Beacon
Class- Medic
HP- 120
Speed- 420
Profile-
Beacon is a heavy, ranged medic with a specialized Healing Pylon that constantly heal a single ally over a medium range. He can energize the pylon to revive all downed allies near them, and when that’s on cooldown, he can help up allies at twice the normal speed.
Healing Pylon
Cooldown- 20 sec
Duration- Unlimited
Beacon deploys a Healing Pylon that heals a single ally over a longer range than a Healing Station. Allies must be within line of sight of the pylon to receive healing. The pylon automatically prioritizes mercs with lower HP first, then switches to other targets as needed. Beacon himself is the last to receive healing from a pylon, as all his allies are prioritized first. There is a 1-second delay between switching targets for heals.
The pylon heals at a rate of 40 HP/second, but that healing decays over distance to a rate of 20 HP/s at the pylon’s maximum range. Allies that have taken damage in the last 2 seconds receive 30% less healing for 3 seconds. The pylon has similar HP to a Health Station but is much more vulnerable to incoming explosives.
Revive Burst
Cooldown- 20 sec
Duration- N/A
Beacon energizes an active Healing Pylon with a 1.5-second delay, making it release a burst of energy that revives all allies in the pylon’s radius with 50% of their maximum HP. Pylon must be within Beacon’s line of sight.
Helping Hands
Cooldown- N/A
Duration- Passive
Beacon helps up allies at twice the standard speed and with 50% increased range. Allies helped up by Beacon are revived with 80% of their maximum HP.
Weapons-
Primary- Timik-47, SHAR-C, Dreiss AR
Secondary- M9, Caulden, DE. 50
Melee- Beckhill, Cricket Bat, Combat Axe
Notes
A rework of a previous medic concept with an extremely similar ability, Deacon (forums.dirtybomb.com/discussion/19021/merc-deacon).
While Deacon could toss his pylons around like spears and blow them up to deal damage, this iteration of him focuses on single target healing with a powerful revive ability on standby. Unlike Aura, Deacon is best suited for a rolling offensive, putting up pylons to quickly patch up teammates behind cover and mass reviving downed teammates. His primary weakness comes from a lack of self-sustain, as his pylons prioritize injured allies over himself, and weak (though still better than normal) revive capability without his Revive Burst ready.
Thanks for reading! ^^
Made with @Mr-Penguin 's Mercenary Suggestion Form