Medic

Archetype
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Prime Perk Regenerator
Archetype Trait Triage

The Medic is an Archetype in Remnant 2. The Medic is a support-oriented Class, that attempts to heal and improve the survivability for teams. Not as tough as other Classes, and a bit more difficult to play, requiring a bit of micromanagement and, specially in multiplayer, paying attention to the overall situation for the whole team. Archetypes can be considered the different Classes available in-game. Players' Archetype choice at the beginning of the game is important, but they can change them to another one later on by using another Archetype's item if they so desire.

 

Healing, Support, Well-Wounded

 

Remnant 2 Medic Builds

 
 

 

Remnant 2 Medic Information

  • The Medic specializes in survivability with enhanced healing and Relic effectiveness.

 

How to unlock Medic in Remnant 2

To unlock the Medic Archetype players need to craft the following Engram, if the player did not pick it as their starting class:

To craft the Caduceus Idol Engram, players first need to obtain the Medic Pin which can be bought from Dr Norah.

 

Starting Equipment for Medic in Remnant 2

The Medic start the game with the following Equipment:

Armor
Weapons

 

Remnant 2 Medic Archetype Item

  • The Medic archetype is activated by slotting the Caduceus Idol item.

 

Medic Progression in Remnant 2

 

Remnant 2 Medic Prime Perk

All Archetypes have one unique Prime Perk, which becomes available once they use an Archetype as the Main Class. Prime Perks can get two upgrades. The first one when they reach level 5, and the second one once they reach level 10.

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Regenerator

Prime Perk
Automatically Unlocked

After restoring 350 Total Health to allies, regain a spent Relic charge. 

Resting or Respawning at a Worldstone resets healing accumulation. Each additional player increases the healing requirement by 50%.

Upgraded at Level 5

After restoring 300 Total Health to allies, regain a spent Relic charge.

Resting or Respawning at a Worldstone resets healing accumulation. Each additional player increases the healing requirement by 50%.

Upgraded at level 10

After restoring 250 Total Health to allies, regain a spent Relic charge.
Resting or Respawning at a Worldstone resets healing accumulation. Each additional player increases the healing requirement by 50%.

 

 

Remnant 2 Medic Archetype Perks

Archetype Perks are divided into four different categories: Damage Perks, Team Perks, Utility Perks, and Relic Perks. 

Damage Perk

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Invigorated

Damage Perk
Unlocked at level 1

Grants a 2.5% increase to All Damage.

Increases with Medic Level

Upgrade Unlocked at level 6

Grants a 18% increase to All Damage and 5% Critical Chance.

Increases with Medic Level

(Level 10: Grants a 25% increase to All Damage and 5% Critical Chance)

Team Perk

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Benevolence

Team Perk
Unlocked at level 2

Increases Relic Efficacy by 15% and heals nearby allies for 30% of the total healing value.

Upgrade unlocked at level 7

Increases Relic Efficacy by 15% and heals nearby allies for 30% of the total healing value, increasing to 60% for any below 35% max health.

Utility Perk

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Backbone

Utility Perk
Unlocked at level 3

Increases the hits Medic can take before losing Grey Health by 1.

Upgrade unlocked at level 8

Increases the hits Medic can take before losing Grey Health by 2.

Relic Perk

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Benefactor

Relic Perk
Unlocked at level 4

Increases Relic Use Speed by 20%.

Upgrade unlocked at level 9

Increases Relic Use Speed by 20%. Relic Use gains -1 Stagger.

 

Medic Skills in Remnant 2

All Archetypes have three skills at their disposal, but they can only have one equipped at a time. These skills have long cooldowns, making the decision of WHEN to use them a crucial one. Skills can't be upgraded, and have only one level.

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Wellspring

Automatically Unlocked

The Medic channels healing energy into their fist, punching a hole in the ground to create a 3m Healing Spring AOE which restores 10 Health per second and greatly increases Blight Decay Rate. Lasts 15s.

Cooldown: 60s

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Healing Shield

Unlocked at level 5

The Medic quickly expels healing energy to SHIELD all allies within 25m for 100% of their Max Health for 10s. While shielded, allies regenerate 20% of their Max Health over the duration. 

Cooldown: 100s

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Redemption

Unlocked at level 10

The Medic unleashes a 30m shockwave that revives downed allies and restores 50% Max Health over 10s. For each additional 1s holding the SKILL button, the heal gains an additional 50% (up to 200% max)

Revived allies will only receive 50% of the healing amount. If revived, allies cannot be revived again by Redemption for another 180s. Resets at Worldstone or on death. 

Cooldwon: 120s

 

 

Remnant 2 Medic Traits

The Unique Archetype Trait for the Medic Archetype is Triage, and it level ups automatically as the Archetype levels up. 

Level Effect
Level 1
Increases Healing by 5%
Level 2
Increases Healing by 10%
Level 3
Increases Healing by 15%
Level 4
Increases Healing by 20%
Level 5
Increases Healing by 25%
Level 6
Increases Healing by 30%
Level 7
Increases Healing by 35%
Level 8
Increases Healing by 40%
Level 9
Increases Healing by 45%
Level 10
Increases Healing by 50%
 
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Remnant 2 Medic Notes & Trivia

  • Other Notes and Trivia for the Medic go here 

     

All Archetypes in Remnant 2
Alchemist  ♦  Archon  ♦  Challenger  ♦  Engineer  ♦  Explorer  ♦  Gunslinger  ♦  Handler  ♦  Hunter  ♦  Invader  ♦  Invoker  ♦  Ritualist  ♦  Summoner

 




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    • Anonymous

      Me and a friend started our first blind playthrough of this game. I picked challenger for frontline and she picked medic for support.
      Hours into the game i ask her what exactly her perks and skills other than the healing spring do.
      My friend: "Ah i don't wanna bother reading all that, i'm more of a learn by doing person."
      Also my friend: never uses hearts other than to revieve.
      Me, visiting this page out of curiousity: ARE YOU SH****NG ME???

      • Anonymous

        Why 25% to all dmg? Most dmg perks 1-2 dmg types. If ALL dmg then why not have that dmg apply when healing self or allies? Seems lazy to just have a flat 25% boost to all dmg all the time for no class based reason.

        • Anonymous

          Why 25% to all dmg? Most dmg perks 1-2 dmg types. If it’s going to be ALL dmg why not have that dmg boost active while the medic is either self healing or healing team mates? Makes sense. Just a flat bonus to all dmg seems lazy.

          • Anonymous

            "Give me the healing juicies bubs!

            -It's on cooldown you ****ing prick.

            And I'm dead."

            Circa~ 05 August 2023.

            Two dumbasses trying to live with a level 5 medic.

            • Anonymous

              I can confirm that Triage and Regrowth work together.

              Tested 8/6/23:

              Timed Regrowth regen rate with and without Triage
              Without Triage, and 106 health, it took 67 seconds for Regrowth to heal to full from 10 Health.
              With Triage level 9, and 106 health, it took 44 seconds for Regrowth to heal to full from 10 Health

              • Anonymous

                Does the Triage trait works with regeneration stuff like the summoner trait or support dog or the regen in gray life?

                • Anonymous

                  I run Medic as a secondary with primary being Handler. Support dog and healing shield are very useful when co-op and your dog can revive you or an ally every 120s.

                  • Anonymous

                    Is anyone else having the bug where after you activate the Redemption skill, the skill cooldown doesn't trigger after use unless I swap skills to force it to start regening for use?

                    • Anonymous

                      Run it with both 15% skill cool-down reducing rings, the +25% skill duration ring, and the burden of the divine for squad healing for 30s cooldown on your 18 sec duration wellspring that also magically links with everyone else in the squad.

                      It’s real good!

                      • Anonymous

                        The level 10 skill is best, you don't need the other 2 abilities for healing you will be doing plenty with relics and the healing shot mod

                        Weapons
                        -Starter LMG with Healing Shot - insanely clutch heal you can use on teammates, LMG has the best "mod power per minute" of any weapon due to large mag size
                        -Hellfire or Enigma - for addclear/damage over time on single target

                        Amulet
                        -Twisted Idol - 30% armor effectiveness is hilariously over budgeted, on nightmare nothing can remotely come close to killing you
                        -Shaed Bloom - a good option if you want to opt for more personal damage

                        Rings
                        -Tear of Kaeula - 2 additional relic charges, you will heal allies on relic use, you can use relics when you are at full HP
                        -Captain's Insignia - very strong coop ring, increases relic use/revive speed when teammates are down; helps clutch revives while being targeted
                        -Fae Shaman Ring - 25% relic use speed for free, remember using a relic will heal both of your teammates with infinite range
                        -Burden of the Divine - ring that makes this come online, 10% less personal damage for 50% healing shared, combined with your innate healing increase trait, and the perk that has the same effect as this ring, using a relic will heal both of your teammates to full HP

                        Armor; wear whatever you want but I went for something tanky while trying to remain as a "medic"
                        -Medic hat
                        -Leto chest
                        -Leto gloves
                        -Leto legs

                        Have had a lot of fun joining public games on nightmare using this build trying to help people survive, it's the best when they lose their minds coming up to you waving their gun or spamming crouch because you healed them through boss patterns that otherwise would have killed them.





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