Chaperone Synergies

Combat Medic Class Synergy

Bonuses


Required Energy: 1

  1. 15% Self Revive Cooldown
  2. +1 Savior
  3. Healing Pulse Bot: Sends a pulse every 3s healing all friendly targets within 10m
  4. Using a Combat Medic ability grants everyone in a 10m radius a Ward which absorbs damage equal to 12% base vitality for 4 seconds. (Cooldown: 10s)
  5. Protection and Revive Spike also Ward everyone withing their radius (Cooldown: 10s)
  6. Using Healing Bot reduces Spike cooldowns by 15% | Using a Spike reduces Healing Bot cooldown by 15%

Required Energy: 400

  1. 22% Self Revive Cooldown
  2. +1 Savior
  3. Healing Pulse Bot: Sends a pulse every 3s healing all friendly targets within 10m
  4. Using a Combat Medic ability grants everyone in a 10m radius a Ward which absorbs damage equal to 18% base vitality for 4 seconds. (Cooldown: 10s)
  5. Protection and Revive Spike also Ward everyone withing their radius (Cooldown: 10s)
  6. Using Healing Bot reduces Spike cooldowns by 22% | Using a Spike reduces Healing Bot cooldown by 22%

Required Energy: 750

  1. 29% Self Revive Cooldown
  2. +2 Savior
  3. Healing Pulse Bot: Sends a pulse every 3s healing all friendly targets within 10m
  4. Using a Combat Medic ability grants everyone in a 10m radius a Ward which absorbs damage equal to 24% base vitality for 5 seconds. (Cooldown: 10s)
  5. Protection and Revive Spike also Ward everyone withing their radius (Cooldown: 10s)
  6. Using Healing Bot reduces Spike cooldowns by 29% | Using a Spike reduces Healing Bot cooldown by 29%

Required Energy: 1,000

  1. 36% Self Revive Cooldown
  2. +2 Savior
  3. Healing Pulse Bot: Sends a pulse every 3s healing all friendly targets within 10m
  4. Using a Combat Medic ability grants everyone in a 10m radius a Ward which absorbs damage equal to 29% base vitality for 5 seconds. (Cooldown: 10s)
  5. Protection and Revive Spike also Ward everyone withing their radius (Cooldown: 10s)
  6. Using Healing Bot reduces Spike cooldowns by 36% | Using a Spike reduces Healing Bot cooldown by 36%

Required Energy: 1,200

  1. 43% Self Revive Cooldown
  2. +2 Savior
  3. Healing Pulse Bot: Sends a pulse every 3s healing all friendly targets within 10m
  4. Using a Combat Medic ability grants everyone in a 10m radius a Ward which absorbs damage equal to 35% base vitality for 6 seconds. (Cooldown: 10s)
  5. Protection and Revive Spike also Ward everyone withing their radius (Cooldown: 10s)
  6. Using Healing Bot reduces Spike cooldowns by 43% | Using a Spike reduces Healing Bot cooldown by 43%

Required Energy: 1,500

  1. 50% Self Revive Cooldown
  2. +3 Savior
  3. Healing Pulse Bot: Sends a pulse every 3s healing all friendly targets within 10m
  4. Using a Combat Medic ability grants everyone in a 10m radius a Ward which absorbs damage equal to 40% base vitality for 6 seconds. (Cooldown: 10s)
  5. Protection and Revive Spike also Ward everyone withing their radius (Cooldown: 10s)
  6. Using Healing Bot reduces Spike cooldowns by 50% | Using a Spike reduces Healing Bot cooldown by 50%

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