Build:Zepharia's Medic

Introduction
Hey, I'm Zepharia. I've been playing since a few days before early access, where I hit level 30 in the alpha. As I write this I'm over level 240 on the live servers. Ever since the medic was released, I have loved its run-and-gun play style and it's my go to healer of choice for the majority of matches and solo queue. The medic requires a lot of micro-managing and game knowledge to play effectively as the signature ability is a heal over time (HoT) and can be used strategically to boost the effectiveness of Arcane Converter and Reconstruct. The class can also utilize other skills such as movement boosts, various snares, and the engineer's stun bombs.

Tips on using this build

 * Quick Feet: In this build, I prefer Quick Feet for my utility when matched with the talent that drops snare traps, allowing you to break yourself from snares, quickly escape enemies swarming you, and to trap elites or pesky great sword captains chasing you down with snares. In some situations, you may want to save quick feet to allow you to escape trap combos you know are coming such as Ra's snare, the laser combo on Giza, or a chaos weaver's ice trap and shards/sheaths combo.


 * Reconstruct: This ability is often not taken by many medics, but I find it's extremely useful in tight situations, especially while solo queuing. The base skill allows for a cleanse similar to purify on Arcane Mender. If you have microbots active, it will consume them regardless of their remaining duration and heal for 400 HP each to your target. But, if you do it too late, the microbots may already be gone and it just cleanses. This skill will take a lot of time to get used to as the timer tracking requires you to look right at them and check their buffs. The only duration you can always track is the one on yourself. So, when first starting out, it may be useful to cast Reconstruct on yourself first (using the alt key), immediately cast to an ally, then consume the microbots when needed or when the timer is low. This may not always be a good use of microbots.


 * Rapid Fire Clip: This is just a great DPS boost in general, and the slight impact damage it has makes it stagger smaller enemies. Taking down structures with this ability is a bit easier as well, although it is not as strong as some other classes.  IMPORTANT! This skill is currently bugged and will only work on the third slot of your abilities, otherwise you cannot use it after the first use in a game.


 * Kinetic Absorption Field: When this ult is used, it counts how much damage is taken by BOTH allies and enemies in the circle. You get an additional charge of a rocket that deals 1K base damage. You get a minimum of 1 charge and a maximum of 6 charges per use for roughly every 1K damage dealt. This skill does scale off of targeted damage and ranged damage if you want to gem it for a little more oomph, but I still recommend haste gems for their movement speed boost and making it easier to take out small minions.


 * Microbots: The signature ability of the Medic class applies an initial heal of 250 + 80 and 80 every second afterwards for a total of 1050. This skill does not stack with your own bots but can be stacked with other medics' and when using reconstruct or arcane converter, it will only consume your own. I suggest saving charges unless they are under 3/4 HP early on until you get CDR talents going or if your team is just not taking much damage. The aim of this is to allow you to use Reconstruct effectively with 1-2 microbots out without wasting too much of the HoT or to use reconstruct for the cleanse and focus on the HoT effect.


 * Talents: The talents don't necessarily need to be in the order of this build, but the ideal situation would be to have them lined up as below and have the option of breaches, cooldown reduction, extra dodges, or knockdown shield on the 2nd and 3rd talents. You want one of your 2nd or 3rd talents to prioritize cooldown reduction and extra dodges.