Alright! So I've been asked about my medic builds on several occasions and have given a little advice here, a bit of advice there, a screen caption of how I would personally build whenever, etc. I decided I'd just break it down for anyone interested.
Disclaimer!This is not the ONLY build that works. I could write something like this for a variety of different playstyles. Having experimented and tested, at length, every repair type with several builds for each, this is the strategy I follow when I want a character to go from level 2 to 5 quickly. Once the consistency starts, the levels simply roll in. I've had much luck with this. Others haven't.
USE YOUR BEST JUDGMENT. This is, by no means, gospel
And if you'd like one written for a specific alt or playstyle, let me know. I'd be happy to
give suggestions. At the end of the day, though, roll out with whatever looks fun!
Repair Stat Priorities - The Wingz Way
1) RepairPlease note: My builds are debatable by experiences, but have proven reliable for me. I have a number of characters at higher levels and reformat to medics when I want to level the character faster. This is
by no means the only way to make them work, and I’ll give reasoning for choosing alternative builds so that anyone reading will have an idea of how stats affect medics and will be able to use the information to create their own builds.
Spec 1 (Main Strategy): Repair > Endurance > Intelligence > Strength = Speed > Courage > Skill
Reasoning: This is my preferred build. Maxing out repair is very important for this build as it will allow you to get the maximum roll chance to repair a target, where repairing is almost your entire source of XP.
This is made easier by endurance. At lower levels, endurance offers more easily accessible defense. More importantly, it
absorbs tactic damage from ram and strafe. This is very important for surviving in Hell Missions. At levels 1 and 2, your little medic can get very easily one-shot into stasis lock. Fusion Canons aside, you’ll be able to survive longer through tactic damage.
Your only goal at levels 1 and 2 is to survive long enough to get
one repair on a high level character. The higher the level of the character, the higher the XP turnout. Even just a 40k XP haul can mean a few levels.
Breakdown: Repair - The more often your character has the potential to roll repair, the better your chances of getting those boosts in Hell Missions.
Endurance - This is invaluable for surviving in Hell Missions long enough to get your first heal off on a high level target.
Intelligence - Once you’ve obtained a few good XP payouts and the next Repair level is fairly high for your gains, putting points into intelligence will increase repair potency and yield stronger payouts to compensate.
Strength = Speed - Does your repair bot also have Ram? I’d use Strength and stick with iron armor. Don’t even bother with rank until you’re much, much higher level. Does your repair bot have avoid? If so, I’d place points into speed before strength. Slightly better chance to avoid damage, altogether, doesn’t hurt, but chances are your medic is going to hit things like a wet noodle at this level, unless…
**see skill**Courage - While having more rolls to try repairing with may be tempting, my testing has shown me, personally, that even the subtle drop in survivability causes more shut-outs (“0” XP, “0” Energon). It’s a good stat to throw a few points in around level 3 or 4 (sooner if you choose offense over defense), but you’re facing higher level characters who likely have a lot more chances to make a move than you do at the lower levels. For this particular build, it’d be better to save this stat for later levels.
Skill - While I’ve experimented with and without, the lightsaber only really does one thing: helps you luck out in solo missions by getting a few high % hits in. Medics in at-level missions tend to flop without support. Even then, at lower levels, at-level missions are a little lackluster with this particular build. I usually put a lightsaber on them around level 3 or 4. In testing with level 1 and 2, it took points from survivability and really didn’t help them get more XP at all. Other builds, though…
How to Build: For single-tactic repair: Start by leveling Rep to 2 or 3. Then, level endurance to 4 or 5. From here, level repair until the next level is over 100K (usually level 7). After this, put 3 points in Intelligence. This will place you just into level 2. With the new points in Intelligence, you’ll begin to get higher payouts to fuel the next upgrades.
Next, place 2 more points into Endurance.
From here, if you’re getting decent payouts and can reach 100k fairly easily, just begin throwing everything into repair. I haven’t had one yet that did not become pretty consistent by this point. If you do have trouble, however, leave Repair alone until you’re consistent.
Since this is for a single tactic repairer, I would
personally choose to put points into Strength before Speed (it’s the path I took with my Boombox before reformatting him, and he was a rightful beast). Defense is defense, though. If you would prefer Speed, or have better experiences with it, I’d place the points there before Strength. Whichever you choose, just put 3 points in to match Intelligence. After this, bring Intelligence up two more points. This should put you 1 point away from level 3.
From here, are you looking to be more independent in case there are no Hell Missions up? Or are you looking to improve Hell Mission payouts? I always lean towards Hell Mission payouts due to the levels being faster, but this is completely your call.
Path 1: Offense. Put your next two points into Skill, pushing you into level 3. Then, put your next 4 points into Courage. You can still get consistent payouts in Hell Missions, but that Lightsaber will rip things up in at-level missions when no Hell Missions are up. By this point, payouts should be, depending on group makeup, between 40k and 80k on average, with highs going over 200k. Do whatever it is you want for offense, but avoid Rank, Firepower, and additional Skill.
Path 2: Defense. By this point, payouts should be, depending on group makeup, between 40k and 80k on average, with highs going over 200k (even without Skill and Courage from the last build). Max out Repair and Endurance. Just buckle down and do it. You’ll wait a little longer between each skill-up, but the returns are noticeable with each one. It’ll take a little patience.
From here, your goal is to get your level to 7 as quickly as possible. At 7, you can join 7-10 missions. With support, you can easily get those 50k-80k payouts or higher since your target to heal will always be a high level. This is the dream area where the Hell Missions can be left to your other medics comfortable (should half your team be medics like mine). Obviously, prioritize helpful stats, such as Intelligence, Speed, and Strength, but if you need 2-3 levels to push you that extra little bit, just put them in anything. The payouts in that range make the waste negligible.
For double-tactic repair:This obviously depends on which tactic is easier to level. Start by leveling the lower-cost tactic 4 points (doesn’t matter if it isn’t Repair - probably better if it isn’t). Then, level endurance to 4. From here, level the secondary tactic to 3.
Repair/Avoid? Put your next 3 points into Speed.
Repair/Ram? Put your next 3 points into Strength.
Repair/Strafe? You’re bold. I had minimal luck with this at lower levels. The downtime after strafing leaves you wide open, and putting the points into Firepower to turn Wet Noodle Slap Attack into Wet Noodle Smash just doesn’t feel worth it in xp gains. I tried this for quite some time, but the other three variations feel much more worthwhile. If you really want one and want to take that chance of gaining slower payouts, I’d suggest going all in by putting three points into Firepower here. Go big or go home!
Either way, you should have just turned level 2. From here, focus mainly on Repair until the next point is over 100k (typically 2 points if Repair is the most expensive tactic and 3 if it is the cheaper one). Then, place your 3 points in Intelligence and your 3 points in Endurance (level 7 or 100k until next). If you only needed to put 2 points into Repair to get it to the 100k breakpoint, you’ll be 1 point away from level 3. If you needed 3 or more, you’ll be level 3 now. If you’re one point away, place the point in the secondary tactic.
Next step is to get the secondary tactic and its feeder to the 100k breakpoint. This typically adds 4 levels, depending on class. After this, I always put 3 points in the defensive stat that was not a feeder (Speed for Ram/Rep and Strength for Avoid/Rep) followed by 2 points in Courage to (usually) round me to level 4. By this point, payouts are sweet in Hell Missions! Double-tactic repairers are amazing, especially Repair/Avoid!
From here, you can choose
Path 1 or
Path 2 from the single tactic section. If you choose Defensive, just be sure to cap the lower-cost tactic first, even if it isn’t repair. After this, cap endurance. It’s encouraged to work towards capping repair, but it isn’t needed for consistency by this point. I’d say that final point is worth it sooner than later, but again, you can branch off however you’d like from this point, safely.
Now you know...
Google Doc for more clear and concise setuptl;dr - More than you ever wanted to know about my repair builds