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Healer Build v1.0

Ratero
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Healer Build v1.0

Post by Ratero » Tue Jun 24, 2014 7:16 pm

<I put this in the Dominion section of the Forums but I may get more traffic here>

I came up with this build to be able to swap between a single and AOE type Healer. The AMPs I chose were to try to maximize my Healing while also giving me and/or my targets some help in defense. I also managed to squeak in several AMPs that I just did not want to let go of: No Pain No..., Mirage, Fixation.

I chose a mix of skills that would help me get out of some bad situations while at the same time still do a bit of healing. I.e. Projected Spirit.

I also did a few things that May or may not be any good to test them out. Namely taking Fixation to T8 which will generate 1 Psi point every 3 seconds for a 12 second duration. Fixation has a 60 second cool down but when taken to T8 this skill also reduces all cool downs by 90%. Can you say Awesome?

I threw in Catharsis for some minor healing and it also removes 2 debuffs from myself and 5 allies.

I have the ability with this build to pull in Mirage if /when it is needed.

This is a first pass build so far so if any Healers take a look at this please give me your thoughts on the build and how to improve it.

http://ws-base.com/builds/generator/esp ... 80.381.498

Ratero.

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Zippity
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Re: Healer Build v1.0

Post by Zippity » Wed Jun 25, 2014 11:30 am

Although the cooldown reduction sounds great in theory, it seems to me that the tier 8 ability is not worth the extra 8 points you're investing into that ability for an extra 30% cooldown once a minute and a few extra Psi Points that you can only generate once a minute... The Tier 4 ability is ok, as it is a Focus regeneration, even if it's only 120 over a 12 second period of time, but in long fights more Focus is a great boon... I think you would get more bang for your buck out of going all the way to tier 8 in your primary builder (soothe)... As it would be almost an extra 50% of your Support Power in healing each time you fire it off... The HOT that tier 8 gives you is small, but still, more healing is always good, especially if folks are taking large hits...

It really comes down to play style again though, if the extra 30%+ cooldown reduction, on the few abilities it would have the greatest effect on, is worth the extra 8 points spent on the ability, for what you tend to do, I say go for it... In theory, it just seems as though more healing from the ability you will fire off the most would be more important... But again, play style can make a difference as well...

Also, on your Amps, I would personally get arid of No Pain and get Focus Mastery instead... In a long fight, the return of Focus is more important then a 10% chance on taking damage, and only if you even take any damage, of getting 1 Psi Point... It's not bound to proc all that often, except when maybe soloing... And if your taking damage often in group fights, then you may have bigger issues then lack of Psi Points... :)

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Ratero
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Re: Healer Build v1.0

Post by Ratero » Wed Jun 25, 2014 12:58 pm

Zippity,

Thank you for your thoughts on my posted build.

From the tool tip it sounded like taking Fixation to T8 would drastically reduce all my cooldowns across the board. If it does not do what I think it does then I will drop it down to T4 for extra Focus regen. I would then do exactly what you mentioned in bringing up Soothe from T4 to T8.

I watched a few videos and the mentioned that Focus Mastery was recently nerfed. Currently, Focus Mastery only generates 50 focus when below 15% and this can only happen every 15 seconds. Before the patch, Focus Mastery returned something like 150 focus. I can't remember the exact amount but they mentioned it was dropped to about 2/3's of what it used to be. They also mentioned that it was not worth the AMP cost of selecting it anymore. I could be wrong but that is what the video was saying. They also mentioned that the amount of Focus returned from the Focus Recovery line was not worth putting points into.

I have not been in many Adventures as yet due to me trying to concentrate on my Architect crafting, but the ones I did do I took damage quite often so I thought that the skill No Pain No... Would be good since if I was taking damage anyway, why not try to gain a Psi point from it to pop off more heals.

Thank you again for your suggestions and I will go over it again with what you said in mind.

Ratero.

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Zippity
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Re: Healer Build v1.0

Post by Zippity » Thu Jun 26, 2014 12:51 am

I hadn't realized they made such a massive change to Focus Mastery...

Still not sure on the No Pain amp with such a small percentage chance of it firing off, and only when you actually take damage... Seems as though for grouping that those 4 Amp points might better be spent elsewhere on something you might see do you some sort of good, more often... I can see it procing often when you're taking damage a lot, like when not grouping or grouping with a small amount of folks where you may get hit a lot...

But as an Esper Healer, you're not usually up in the mix like a Medic healer, so you shouldn't be getting hit all that often unless you draw agro, temporary agro from an occasional add, or the occasional Telegraph you couldn't get away from... If you have a tank unable to keep agro all that well, which causes you to get hit a lot, then it might proc a bit more often, but with an experienced and well balanced group you may not see much return, if any, on your investment in No Pain...

I guess it really comes down to what your experiencing thus far when healing for folks... Are you getting hit a lot or not... 10% only means 1 in every 10 times you take damage you might see that 1 Psi Point...

I haven't tried using Fixation myself, but my understand of how it works is that when you fire the ability off, any powers currently on Cooldown are reduced by a percentage of their remaining Cooldowns at the time you activate Fixation... So if you say fired off Phantasmal Armor and it then went on a 45 second cooldown, and you hit Fixation, that cooldown would then be reduced along with any other ability currently on cooldown, based on your investment into Fixation... So they all finish cooling down much faster...

I don't think it blanket reduces cooldowns even when you haven't fired off a cooldown based power yet, since the tooltip for Fixation mentions no longevity for it's effect, meaning it's an immediate effect...

90% would mean an ability would almost immediately finish cooldown, but a 60% immediate reduction in cooldowns would still be nice since the longest cooldown you have on powers you selected is 45 seconds not counting the 15% reduction from the Cooldown Amps... Fixation doesn't effect itself as far as I know... You're only losing a 30% or so reduction down to 60% when only investing to Tier 4...

But if you feel having certain powers finish their cooldown practically right away, once a minute, is a great aid to your healing cycle, then I can see it being awesome for your intended play style...


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Ratero
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Re: Healer Build v1.0

Post by Ratero » Thu Jun 26, 2014 8:10 am

I tried to edit my first thread post but my iPad was being stubborn and refused to paste in the link for some reason.

I have updated the build after everyone's comments and came up with this.

Healer Build v1.1

http://ws-base.com/builds/generator/esp ... 69.356.357

I wanted to keep mirage in the AMP profile since I read that it was a good skill so I wanted it available in case I needed it.

Ratero.

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Zippity
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Re: Healer Build v1.0

Post by Zippity » Thu Jun 26, 2014 11:21 am

Looks awesome...

Here is the build I plan to mess with:

http://ws-base.com/builds/6335-Esper_Pv ... 76.398.361

I originally did not take Fixation, but after reading up on it and seeing how more useful it is then Meditate, I decided to axe Meditate... I also opted to take Mental Boon for those moments when I'm needing to be more frugal with my Focus or when I'm low on Focus...

For a single target heal I was torn between Warden and Mending Banner... I read a bunch of guides and read some posts and it seems to be a toss up for most peeps... Some folks prefer Mending Banner and some prefer Warden... They both seem to have theirs ups and downs... Warden requires no Psi Points but has a higher Focus costs, and although it has a 15 second base cooldown, it also acts as a placed AOE HOT for a short time, and I like the Tier 4 buff... Where as, Mending Banner is a normal Finisher requiring both Psi Points and Focus, and heals for a greater initial heal with an alright Tier 4 buff for folks with heavy armor that might get a better boon from it's effects then light or medium armor wearers, but it's downside is it is pretty much just for one target unless you go full on Tier 8 yet even then it's only 1 other random target... What i'll probably initially go with is Warden, and if the Tank seems to require much larger heals more often, then I'll switch Warden out with Mending Banner in those types of required situations...

I've messed with this build a little bit on my 30 Esper, but I'm really starting to lean towards starting a new Esper toon that Heals from the git-go, to get more used to it, and get more healing experience under my belt... And keep my 30 as it was originally intended for as DPS... Still debating it though...

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Ratero
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Re: Healer Build v1.0

Post by Ratero » Thu Jun 26, 2014 4:37 pm

Zippity,

Before you respec into that build Google the "Companion" skill. I either watched a few videos or I read somewhere that the "Companion" skill was not all it was cracked up to be. That is the main reason I finally dropped it from my build which gave me some extra points to play with.

Ratero.

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Re: Healer Build v1.0

Post by Bendar » Thu Jun 26, 2014 6:03 pm

You might want to do a more typical 41/45 build to start. With full points is going to be a while with the EG cap.

If you are set on going into Fixation, at the T2 level of Utility, Molasses looks better than Iron Reflexes. A 35% bump to armor for a light wearer is probably going to be less mitigation than the flat 30% (I am not a huge min/maxer number cruncher, but that is my gut feeling).

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Zippity
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Re: Healer Build v1.0

Post by Zippity » Thu Jun 26, 2014 8:00 pm

Ratero wrote:Zippity,

Before you respec into that build Google the "Companion" skill. I either watched a few videos or I read somewhere that the "Companion" skill was not all it was cracked up to be. That is the main reason I finally dropped it from my build which gave me some extra points to play with.

Ratero.
I spoke with some guildies the other day that have this amp and they say it is practically up all the time if they are healing a lot... It's another heal over time in essence... There are conflicting reports on it's usefulness in the guides I've read, some peeps like it and some don't... I figured it would at least be something cool to strive for and try out... if it ends up being junk, i'll change it out...

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Zippity
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Re: Healer Build v1.0

Post by Zippity » Thu Jun 26, 2014 8:02 pm

Bendar wrote:You might want to do a more typical 41/45 build to start. With full points is going to be a while with the EG cap.

If you are set on going into Fixation, at the T2 level of Utility, Molasses looks better than Iron Reflexes. A 35% bump to armor for a light wearer is probably going to be less mitigation than the flat 30% (I am not a huge min/maxer number cruncher, but that is my gut feeling).
I pretty much worked out which amps are the frivolous extras and the same with power points spent... Won't be too much difference between the 50 cap points spent and the eventual final product...

I can see your point on the Iron vs Molasses... Iron is awesome for a tank, but junk on my squishy light armor...

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