I was wondering about making a healer with passive heals, someone who heals while doing something else. A character who , through carrying out attacks and what not just happens to produce healing around him or her.
So here is a thought along those lines.
Assault Support - FreeformSuper StatsLevel 6:
Presence (Primary)Level 10:
Endurance (Secondary)Level 15:
Constitution (Secondary)TalentsLevel 1:
Divinity (Con: 12, Pre: 12)Level 6:
Prodigy (Pre: 5, End: 5)Level 9:
Boundless Reserves (Con: 5, End: 5)Level 12:
Amazing Stamina (Rec: 5, End: 5)Level 15:
Lasting Impression (Pre: 5, Rec: 5)Level 18:
Quick Recovery (Con: 5, Rec: 5)Level 21:
Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)PowersLevel 1:
BludgeonLevel 1:
Cleave (Rank 2, Rank 3)Level 6:
Eruption (Rank 2, Magma Burst)Level 8:
Conviction (Rank 2, Reverence)Level 11:
Invulnerability (Rank 2, Rank 3)Level 14:
Fire Shield (Rank 2, Rank 3)Level 17:
Thermal ReverberationLevel 20:
Absorb Heat (Rank 2)Level 23:
Fissure (Rank 2, Reconstruct)Level 26:
Inertial Dampening Field (Rank 2, Rank 3)Level 29:
Brimstone (Rank 2, Aftershock)Level 32:
Masterful DodgeLevel 35:
ResurgenceLevel 38:
RebirthAdv. Points:
35/36Travel PowersLevel 6:
Jet Pack (Rank 2)Level 35:
TeleportationSpecializationsPresence:
Selfless Ally (2/2)Presence:
Grandeur (3/3)Presence:
Moment of Glory (3/3)Presence:
Force of Will (2/2)Sentinel:
Eternal Spring (2/2)Sentinel:
Caregiver (2/3)Sentinel:
Sentinel Aura (3/3)Sentinel:
Moment of Need (2/3)Sentinel:
Genesis (1/2)Sentry:
Precise (2/3)Sentry:
Sentry Aura (3/3)Sentry:
Fortify (2/2)Sentry:
Persevere (1/2)Sentry:
Reinforce (2/2)Mastery:
Presence Mastery (1/1)IDF is there based on my early experiments with trying to stay alive solo, but for healing Compassion would be a better Form I think. DPS ain't great so hard targets can mash you up pretty quick. IDF helps you stay alive but only a little and not enough to merit replacing Compassion for group play I think.
I don't know about this experiment. Most incidental healing sources like ground runes or circles or auras are so weak that you can't even feel them in an alert. Something like Vala's light works okay, but then there we are clunking around in the dedicated healing territory where it makes more sense to just double down on being a hovering hen.
In this one, the heal from Absorb Heat can be significant but it is pretty spotty and I am wondering if there is some imagination toward a more comprehensive “keep hitting, keep healing” kind of direction.
What do you think?
Comments
Invulnerability -> Aura of Radiant Protection: Mitigated damage to the team can be thought of as pre-emptive healing. (Use support role for team play so they all benefit decently, of course) It's also pretty good damage reduction in hybrid form for when you want to fly solo. Roughly on par with fully-stacked Defiance if I recall.
IDF -> Compassion: IDF scales poorly and is really only decent against weak, quick hits. Against stuff that hits hard, it barely even makes a difference. If you intend to heal anyone, Compassion really is the way to go here, and you can't have both up at once. Compassion also gives you a damage boost, even if it's less than other forms.
Presence Mastery -> Sentinel Mastery: When combined with something that chainstuns such as Venomous Breath + Paralytic Bile, or something that stuns with little or no CD, the healing just rolls in. For everyone attacking your targets, including you.
Conviction + Reverence: I seem to recall that Reverence isn't very effective.
Absorb Heat: I'll admit I'm...not a fan since it mucks with your EU. If you want to stick with the "keep hitting, keep healing" feeling, Sentinel Mastery is the way to go. There's a few other abilities that work similarly to Venomous Breath + Paralytic Bile, but I forget what they are. For your Heavy Weapons route, Thunderclap might be a good choice too--a low-CD stun that ensures good uptime for Sentinel Mastery's healing effect.
That's just a few things at a glance. I'm sure others can contribute even more.
And yea, if playing close-up, I'd recommend Thunderclap for Sentinel Mastery (and Wither). I may not play this in Support role, in case people expect you to be a normal healer.
- Be safe and have fun, champs - for science!
Squishy Support - Freeform
Super Stats
Level 6: Presence (Primary)
Level 10: Recovery (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: Divinity (Con: 12, Pre: 12)
Level 6: Prodigy (Pre: 5, End: 5)
Level 9: Amazing Stamina (Rec: 5, End: 5)
Level 12: Boundless Reserves (Con: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Lasting Impression (Pre: 5, Rec: 5)
Level 21: Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)
Powers
Level 1: Psi Lash
Level 1: Mental Leech (Rank 2, Rank 3)
Level 6: Telepathic Reverberation
Level 8: Ego Sprites (Rank 2, Slave Mentality)
Level 11: Voodoo Doll (Rank 2, Voodoo Curse)
Level 14: Condemn (Redemption Denied, Dark Rune)
Level 17: Ego Sleep (Plagued by Nightmares)
Level 20: Mental Storm (Rank 2, Rank 3)
Level 23: Medical Nanites (Rank 2, Rank 3)
Level 26: Compassion
Level 29: Masterful Dodge
Level 32: Conviction (Rank 2, Reverence)
Level 35: Rebirth
Level 38: Resurgence
Adv. Points: 30/36
Travel Powers
Level 6: Jet Pack
Level 35: Teleportation
Specializations
Presence: Selfless Ally (2/2)
Presence: Dominion (2/2)
Presence: Grandeur (1/3)
Presence: Moment of Glory (3/3)
Presence: Vulnerability (2/2)
Sentinel: Eternal Spring (2/2)
Sentinel: Caregiver (2/3)
Sentinel: Sentinel Aura (3/3)
Sentinel: Moment of Need (2/3)
Sentinel: Wither (1/2)
Sentry: Precise (2/3)
Sentry: Sentry Aura (3/3)
Sentry: Fortify (2/2)
Sentry: Persevere (1/2)
Sentry: Reinforce (2/2)
Mastery: Sentinel Mastery (1/1)
As you can see, we have chucked the idea of close support. I mean you do have to be somewhat close to get sprites to land but in general you are about as tough as a pudding so if anything sees you in a bad way you are instantly and embarrassingly dead.
That block is there only for punitive measures on incidental damage. It will not save you from anything and you cannot hide behind it. Serious mobs will eat it and send you to the naughty corner.
Having said all that, it was surprisingly effective in my tests. Glassy to be sure but much more capable than I had suspected it would be. It took all mob types, group sizes and difficulty levels the PTS had to offer and output screen after screen of green numbers.
It did require some careful positioning and you cannot get in the scrap. Basically we are back to the hovering hen configuration only you need to stay closer to the action without getting into it.
I can't see this soloing QWZ but it might be quite welcome in alerts or anywhere that you have teammates to hide behind (above?) and it should wipe up low to medium level game content.
Gear and stats might make more of a difference to survival. I do all tests ungeared to get a sense for pure power synergy (and because I am super lazy, its my power). With some serious Constitution, maybe you can tough through some of those quick-charge mob nukes that can send you into a turtle mode that you don't have here.
Life Drain works with a fear (e.g. Hex of Suffering with Adv)
Life Essence works with a poison (e.g. Will-o-the Wisp). Note that this one normally does not do damage; it just heals. You need to add an Adv to cause it to do damage.
Mind Drain (must be unlocked) works with Dependency from Mental Leech.
I suggest these because they can be very helpful in Cosmics, if you plant to go there.