bakters
Knight

A comment about First Aid.
Currently I have First Aid at 9+3, which while not maxed allows me to comment on how it plays already. My companions are very often my only ranged support, so to be sure that they spawn I need to keep them at the top of the list. In all my former games where I had a maximum of 10 First Aid I was reluctant to do that.
The way my sieges usually go is that I often soften up the defenses before I decide to go for it. That means one or two rounds of ranged battle before we go for melee at all. My companions would quite often end up being knocked out during this stage.
And then we spawn on the streets, which could mean one more knockout, and then the final fight in the keep. So it's me plus two barely alive companions against 5 often top melee troops. That blows! Depending on spawn points it wasn't unusual that both of my companions went down before I even joined the fight. I much preferred to have full health knights as my support.
But with very high First Aid it doesn't play so badly. Currently they regain 70% of their health, so even after two knockouts in a row they still can withstand a few hits and at least distract the enemies if not simply mop the floor with them. Full health knights would still probably be better, but it's not as bad as it used to be. In part obviously due to maxed Wound Treatment, which heals them between battles faster. All medical skills work in some sort of synergy by seemingly amplifying effectiveness of each other.
Oh, a disclaimer. I attempt above conclussions by unscientifically comparing how this would play if I didn't invest so heavily in medical skills myself and it was my usual game. By this time I would have all of them much lower. Wound Treatmen and Surgery at 8 instead of 14 and First Aid at 8 instead of 12. Any difference is actually amplified when compared to a later stage of the game, but those differences are real nonetheless.
Currently I have First Aid at 9+3, which while not maxed allows me to comment on how it plays already. My companions are very often my only ranged support, so to be sure that they spawn I need to keep them at the top of the list. In all my former games where I had a maximum of 10 First Aid I was reluctant to do that.
The way my sieges usually go is that I often soften up the defenses before I decide to go for it. That means one or two rounds of ranged battle before we go for melee at all. My companions would quite often end up being knocked out during this stage.
And then we spawn on the streets, which could mean one more knockout, and then the final fight in the keep. So it's me plus two barely alive companions against 5 often top melee troops. That blows! Depending on spawn points it wasn't unusual that both of my companions went down before I even joined the fight. I much preferred to have full health knights as my support.
But with very high First Aid it doesn't play so badly. Currently they regain 70% of their health, so even after two knockouts in a row they still can withstand a few hits and at least distract the enemies if not simply mop the floor with them. Full health knights would still probably be better, but it's not as bad as it used to be. In part obviously due to maxed Wound Treatment, which heals them between battles faster. All medical skills work in some sort of synergy by seemingly amplifying effectiveness of each other.
Oh, a disclaimer. I attempt above conclussions by unscientifically comparing how this would play if I didn't invest so heavily in medical skills myself and it was my usual game. By this time I would have all of them much lower. Wound Treatmen and Surgery at 8 instead of 14 and First Aid at 8 instead of 12. Any difference is actually amplified when compared to a later stage of the game, but those differences are real nonetheless.

