[quote=“BlackFro;74452”][quote=“Amerika;74450”]Yup…got to wait on this one. I think he’ll be rather powerful as he has more HP than Sparks and Aura, can burst heal a number of people (which you crowd a decent amount in 5v5 at times) and has access to very good weapons. But you might also be right in the long run depending on just how useful his heal is and the CD on it. At least it would be very easy to tune…if his heal isn’t that good people will comment and the CD could be reduced.
There are significant disadvantages to Sparks and Aura you’re not factoring in when doing the math on abilities. You can’t only compare healing power in a vacuum. So I guess we’ll just have to wait and see 
My theory is he’ll be pretty solid in 5v5 competitive out of the gate but weaker in pubs when you want to keep people healed. But we shall see![/quote]
Healing power/Healing rate is what makes a medic.
It’s very essential.
Right now sparks can give the most health in the shortest amount of time and phoenix can give the least health in the shortest amount of time.
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I don’t entirely agree with that. There are a lot of other factors that makes a “medic” in this game. Comparing only healing output in a vacuum without factoring in the other pros and cons while also discussing scenarios where the circular burst healing helps (and where it could make you get wiped easy) seems a bit narrow to me.
But…I guess I’ll bite.
Sawbonez: Has the most potential to keep a team alive. However, heals get canceled if anybody takes damage. Also, packs are slow to regen. You get 3 packs by default and 4 if you have the extra supplies augment.
Aura: Healing station provides constant healing but is a nade magnet and sets up slowly. Best overall for keeping heals pumped out but has obvious disadvantages in a fight. Also, if you destroy a newly setup station that Aura is pretty ineffective for quite some time.
Sparks: Has the most burst healing potential in a fight but can barely top up a single merc using all her packs (3 at any one time IIRC). Also, lets not forget how small the packs are and how hard they are to hit on moving mercs or for those players to miss the pack (most annoying thing ever…please fix SD).
Phoenix: Now this is all theory since nobody has played his open beta version (and I didn’t play him in closed either). Burst healing similar to Sparks but nobody knows how much the initial non-charged burst will heal for or the charged burst. In 5v5 comp there are quite a few times when 2-3 people are with each other and having a guy who can burst heal some nade damage would be quite nice. However, it could lead to people clumping and making Fragger/ Naders job easier. If the initial burst heal is pretty good and can be amplified by an augment then it might be pretty damn OP to have a big burst heal every ~6 seconds.
Again, that’s just healing potential along with the pros and cons (from my viewpoint) with each. I’m down with a good discussion on the topic so bring it on 