The Red Solstice

The Red Solstice

Not enough ratings
Medic and Health items Guide
By ExclusiveXOR
Medic guide for beginners and veteran players. Also a good reference to all the medical items and what they do.
   
Award
Favorite
Favorited
Unfavorite
Introduction
Hello everyone. Welcome to the game Red Solistice. If you have enjoyed it as much as I have, you realize that there is a whole slew of skills, classes, weapons and many other things to try out and learn. However, in this guide we will be focusing solely on the Medic.

The Medic is necessary every game. This is the class that will keep everyone alive and healthy. Carrying around nanites, anti-venom, medkits, and other stuff just keeps our inventory full when we can be lugging around more explosives and ammunition needed to kill those pesky zombies. On top of this, these items are scarce and they are sure to run out over the course of the game. This is where the medic comes in. A good medic will eliminate the need to carry these items around (unless the medic itself carries them, more on that later in the guide) and also will keep the party healed and alive if the items do run out. Also note that the medic carries only one of two ways to revive another team player.

For now this guide will only feature items that I have tried out and only in relation to the medic. This guide does inlcude general purpose information on weapons and health items. Any other items related to inventory such as explosives, and specialty items will not be included in this guide.

Weapons
As always. I (and many other veterans) recommend to manually target (default button Shift) as it increases damage by 40%

PRIMARY WEAPONS














The GAR comes with 2 fire modes. Full auto and Burst fire
If you use this weapon i recommend keeping it on burst fire unless the zombies are really close. Burst fire has increased damage. Good starting rifle.















The GAR-GL does not have burst fire mode. This weapon will use rifle gernade ammo. Perfect for crowd reduction. The gernade launcher will not fire in Auto-Aim mode. You must use the manual fire button (default Shift key) in order to fire it. Also as you can see, this rifle has a full second of extra reload time. This is my preferred weapon for a medic. More on that later in the guide.

Note: If you have a gernade already loaded in, and you switch to gernade launcher mode from full auto while set to Auto-aim, you may fire a gernade automatically. This is dangerous for you teamates as splash damage will kill them. Turn off auto-aim before switching to the gernade launcher attachment.















The GAR-MS does not have a burst fire mode. This weapon will use shotgun ammo. Perfect for CQC. However, this gun is slightly weaker than the SAR-58. So taking this weapon really depends on your play style.















The Strike-V has a burst fire mode. In single fire mode, it has a 10% higher chance of causing a critical strike. This weapon is terrible at close range. Only to be used at medium to far range. Overall this weapon is great for high damage for low ammunition. If used correctly, you get the most bang for your buck in regards to aummnition. Extremely relient on Flares since you will miss most your shots without them.



The SMG is a light primary, it will allow you to run faster than any other primary in the game. Also it has a debuff on monsters with resistance to certain ammo types.

ALL OTHER PRIMARIES ARE UNAVAILABLE FOR THIS CLASS


SECONDARY WEAPONS














Great for moving faster. The pistol will always be loaded with opposite ammo of the primary weapon. (i.e. If your primary has FMJ, then the Pistol will be loaded with Hollow Points). Decent damage and decent rate of fire with a decent reload speed. Not too bad. Plus the pistol wont weigh you down in the speed department unlike the other secondaries.















Shotgun with an 8 clip magazine. Damage is in between GAR-MS shotgun and the FAS. Don't really recommend. Heavier than pistol, will slow you down slightly.















This gernade launcher will use rifle gernade ammo. Shoots out more powerful gernades than GAR-GL launcher. Will slow you down slightly. Only use on medic if you have a good reason and a lot of experience. (usually will be taking GAR-GL with you).
















Strong secondary. Used by almost all Veterans (excluding recon veterans). Fantastic when clearing out those dogs on your tail. Also can run around lining up enemies to take them out with one shot gun blast. Most powerful shotgun. Really recommend taking this with you. Will slow you down slightly.















Rocket launcher. Nuff said. Strong even if not going with Demo. Can be used as a horde clearer. Do not recommend to use with medic unless you really know what you are doing. Though you should never ever be finding yourself ever need to put this on a medic. Will slow you down by a lot. (compared to other secondaries).
Skills

This is a fairly useful skill. It does decent damage for small wave clears. Mostly, you will be using this against the dogs. They will slow them down considerably and also destroy the bodies of those that revive after being killed. The medic is the only one that can stop the Dog bosses from reviving. A seismic resonator will not do the job. Take this for end game.



Only to be used on a medic to give a little bit of damage. Generally not going to be using this since medic isn't meant to taking down waves of enemies. That is the job of pretty much... everyone else. Your job is to heal and support.



Your main skill. You should always have this on you at all times. Should also be the first thing you should sink your first 3 points into. With a fairly low cooldown that only gets lower as you put point into it, this skill will cure any and all ailments. Also, at level 2, it will give you Blood Gen-5; it will give you and any marines around you increased Health regen. Dead useful.
Note: This skill will only take off one type of ailment at a time. They will always take them off in this order, Poison first(will take away multiple poisons), Wounds, and then Fractures.



At first glance this skill seems significantly weaker than Healing-D. However what this healing device lacks in raw healing it makes up for in range, and in COOLDOWN. The cooldown is extremely important to note, espcially at level 5. Compared to the Healing-D, this skill has more healing ability in short spurts. Especially when life and death situations occur, this skill should always be at the ready with its low cooldown. Healing-D will take forever to be useful again. Hevaily recommend.



The First healing device you recieve. It is pretty good with the amount that it heals as you level it. The Area is quite small though, so your teamates have to pack tightly around you if you need to heal them. Also the cooldown is really long. About 100 - 120 seconds long. Would recommend to have back up healing in the form of Medical Station, med kits, and/or Heal Gun-D if you really need it.



This device will only really be useful as a revive tool. It will take 2 minutes to revive a fallen marines and it must not be destroyed. Can be targeted by monsters. A revived teamate will only have 2 skill points available on revive. Reviving by life drone will make you inelligable for Reinforcements. Further more, if you have been killed twice, you will not be able to revive either with life drone or reinforcements. Will talk more about this in the Strategies section.



At first glance this skill might not do a whole lot of damage, that is until you see that this skill will do that amount of damage PER SECOND. It will also significantly reduce the regen rate of bosses, which is very useful late game. Lots of damage, too bad its single target with a long cooldown. I would recommend, but it isn't necessary.



Useful when holding a position. Also can be detonated to instantly heal marines in a certain radius for a certain amount. If you really need 2 healers and you are at a lower level I would take this and Healing-D. Otherwise I would replace with Heal Gun-D.
Note: If you put points in this skill, you will not be able to remove them.



This is a curious skill. Basically you need to have the healing items in your inventory. When you activate this skill, it will add one to your inventory. If it is ranked up and you have multiple different healing items in your inventory, it gives one to each. As of right now, the cooldown is long, about 100-110 seconds. I am sure this was not intended since the cooldown is supposed to scale up as you level. Also it suffers since you have to wait a while to get to the important healing item which is the nanites. Also it is difficult to click on specific marines in the heat of battle to use the healing items. This has the potential to be the most effecient way to heal and cure ailments, since nanites cure all ailments at the same time (excluding poison) unlike First Aid-M which takes off one type of ailment per use. Alternativly you can drop the items so marines can use that. But that has two problems. One is that it defeats the purpose of having a medic somewhat since marines should be using their inventory space for explsoives and passive upgrades while the medic worries about health. Also you cannot drop one item at a time. Currently, you must drop all of one item so that others can pick them up. So it is better to use them manually on a marine. The fact that this lowers the cooldown on medical skills is a bit redundent since most skills you will be taking already has a low cooldown except for Healing-D. For now I do not recommend taking this skill. Perhaps later when they fix the cooldown problem, and TBD substance becomes available, this skill will be more useful (more on that in the builds section). Once you put points in this skill, you will not be able to remove them.


Useful skill when running away but that's about it. The benefit isn't really a whole lot so I would recommend you take Chemical Bomb-D since it has better utility and a more useful slow than just a 11% speed increase at max level. Depends on play style.


As of right now, this skill is disabled. I haven't had a chance to use it so i can't really comment on its effectivness. It sounds like an interesting skill to put on a theortical build I have (more on that in the builds section).
Power Ups

You can cure yourself of any ailments. Their are more useful power ups out there.


You aren't really supposed to be doing damage. Good first skill to use when you are starting out. Depends on play style.


Medic shouldnt really worry about armor since they can heal themselves easily.


Again, same as the armor booster, a medic shouldn't really worry about armor.


Same as the damage booster. A medic shouldn't worry about damaging with a weapon. It is only to be used for self-defense really.


This will allow you to rank past level 15 in ingame experience. Quite useful when you have medical station and it is harder to move points around. Really will only see results end game since this will slow your EXP generation by near half. Use power cells whenever you can if you go with 3 of these.


This will allow you to transfer points between your skills faster at the cost of armor. Pretty useful although I haven't given it a try. Will make you more dynamic when it comes to what skills you can use at any given time. Honestly I feel that the skill point transfers are at a good place so this booster is unecassery for a good medic. Depends on play style.


Really only recommend to see this on Recon or Hellfire since they have innate evasion stats. This is merely a stat booster on those classes. Not to be used on other classes IMO.


Not too useful since later on some things can kill your quickly. As the game progresses your health will go up anyways (veteran soldiers and soldiers.)


Pretty useful. Three of these will let you out heal a poison ailment. Will make you quite sturdy. Do recommend depending on play style.


This is my prefered power up. The armor negation is mitigated by turning on a lot of power stations in game. The medic will have to be fast to escape enemies since this class is quite squishy and also because you will be running between your squad mates to heal them. Recommend to have all 3 of these on you.


Same with the ammunition booster and the attack speed booster. You shouldn't find yourself needing this since other classes can kill better than you can. Focus on healing.
Healing Items
Every health item you can use on yourself or on a teammate while the item is in your inventory, excluding the Fibrin Bandage. Improtant for pharmacology

This is Anti-Venom. This will cure you of any type of poison or venom. If you have 2 or more poison/venom markers on you, it will still just take one Anti-Venom to heal you.


This is a Med-Kit. This will heal you of 150 HP over 15 seconds. Basically 10 HP per second.


This is Fibrin Bandage. This will heal you of 100 HP instantly and remove Open Wound, Rupture Wound, and Septic Wound ailements. May only use on yourself. You must drop it for a teamate to use it.


This is Medical Nanites. This will heal you of 60 HP instantly and it will remove any ailment except poison/venom.
Ailments
The ailment stats have been taken from the http://wiki.theredsolstice.com/Ailments page. The ailments themselves are correct but it is unkown if the stats are true or not.

There are several different types of Poison and one type of venom. All of them are curable using anti-venom
  • Parasite Venom: Causes 2 health degeneration for roughly 2 to 3 minutes.

  • Hydrocyanic Poison: Slows the marine down for roughly 1 to 2 minutes. Reduces Attack Speed, Movement speed, hit Chance.

  • Sulfonal Poisoning: Reduces Movement Speed, Attack Speed, and Health. Approximately 3.5 health degeneration.

  • Veratrum Poisoning: Reduces Movement Speed, Attack Speed, and Accuracy.

Open Wound: Causes roughly 5 health degeneration for roughly 2 to 3 minutes.


Rupture Wound: Causes 10 health degeneration while moving, no degeneration if standing still, for 1 to 2 minutes

Septic Wound: Causes roughly 11 health degeneration for roughly 2 to 3 minutes.


Fracture: Will slow you down by 40% for 5 minutes.
Medic Role, Strategies and Builds.
Alright so you have all the information now. Now it is time to understand your role and for me to give you some strategies and builds. Obviously, the medic's role is to heal. You already have that covered if you have unlocked the Heal Gun-D and First AId-M. So why do you need the other skills? Chemical Bomb-M is great for end game. A lot of monsters tend to revive at the end so you need this to destroy those bodies and support your team. A good team with a medic or two should have at least on running a Chemical Bomb. Also, at the beginning of the game I try to put my first 3 points into First Aid-M. This will allow you to heal any ailment right off the bat. Extremely useful, of course you can move around the points. Remember that pharmacology and medical station cannot have points removed once you apply them.

As far as weapons are concenred, you need some methods to keep enemies off your weakened teams back. This is where the shotgun and the gernade launcher becomes useful. The GL will clear out the small fast enemies, and the shotgun can kill most dogs in 2 shots excluding the boss dogs. This will also allow you to solo if you need to.

For the newer players, I recommend running the default skills and only replacing critical shot and pharmacology with anything else. Your main build will center around First Aid-M and Healing-D until you unlock the Heal Gun. Really have fun with the class until you rank up and start playing with better teams. Then worry about these 2 builds below.



This is the main build I run. The energy boosters are interchangeable with Movement boosters. The reason I run steroids and not Liquid Steel-D depends entirely on how many Demos/Marksman are in your team and how you feel about them skill wise. If they can kill boses effectively, then all you need to do is keep them alive and running away with chemical bomb and steroids. In combination, you can gain a massive lead away from dogs to allow the Demos to blast them in the face with a rocket. Also a that point your main job is to make sure bodies dont come back to life. You will be seeing me run Full Metal Jacket and that is mainly for the dogs. They will be your team's biggest threat.



If you do not feel comfortable with your demo/marksman, then the Liquid Steel willl allow you to help out with boss regen and do a lot of damage. So replace steroids with liquid steel. Again, movement boosters and energy boosters are interchangeable.

With these two builds, you should have everything you need to keep your team alive and to support them with your skills. Chemical Bomb is one of a kind, so I always recommend taking this for end game. You can change steroids/Liquid Steel to healing-D if you need more healing in your skills. However First-Aid M comes with an AOE skill that increases you and your teams Health regen. It acts like a medpack. So in the end you will have 3 different health abilites if you take Heal Gun-D, Healing-D and First Aid-M.

Any of these builds have been tested to allow you to solo for the first 3-4 waves in Soldier.

This next build is purely theoretical and has not been tested.

Replacing the Heal Gun-D with TBD-Substance, this build is meant for the Medic to be a biological terrorist against the hord of zombies. The Pharmacology-D is meant to replace your other 3 abilites, your health healing, your ailments, and your steroids. Since TBD-Substance is disabled, I am unsure how this will work out. Would appreciate some thoughts on the subject though.

You are probobly wondering why I do not run Life Drone if now all you have to do is leave it behind and draw the monsters away. Honestly, your team should not be dying. At all. This may or may not be on you (teamates blowing each other up), this skill will be occupying a space for something more useful. Also the time it takes to resurrect a teamate makes it not worth it. It would be better to wait for reinforcments, espcially since post wave 11, your team should be holing up on the left hand base. Also reinforcements will revive you with the skill points you previously died with, adding one. Life Drone will only revive you with 2 skill points. So it will be starting like new. Since dying and reviving once is all that is allowed, dying a second time before reinforcements will be the end. You cannot revive twice in this game.
Inventory
What should I carry in my inventory?
In unorganized play, you needn't worry about it that much. Your priority is to stay alive as much as you can and get that XP. In organized play, you want to be the one to carry all the healing items regardless of whether or not you are carrying pharmacology or not. With my builds, your cooldowns on Heal Gun and FIrst Aid should be low enough to not warrant the use of a health item. Things do happen though, so it is good to be carrying around steroids, medpacks, anti-venoms, and Nanites. The other 2 slots should be reserved for a weapon upgrade (if no one else on your team needs them), directional primers/satchels (these should really be carried by a Demo) and anything else your team wants you to carry around, like a spare passive upgrade or turrets. The first 4 slots should be filled with the medical supplies, and the last 2 should be held in reserve for whatever your team needs. The key here is that you understand you are not a damage dealer, or a boss killer. You are only to support your team and keep them alive. It takes a lot of concentration to keep track of 7 people. For your team, they should concentrate on keeping all the monsters at bay. It helps immensly not having to carry around health items when you can trust your medic to worry about that for you. It leaves their inventory free to add the extra amount of satchels, or carry around armor and health boosters. Speaking of which, you should never be carrying those two boosters. It is better left for your team, or even better your Hellfire, who is a melee damage deeler. I am not entirely sure, but I think the boosters may even slow you down a bit. A medic needs to be in many places at once during a fight, so speed is always your friend. Remember to keep stimulants on your person as it gives you a passive speed boost.

Having said all this, during the first 4 waves, when everyone is dispersed, there are two things a medic must do. First is to identify they weaker players and help them out. Most veterans can do just fine soloing the first 4 waves and even they sometimes can get unlucky with shots and the amount of zombies. It is important to identify who will need your help early on, and stick with them until wave 4 when everyone should be regrouping. After that or if you find your entire team is doing well without you, then you start getting explosives and health items. Make sure you notify your team to get health items as well. This way, when you meet everyone at wave 4, you can exchange items, stack them so no one is carrying one of the same item, and increase inventory efficiency. Even if they bring back more than you can carry have them hold the health items and then carry it back to the base your team has decided to utilize. After that, make sure you have at least 1 of every health items at all times. Leave the rest at the base. Fibrin bandages wont be useful, so either leave them behind at lockers, or at the base. Priority items, Bunks, Disarm Tools passive upgrades your team needs, and health items. Satchels are great, but chances are your team already has some. Same with directional explosives (my favorite). Use power cells on yourself unless somone specifically requests them for a weapon. I try to avoid claymores, they are very unweidly unless your entire team is full of pros. Ignore flares. Why do I hate fibrin bandages? I don't hate them.... its just that they are useless to a medic. They are useful to everyone else since they cure wounds and they give an instant 100 HP. Since you cant use them on anyone but yourself though, that is useless to a medic. Give them to someone else or drop them.
Bugs and Miscellaneous
  • Pressing the L button during the game will change how you view your team health and ailments. I tend to switch it to this mode because it is easier to keep track of your team. aiding you in your medic duties.
    Note: As of patch 1.67, the default is set to show red health bars and ailments instead of just the percentages
  • The TBD Device is currently disabled for use by the medic.
  • As of patch 1.67, the medic no longer need to be around the Life Drone-D for it to revive a marine
  • If you die around your own Life Drone-D and it survives, it will revive you. Additionally, if you die while in the presence of another body, the Life Drone-D will revive you first.
  • The Life Drone-D can revive NPC's (needs testing)
  • Thanks to Grizzly<3.mp3 [Ger]: With the health bars on the right hand side, you apparently can activate the heal gun, and instead of clicking in an area, you can click on one of the health bars. Your medic will automatically shoot the gun at that specific marine. If the marine is not in range, you will walk towards him.
  • Pharmacology cooldowns are not correct, it is at a constant 100 second cooldown. Unsure if intended
  • Since followers tend to follow your orders when your press and hold Ctrl and that messes with your inventory hotkeys, I suggest changing your follower button to a different hotkey (i use 'h'). This will allow you to use your inventory items without ordering your follower around at the same time.
Updates & Change log
7/26/14
  • Added Inventory section due to character limit, moved "What should I carry in my inventory?" there.
  • Added new text to the life drone paragraph in "Medic Role, Strategies and Builds."
  • Added new information regarding Life Drone-D in "Skills"
  • Added SMG to "Primary Weapons" section in "Weapons." Thanks for the reminder Carrier002

7/24/14:
  • Added "What should I carry in my inventory?" section in "Medic Role, Strategies and Builds."
  • Added a follower suggestion to the Bugs & Misc. section

7/22/14:
  • Published paritally completed guide. Will finish rest within coming weeks if not days.
  • Added a strategy to the Bugs & Misc. section. Thanks to Grizzly<3.mp3 [Ger]

7/15/14:
  • Added Introduction
  • Added Weapons
  • Added Skills
  • Added Power Ups
  • Added Items
  • Added Ailments
  • Added Medic Role, Strategies and Builds.
  • Added Bugs and miscellaneous
  • Added Updates & Change log
6 Comments
Space Wolf Hudson 5 Aug, 2014 @ 1:16am 
Do you know if the slowdown of the chemical bomb is temporarily or permanent? And if it is temporarily, how long does it last?
Carrier002 26 Jul, 2014 @ 12:07am 
I just skimmed through it briefly but I dont know if you put down that Lifedrones will revive at level 2 and will make you inillegible for the reinforcement side mission respawn.

Personally I prefer to not be lifedroned since being revived at level 2 is imo a fate worse then death, and have asked medics to destroy their lifedrone when i see it on me
ExclusiveXOR  [author] 25 Jul, 2014 @ 11:58pm 
Right, Ill add that to the list.
Carrier002 25 Jul, 2014 @ 11:11pm 
SMG is also available for use as a medic, i prefer that for its armor shredding debuff
ExclusiveXOR  [author] 22 Jul, 2014 @ 10:15pm 
Huh, i never knew that. Thanks for the tip. Ill put it in the guide.
Grizzly 22 Jul, 2014 @ 7:07pm 
Hey, Great Guide thanks for Posting this, im a*Medic* myself just a tip here.
When you have the "L" menue open you can activate your healgunskill and just klick it on the healthbar to the right and it will always hit the person, if the person is not in range you will walk to it automaticly and than use the skill, other skills used during this might stop you from walking .