Post by Shapey on Oct 15, 2022 10:47:47 GMT -5
So now I've got a melee DPS and ranged DPS under my belt. How about I go down the list for roles? A healer build now! This one is going to replicate one of my longer-used builds and will be the first publication that uses multiple passives. This is where multiple builds will come in handy--the default keys for them are F6 through F11, with more as you level. Builds snapshot whatever you put in it; power locations, passive and block upgrades selected, devices, and even costume! Make sure that you mimic your bars between builds so not to confuse yourself simply swapping to another passive mid-combat. Now, what healer build is this going to be? A Celestial/Arcane one! These two are the go-to heal powerframes, so it'll be easy to jump right into this and get good results.
This build is suitable for leveling, but not solo. There will be a distinct lack of attacks here. If you level through alerts, this is perfectly fine.
Super Stats
Presence (Primary)
Dexterity
Constitution
Talents
Divinity (+12 Pre/Con)
+8 Presence
+8 Constitution
+8 Dexterity
+5/5 Pre/Con
+5/5 Pre/Dex
+5/5 Dex/Con
Powers
Energy Builder: Radiance
Power 2: Iniquity (Rank 2, Rank 3)
Power 3: Compassion
Power 4: Holy Water (Rank 2, Heavenly Mana) or Vengeance (Rank 2, Rank 3)
Power 5: Aura of Primal Majesty (Rank 2, Rank 3)
Power 6: Conviction (Rank 2, Rank 3)
Power 7: Arcane Vitality (Rank 2, Rank 3)
Power 8: Circle of Radiant Glory
Power 9: Illumination
Power 10: Redemption (Rank 2, Salvation)
Power 11: Force Shield (Rank 2, Rank 3)
Power 12: Aura of Arcane Clarity (Rank 2, Rank 3)
Power 13: Ascension (Judgment) or Resurgence (Unchained)
Power 14: Transcendence
Planar Rift can be used in place of Transcendence if you've not unlocked it, but I would highly recommend doing so.
Specializations
Presence
Selfless Ally (2/2)
Repurpose (3/3)
Force of Will (2/2)
Moment of Glory (2/3)
Brilliance (1/3)
Sentinel
Sentinel Aura (3/3)
Eternal Spring (2/2)
Genesis (2/2)
Moment of Need (3/3)
Sentry
Fortified Gear (3/3)
Precise (3/3)
Fortify (2/2)
Reinforce (2/2)
Presence Mastery
Travel Powers
Whatever you'd like to use. Teleports tend to be a useful tool for healers in case they get snared or they aggro the big bad about to use an AoE just for existing; however, I don't recommend teleport being your main travel power.
Gear
Gearing for a healer is always a big toss-up, every set can be useful for them in some fashion, and Justice has a lot more viability when using Repurpose--which this build does.
Starting:
Healing Offense (Fort/Merc/Qliph Healing Gloves, or Transcidental Handguards. Recommended using ones with Offense built-in) with Presence mod(s) and a Sentinel Brooch
Defense rate Defense (Fort/Merc/Qliph Defense Breastplate, Vikorian Robes) with a Presence mod, a Pre/Con mod, and an Impact Prism
Efficiency or Utility Utility (Fort/Merc/Qliph Efficiency or Utility Helm) with a Presence mod, a Pre/Con mod, and Vital Spirits or Gambler's Lucky Gem
+20 Presence +14% Bonus Healing secondary offense (Transcidental Belt)
+20 Pre/Dex secondary Defense and Utility (Finessed Bracers/Eyepiece)
Ending:
Distinguished Offense Gloves with Presence mods and Sentinel Brooches (or a Gambler's Lucky Gem if desired)
Distinguished Freedom Armor with Presence mods with an Impact Prism and Growth Amulet (Two Impacts may be used if desired)
Distinguished Efficiency Helm with Presence mods with any combination of Gambler's Lucky Gem, Impact Prism, Vital Spirit, and Veteran's Core of Might
Rejuvinating or Critical Belt of Determination with Presence or Dex/Con mod
Onslaught Tights of Fitness with Presence or Dex/Con mod
Onslaught Mask of Efficiency or Bolstering Eyepiece of Determination with Presence or Dex/Con mod
Gameplan
Healing can range from being the easiest role to the most stressful role. This build aims towards being able to handle the more stressful scenarios. During regular content, keep yourself on the move, as groups of mobs can be mowed through fast by your team thanks to your Aura. Iniquity only briefly roots you, so it is a good option to use while moving, while Conviction can recover the health used to perform the aforementioned, while Illumination can be tapped onto allies or enemies for increased healing or an HoT. During group content, Arcane Vitality will be your AoE heal, but since it has a cone AoE factor, be mindful of your positioning. Target 1 person in a pile if said pile has taken group-wide damage, or target the tank while standing behind the pile. Be sure to place your Radiant Circle down and tap it again if you're moved, the delay on the self-revive typically helps avoid immediate rez-to-deaths. The circle can also AoE heal on re-application. Iniquity in group content is a very far-reaching heal, open up the Teamup tab (The arrow right next to your group number) and expand the tab to be able to target far off allies for Iniquity, or any important allies that need immediate healing. If you took Holy Water, try targeting a person near many other people to spread the HoT and Energy as far as you can, but be mindful of it's short range. Only use your revive if the Tank has high health or is being healed by someone else, or use Transcendence to quickly revive everyone in your area; but also be careful to not revive them right before AoE damage is dispensed, or they may simply die again a second after being revived. Ascension is your breakfree if you did not take Resurgence and increases your healing, so use it generously in periless situations. Illumination serves as an HoT if you can afford to re-apply it to targets, and serves as a big heal if many targets are affected by Illuminate when you use Ascension. Make sure you're using Conviction regularly to recover any lost health from AoEs or Iniquity. It is also a good idea to block for some odd seconds whenever your team approaches a new group of mobs, as most will aggro on you for your passive healing.
Other notes
Aura of Primal Majesty should be your main aura used, but if you are going through group content and another is present, you may swap to Arcane Clarity to give more aura diversity. Arcane Clarity isn't required, and you may use Ebon Destruction or Radiant Protection if so desired, but the lack of energy economy built-in here makes Majesty and Clarity favorable. I did list Distinguished gear as the final, but only because it makes a far more durable healer; Justice and Virtuous give more healing in the end, but grant less defensive bonuses. I'd say it's more up to the player's comfort to decide which set they want to go for.
Phew, that was a mouthful at the end. Healing has a lot of technique to it, but even simple plans can be effective for healing. As stated above, this build is a lot more focused on healing, so it's one directed for team play, I'll publish more support builds in the future that give more offensive means, but as this is the first of the role, I'm showing the dedicated healer.
As before and will be always, thank you for reading!
This build is suitable for leveling, but not solo. There will be a distinct lack of attacks here. If you level through alerts, this is perfectly fine.
Super Stats
Presence (Primary)
Dexterity
Constitution
Talents
Divinity (+12 Pre/Con)
+8 Presence
+8 Constitution
+8 Dexterity
+5/5 Pre/Con
+5/5 Pre/Dex
+5/5 Dex/Con
Powers
Energy Builder: Radiance
Power 2: Iniquity (Rank 2, Rank 3)
Power 3: Compassion
Power 4: Holy Water (Rank 2, Heavenly Mana) or Vengeance (Rank 2, Rank 3)
Power 5: Aura of Primal Majesty (Rank 2, Rank 3)
Power 6: Conviction (Rank 2, Rank 3)
Power 7: Arcane Vitality (Rank 2, Rank 3)
Power 8: Circle of Radiant Glory
Power 9: Illumination
Power 10: Redemption (Rank 2, Salvation)
Power 11: Force Shield (Rank 2, Rank 3)
Power 12: Aura of Arcane Clarity (Rank 2, Rank 3)
Power 13: Ascension (Judgment) or Resurgence (Unchained)
Power 14: Transcendence
Planar Rift can be used in place of Transcendence if you've not unlocked it, but I would highly recommend doing so.
Specializations
Presence
Selfless Ally (2/2)
Repurpose (3/3)
Force of Will (2/2)
Moment of Glory (2/3)
Brilliance (1/3)
Sentinel
Sentinel Aura (3/3)
Eternal Spring (2/2)
Genesis (2/2)
Moment of Need (3/3)
Sentry
Fortified Gear (3/3)
Precise (3/3)
Fortify (2/2)
Reinforce (2/2)
Presence Mastery
Travel Powers
Whatever you'd like to use. Teleports tend to be a useful tool for healers in case they get snared or they aggro the big bad about to use an AoE just for existing; however, I don't recommend teleport being your main travel power.
Gear
Gearing for a healer is always a big toss-up, every set can be useful for them in some fashion, and Justice has a lot more viability when using Repurpose--which this build does.
Starting:
Healing Offense (Fort/Merc/Qliph Healing Gloves, or Transcidental Handguards. Recommended using ones with Offense built-in) with Presence mod(s) and a Sentinel Brooch
Defense rate Defense (Fort/Merc/Qliph Defense Breastplate, Vikorian Robes) with a Presence mod, a Pre/Con mod, and an Impact Prism
Efficiency or Utility Utility (Fort/Merc/Qliph Efficiency or Utility Helm) with a Presence mod, a Pre/Con mod, and Vital Spirits or Gambler's Lucky Gem
+20 Presence +14% Bonus Healing secondary offense (Transcidental Belt)
+20 Pre/Dex secondary Defense and Utility (Finessed Bracers/Eyepiece)
Ending:
Distinguished Offense Gloves with Presence mods and Sentinel Brooches (or a Gambler's Lucky Gem if desired)
Distinguished Freedom Armor with Presence mods with an Impact Prism and Growth Amulet (Two Impacts may be used if desired)
Distinguished Efficiency Helm with Presence mods with any combination of Gambler's Lucky Gem, Impact Prism, Vital Spirit, and Veteran's Core of Might
Rejuvinating or Critical Belt of Determination with Presence or Dex/Con mod
Onslaught Tights of Fitness with Presence or Dex/Con mod
Onslaught Mask of Efficiency or Bolstering Eyepiece of Determination with Presence or Dex/Con mod
Gameplan
Healing can range from being the easiest role to the most stressful role. This build aims towards being able to handle the more stressful scenarios. During regular content, keep yourself on the move, as groups of mobs can be mowed through fast by your team thanks to your Aura. Iniquity only briefly roots you, so it is a good option to use while moving, while Conviction can recover the health used to perform the aforementioned, while Illumination can be tapped onto allies or enemies for increased healing or an HoT. During group content, Arcane Vitality will be your AoE heal, but since it has a cone AoE factor, be mindful of your positioning. Target 1 person in a pile if said pile has taken group-wide damage, or target the tank while standing behind the pile. Be sure to place your Radiant Circle down and tap it again if you're moved, the delay on the self-revive typically helps avoid immediate rez-to-deaths. The circle can also AoE heal on re-application. Iniquity in group content is a very far-reaching heal, open up the Teamup tab (The arrow right next to your group number) and expand the tab to be able to target far off allies for Iniquity, or any important allies that need immediate healing. If you took Holy Water, try targeting a person near many other people to spread the HoT and Energy as far as you can, but be mindful of it's short range. Only use your revive if the Tank has high health or is being healed by someone else, or use Transcendence to quickly revive everyone in your area; but also be careful to not revive them right before AoE damage is dispensed, or they may simply die again a second after being revived. Ascension is your breakfree if you did not take Resurgence and increases your healing, so use it generously in periless situations. Illumination serves as an HoT if you can afford to re-apply it to targets, and serves as a big heal if many targets are affected by Illuminate when you use Ascension. Make sure you're using Conviction regularly to recover any lost health from AoEs or Iniquity. It is also a good idea to block for some odd seconds whenever your team approaches a new group of mobs, as most will aggro on you for your passive healing.
Other notes
Aura of Primal Majesty should be your main aura used, but if you are going through group content and another is present, you may swap to Arcane Clarity to give more aura diversity. Arcane Clarity isn't required, and you may use Ebon Destruction or Radiant Protection if so desired, but the lack of energy economy built-in here makes Majesty and Clarity favorable. I did list Distinguished gear as the final, but only because it makes a far more durable healer; Justice and Virtuous give more healing in the end, but grant less defensive bonuses. I'd say it's more up to the player's comfort to decide which set they want to go for.
Phew, that was a mouthful at the end. Healing has a lot of technique to it, but even simple plans can be effective for healing. As stated above, this build is a lot more focused on healing, so it's one directed for team play, I'll publish more support builds in the future that give more offensive means, but as this is the first of the role, I'm showing the dedicated healer.
As before and will be always, thank you for reading!