The Omnidyne Dragonfly is an advanced battlefield medic that excells at supporting their team.
Healing in Firefall is not very useful anymore with existing Damage Reduction - therefore, Healing Dome and Healing Wave are poor abilities for support. Healing Wave is very low damage as well, and Bio Rifle is both low damage and low healing. Emergency Response has limited use healing-wise, and as Dragonfly has no real DPS applications, Emergency Response as a form of mobility can not be considered a plus.
| Slot | Name | Description | |
|---|---|---|---|
| Primary weapon | Bio Rifle | The signature weapon. A new Dragonfly starts with the BR-44 Shaman. | |
|
Ability | Healing Wave | Fire a Healing Wave in the direction you are facing. The Healing Wave heals friendly targets, while enemies caught in the area of effect are damaged and knocked back. |
|
Ability | Adrenaline Rush | Gain a boost of speed and leave behind a booster trail. Allies touching the booster trail also benefit from increased speed. |
|
Ability | Emergency Response | Teleport to a targeted ally, healing all nearby friendly targets upon arrival. After activating Emergency Response, you gain increased strength with all healing effects for a short duration. |
|
Ultimate | Healing Dome | Project a Healing Dome for the duration, healing allies within the effect radius. |
That's the kit the battleframe is built around. Secondary weapon, auxiliary weapon and the rest of the gear are up to you.
| Level | Perk | Effect | |
|---|---|---|---|
| 10 |
|
Persistence
1 point |
Increases total health regeneration by 10%. |
| 15 |
|
Bio Blending
3 points |
Increases damage dealt while at full health by 10%. |
| 20 |
|
Microcompression Suspension | Absorbs ground impact energy, allowing safe landings from great heights in the events of jump jet or pilot failure. |
| 20 |
|
Bio Reserves
3 points |
Reduces the cooldown of all healing abilities by 10% |
| 25 |
|
Melding Converter
3 points |
Reduces all Melding damage taken by 10%. After taking Melding damage, heal 5% of your maximum health over 4 seconds. This effect cannot occur more often than once every 10 seconds. |
| 25 |
|
Frequent Patient
3 points |
Increases healing received by 10%. |
| 30 |
|
Catalytic Poisons
6 points |
Targets hit with Chemical damage have additional damage dealt as a delayed burst (15 base damage at level 1) 4 seconds after being infected. |
| 35 |
|
Combat Medic
6 points |
Reviving incapacitated players will restore them to full health. Additionally, increases your health regeneration and that of squadmates within 100m and other allies within 8m by 20%. |
| 40 |
|
Toxic Finale
9 points |
Upon being incapacitated, detonate a powerful chemical bomb in an 8m radius around you that damages enemies and heals allies for 20hp/sec (at level 1) for 10 seconds. |
| 45 |
|
Auto-repair
9 points |
Increases your health regeneration by 25%. Additionally, if you take an instance of damage greater than 25% of your maximum health, your health regeneration is doubled for 10 seconds. |
How the points work is explained in the perks guide.