Primary Weapons
Hochfir
SMG 9
Blishok
Secondary Weapons
M9
Caulden
Sebstaldt
Melee Weapons
Cricket Bat
Beckhill
Stiletto
Ability 1: Defib
Ability 2: Armor
Armor - When given to an ally, provides them with an increase to their health, this is only temporary as the moment the player takes more damage than the armor provides they will lose it. So if only provides a health boost of 20, once you take 20 points of damage you lose that benefit, it does not regenerate like normal health.
Role: Secondary Medic
This Medic really is best used in tangent with another Medic like Sawbonez or Phoneix, he can provide a temporary buff to your team’s collective health and give them extra studiness.
The only real trick here in terms of balancing, is deciding if maybe, just maybe, he’d be better off with having a Healing ability instead of Defibs. So in other words, this Medic loses the ability to revive people, but can heal and armor them effectively.
How much should he provide with his armor? I was thinking a health buff of 20 would be sufficient enough. So with that in mind, here’s what would happen.
80 + 20 = 100
90 + 20 = 110
100 + 20 = 120
110 + 20 = 130
120 + 20 = 140
140 + 20 = 160
170 + 20 = 190
200 + 20 = 220
And remember, it’s not a permanent health buff, it’s just a temporal one, essentially overheal.