There's Science to be Done! (Crim's Scientist tips & tricks)
There's Science to be Done! (Crim's Scientist tips & tricks)
About the Scientist:
The Scientist is the Zombie's answer to the Sunflower, he's a low-health healer class that was built from the ground up to keep his allies in the fight for as long as possible. However unlike the Sunflower the Scientist is what I like to call a combat medic, what I mean by that is the Scientist unlike the Sunflower is an aggressive healer class. He's best used on the offense, quickly deploying healing abilities in the middle of the battle to sustain his comrades and keep them pushing the objective. He's suited for this style of play primarily because of his ability kit and his primary weapon, the Scientist's weapon is always some form of close range shotgun type device that damages plants caught within his optimal range. His Warp ability allows him to enter the fight and damage his enemies quickly but due to his low health a cautious attitude must be taken because one wrong move and your low health is going to wind up getting you vanquished.
The Scientist is the least used class of the four original Zombies according to data pulled from GW1 yet he's considered by many to be the most powerful character on the Zombie's team. This is due to the high skill gap needed to be effective with the Scientist, if you are uneducated he's a very hard class to play but in the hands of a skilled player the Scientist's powers are nearly unrivaled on the battlefield! A little cunning and some quick thinking will go a long way for a Scientist in training!
Healing abilities:
Zombie Heal Station:
The Zombie Heal station is a small cylindrical device that the Scientist can place on the ground to dispense a purple goo that heals any allies in the radius of its effect, it lasts for a set period of time before self-destructing or when it is damaged enough by the Plants. It is the Scientist's primary healing ability in my opinion, the one you should count on for the majority of your healing needs. It is great for healing multiple Zombies at once, in a control point or one on one after a fight. The importance of the heal station over other abilities to the offensive Scientist player is the ability to heal yourself during and after combat, without this the Scientist can't stay in the fight for long and has to retreat and wait for heath regeneration to start on its own.
Armored Heal Station:
Nearly identical to the Zombie Heal Station, the armored variant simply has an armored outer casing that prevents it from being destroyed as quickly as the unarmored counterpart. It also heals at a slower rate, so it isn't ideal for use by a lone-wolf Scientist. The main use for the Armored Heal Station is to deploy it in mid-combat or in a control point where damage is going to be sustained by the station and you want to heal your teammates while they are under attack.
Zombie Heal Beam:
The Zombie Heal Beam is a direct mimic of the Sunflower's Heal Beam ability, it tethers to a nearby ally and slowly heals them as long as they stay in range. This ability allows the Scientist to more directly heal his allies because other means are easily avoidable by teammates who are to busy fighting to bother taking a pit-stop. You can tether to an ally and follow them, keeping them healed constantly regardless of if they want you there or not. The major drawback to this ability is that it removes your heal station, rendering the "run and gun" motivation of the Scientist a lot less effective since he can no longer heal himself reliably.
Warping abilities:
Warp:
Energy Warp:
Bomb abilities:
Sticky Expody Ball
Mega Heal Bomb
Advanced tactics!
Heal station step-ladders!
Tricky Warping!
Sticky bombing!