energy regenerates, with the final rank additionally increasing its radius by 1 meter.
  • The Regeneration field allows a Medic to place a node on the ground by hitting the Use Ability hotkey, finding a suitable location indicated by a green placement icon, and then hitting the Fire hotkey (Left Mouse Button by default). The field will regenerate all ally shields within range, even while they are taking damage, and will last as long as the node exists. Upgrading this ability increases the effective range and the rate at which it regenerates shields.
  • Triage Pulse is an ability only available to Combat Medics of the Terran Republic. When activated, it emits a burst of healing that is more potent on allies at lower health. While it can heal critically wounded allies up to full health faster than the Nano-Regen Device, it comes with a hefty cooldown. Only Medics with proper timing can make the most of Triage Pulse.
  • The Medical Applicator is the bread and butter of the Combat Medic class. It allows the player to heal allies with the Fire hotkey and revive allies with the Aim hotkey (Left Mouse Button and Right Mouse Button , by default). Upgrading this tool increases the healing rate and hastens the revive time.

The Combat Medic is the only class with access to Nanite Revive Grenades, Nano-Regen Grenades, and Cleansing Grenades. The Revive Grenade will create a burst of Nanites which revives up to 10 non-MAX allies in a radius around the grenade at half health. Note that you cannot revive yourself by preemptively throwing a revive grenade at the ground. The Regen Grenade will create a large healing aura around the grenade for 10 seconds. All allies inside this aura will be gradually healed. Cleansing Grenades will detonate on impact with any object or surface, and will immediately cure allies caught in the explosion of any debuffs and apply a heal-over-time buff to them.

Class Cert Builds[]

While the Combat Medic has access to good weapons and can handle themselves in combat, the main role of the class is to support allies and keep them alive. When spending  Certification Points

Certification Points , it is a good idea to try to maximize the support potential of the Combat Medic before investing in offensive upgrades.
  • The Medical Applicator is absolutely the most important aspect of the Combat Medic class and should be upgraded to max rank.
  • Revive grenades are excellent when defending a room, and can revive multiple allies at once.
  • Due to the potency of the Medic's various grenades, especially the Nanite Revive Grenade, unlocking and upgrading the Grenade Bandolier can prove very useful (watch your Icon Nanites Nanites!)
  • Both abilities of the medic are useful in certain situations. The first few ranks are cheap and increase the effectiveness of the abilities significantly.
  • Attachments for your default guns are always very helpful early on, but try to avoid buying expensive weapons until your support equipment is ranked up.
  • Combat Medics switch to and from their Medical Applicators quite often, so the Comfort Grip is very helpful on available weapons.
  • Medkits are cheap, effective, and can be unlocked once and used for every class.

Are there any certifications that I should not pick up or save for later?[]

Most of the Combat Medic's equipment has a place on the battlefield and is useful in its own way. However, it is recommended that you avoid committing any points early on into C4 or, as mentioned above, expensive weaponry, since they are not as helpful to the Combat Medic as they are to other classes. For reference, C4 costs 700 Certification Points to fully upgrade, and most weapons will cost 650 Certification Points to 1,000 Certification Points certs to unlock, not including attachment costs, but it only takes 291 Certification Points to full upgrade your Nano-Regen Device, and 690 Certification Points to fully upgrade your medical applicator, both of which are far more useful to Medics. If players really do not like shotguns and struggle with full-auto assault rifles, the following semi-auto Scout Rifles only cost 325 Certification Points , not including attachments: the Icon NC Warden, the Icon VS Eidolon VE33, and the Icon TR AMR-66.

Class Weapons[]

The following weapon types are available to the Combat Medic class:

Class Strategy[]

As a Combat Medic you should always want to be in a squad or, at the very least, close to a large number of players. The true strength of a Combat Medic lies in their ability to put people back in the fight and keep them there. Thus, to get the maximum use out of your class and provide the maximum benefit to your team, you should be as close to the main advance as possible. When in a group, unless otherwise directed by your Squad Leader, you should try to stick with your front-line fighters where you will be able to leverage all of your healing abilities to keep the advance rolling, and will have the maximum number of people to defend you while you go about your work.

Combat Medic Area Heal

Unfortunately, healing technology hasn't progressed as far as many would like. It is important to remember that the Medical Applicator has a limited range and takes a few seconds to revive a downed soldier (especially at lower ranks). This limitation of the Medical Applicator means that the best healing ability the Medic has while on the move is their Nano-Regen Device, as the Applicator requires you to slow to a walking pace to use. While not as quick to heal as the Medical Applicator, it does heal everyone within its radius. The best time to use the Nano-Regen Device is when there is a large number of allies around you, as the healing power gets stronger with each additional ally within range. This makes the Nano-Regen Device your best bet for rapidly treating large groups of people, as well as allowing you to heal yourself in a bad situation.

The Medical Applicator has two single-target functions; healing (target and hold Left Mouse Button left mouse button) and reviving (target and hold Right Mouse Button right mouse button). The Medical Applicator does work very quickly once it has been upgraded to level 6. Every upgrade to the Applicator provides an increase to healing speed and reviving speed. If there is no cover available and you want to revive someone, an effective strategy is to keep moving while reviving by either circling the ally you are reviving, or 'dancing' back and forth by moving left and right rapidly. Standing still or running in a straight line while reviving is an open invitation for a sniper to put a hole in your head. If you are the only medic in the squad try to stay behind your allies and let their fire distract the enemy while you go about healing and reviving. Remember: your abilities are no use to your squad if you’re dead!

Keeping your allies alive and in the fight is the primary role of the Combat Medic, but you may need to assist with the fight. With access to Assault Rifles and Scout Rifles for medium-range encounters and Shotguns and SMGs for short-range encounters, Combat Medics can arm themselves for a variety or encounters.

The best way for a Combat Medic to assist in the fight is to use their Assault Rifle to assist the bulk of the squad with engaging targets at range. Between their assault rifle and the restorative effects of the Nano-Regen Device, the Combat Medic is no slouch in a firefight. The Nano-Regen Device dramatically increases your chances of surviving over other classes in a combat scenario. While it lacks the same bullet-absorbing qualities of the Heavy Assault’s Nanite Mesh Generator, being able to restore your allies and yourself to full health after every engagement is extremely useful. It works best if you stay mobile, bouncing between engagements and cover to maximize your healing time.

Another effective tool available to the Combat Medic is the revive grenade. If your squad’s only option for taking an objective is a blind charge into a room, hang back for a couple moments and then chuck in a revive grenade. Careful use of these grenades can put entire squads back on their feet and push the battle in your favor.

Combat Medics may opt to replace their Nano-Regen Device ability with a Shield-Regeneration Device. This ability puts a device on the ground which restores the shields of any allies within its range. Higher ranks will increase the effective area and shield recharge speed of the device. Deploy this on the front lines or in choke points to give your allies added protection.

Offensive Close Range Infantry[]

This is the high-risk group, running in the front lines fighting alongside Heavy Assault, Engineer, and MAX units. Your role here is to keep the momentum by ensuring that all allies are fully healed and revived as soon as they fall. Remember that you cannot heal or revive MAX units, so focus your healing and revives on Heavies and Engineers. While in this group you will want to stay behind your allies and try to utilize cover to hopefully keep the enemy fire off of you. While on the move your best option is to stick with Heavy Assaults and other grounded units as opposed to the highly mobile Light Assaults as they may fly onto a rooftop and become unreachable. While not on the move you will want to utilize your Medical Applicator as much as possible to help keep the squad topped off in case of an ambush. When the group is ready to move again, your best option is to switch to your weapon to help provide cover fire for your allies. The trick to remaining in the fight while assigned to this group is to find and use cover as much as possible.

When using your Nano-Regen Device, timing and positioning are crucial while running in this group. You will want to use it when the fighting starts, positioning yourself behind your allies while keeping as many of them in your healing area as possible. This will also provide you with a significant amount of self-healing to keep you up, buying you some time to get to wounded or downed allies. Another utility where timing is crucial is the Nanite Revive Grenade. Unless you have the Grenade Bandolier equipped, you will only be equipped with one, so making it count can make or break a fight. Remember, using Revive Grenades will consume 75 Icon Nanites Nanites each, so try to maximize your usage by reviving as many people as possible with each one.

Offensive Medium-to-Long Range Infantry[]

This group is far less dangerous than the Close Range group but is just as important to the success of capturing a base. This group will typically be a smaller one that contains Infiltrators or other classes with long-range weapons. This group will primarily be providing cover fire, taking out high profile targets from range, and spotting enemies for allies (Q by default). Due to being farther away from enemies, cover is not as important while healing this group, and allows the Combat Medic to take a more active role in the fight as constant healing is not as necessary. Your priority while in this group is to ensure that the heavy-hitters stay up. This is much easier to do as you will usually have fewer allies to maintain, and they will typically take damage in smaller, more manageable bursts, meaning your Medical Applicator will usually suffice.

As stated before constant healing isn’t needed so when the opportunity arises you should pull out your Assault Rifle or Scout Rifle with the best scope possible and either taking out high profile targets such as enemy Infiltrators or providing cover fire for the front line assault squad. If you feel that your allies are taking fire, the Nano-Regen Device provides a great heal that will allow you to keep firing while healing everyone around you. Another option to help out is to run patrols within the squad making sure that everyone is healed or, if needed, revived while watching their backs and taking out anyone that may sneak up on them.

On The Defensive[]

If defending a base, the tactic shifts slightly. While you would try to balance healing and reviving with forward progress on the attack, you will typically not need to move as much while defending, allowing for different, less mobile loadouts and playstyles. The Shield Recharging Field may be preferable to the Nano-Regen Device, and Flak Armor will greatly reduce damage taken if enemies are lobbing in a large number of explosives. When defending, your allies will often be consolidated into a single building, usually the one housing a Control Point, so Combat Medics can more safely run from ally to ally providing healing or revives as needed. Remember, the more people you can effectively keep in the fight, the greater your chances of successfully defending the base.

Timing the use of your Nano-Regen Device is not as important while defending. You will want to use it early and often as you deter encroaching enemies, making sure that it heals as many allies as possible to guarantee optimal results. Use it only during firefights to help keep allies alive, but then heal them with your Medical Applicator between enemy onslaughts. Nano-Regen Grenades can be very useful while defending as they only cost 25 Icon Nanites Nanites and are good at blanketing wounded allies in continuous healing if it is out of range of your Nano-Regen Device. With proper timing, Cleansing Grenades, which cost 50 Icon Nanites Nanites, can instantly remove harmful debuffs, such and those caused by Flash Grenades, Concussion Grenades, and EMP Grenades, potentially thwarting an enemy breach.

Medics can keep the defense going by staying in the fight and recovering the team's health quickly with the Nano Regen Device. Medics should not be in the front lines but instead hang slightly back, if a line breaks and allies fall, don't immediately switch to the Medical Applicator as you will quickly find it doesn't kill bad guys very well. Instead, keep your main weapon in hand and take out any advancing enemies that have no doubt been weakened by front-line allies. Make sure the area is secure, then get squadmates back on their feet. If things get too hot and a break seems imminent, don't be afraid to drop a revive grenade which doesn't require switching away from your weapon.

Going Solo (Rambo Style)[]

Every soldier wants to be the one person wrecking crew, single-handedly taking out squads while never requiring the assistance of others. While this style can work for the Combat Medic, it's not recommended. Leave these types of heroics to the Light Assault, Heavy Assault, and MAX units. Your strengths are in running with a squad of allies to keep them going. The Combat Medic has distinct advantages over any other class they may fight in a one-on-one battle including the ability to heal themselves with their Nano-Regen Device, Nano-Regen Grenades, and Cleanse Grenades and the extra damage-over-range granted by Assault Rifles. If close-quarters-combat is expected, the NS-66 Punisher can prove particularly useful to a Combat Medic. Not only is it potent in CQC, but its unique Adaptive Class Underbarrel can launch Cleansing Grenades, allowing you to remove debuffs and heal yourself should you find your Nano-Regen Device empty, and can free up your grenade or utility slots for more offensive options, such as Frag Grenades or C4.

The real trick to fighting a one-on-one fight is to know when to use your heals. It's best to use the Nano-Healing Device right away. This will allow the healing to last for a good portion of the fight. You will want to use the Nano-Regen Grenade only when you are certain it will hit you. Generally, this can be accomplished by throwing it ahead of you while on the move. This leaves the decision on where to use your First Aid or Restoration Kits. The timing on these really depends on which one you decide to equip. If you go with the First Aid Kit it is best to wait till you are extremely low on health before using it. The instant healing this provides makes waiting for this kit late in a fight optimal. With the Restoration Kits, you will want to use these when you reach roughly half health. This will provide enough time that if not under fire will heal you up a good amount or if currently under fire should heal you enough to allow you to defeat your enemy.

Weapon Ribbons and Medals[]

With any class, you have the ability to gain Ribbons which will further increase your experience and certifications after completing specific tasks. This list does not include possible vehicle, base capture, or kill/assist related ribbons while playing in a vehicle as that class.

Ribbons[]

Weapon Ribbons[]

Ribbon Icon Requirements
Assault Ribbon
Assault Rifle Ribbon
10 kills.
Pistol Ribbon
Pistol Ribbon
10 kills.
Knife Ribbon
Knife Ribbon
10 kills.
Shotgun Ribbon
Shotgun Ribbon
10 kills.
Submachine Gun Ribbon
Submachine Gun Ribbon
10 kills.
Find out more on the Service Ribbons article.


Player Ability Ribbons[]

Ribbon Icon Requirements
Healing Ribbon
Healing Ribbon
Heal 10,000 Points
Revive Ribbon
Revive Ribbon
15 revives
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
Medal Empty
0 kills N/A
Copper Medal
Medal Copper
10 kills Certification Points
Silver Medal
Medal Silver
60 kills 10 Certification Points
Gold Medal
Medal Gold
160 kills 20 Certification Points
Auraxium Medal
Medal Auraxium
1,160 kills 200 Certification Points

Tutorials/Tips/Gameplay Videos[]

Strategy and Tactics[]

Videos[]

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