Mook Medic: Difference between revisions

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* In ''[[City of Heroes]]'', there were the Tsoo "Sorcerer" minions. These little bastards not only healed their fellow mooks, they also ''teleported out of range'' when they weren't healing your enemies, so that you were forced to either track them down (and get slaughtered by their mainstream mook allies) or just focus on their allies, and wait for them to come back and heal them, making it all futile. Oh, and they were just as likely to teleport ahead where there were more mooks as back into the area you cleared, so tracking them down could draw more fire. Not too bad if you had some sort of immobilization or hold, but if you were a standard melee class, you were pretty much screwed.
** Just as annoying were the Immune Surgeons of the Cimerora zone, even though they didn't teleport. Fortunately they didn't appear anywhere but that zone.
** The Ghouls found in the Praetorian Underground are even more annoying -- they aren't medics normally, but whenever one is killed he emits radiation that heals any other ghouls nearby. It's possible, when used on ghouls, for even the most damaging AOE attacks to result in only a couple deaths -- and every other enemy in the target zone ''healthier'' than they were before.
* ''[[Champions Online]]'' has "atomic reanimators" in the desert zone who not only blast you with radiation, but can raise mutants you've just slain back from the dead and send them rampaging towards you. And unless you're ramped up to the point you can one-shot them, they WILL reanimate something before they bite the floor....
* The ''[[Borderlands]]'' "The Secret Armoury Of General Knoxx" DLC introduces [[Badass Army|Crimsom Lance]] Combat Medics, who can plant towers which heal nearby Crimson Lance units (similar to Roland's sentry will with the right upgrades).