Classes

Medic Healing Build Guide

By Lewis Burnell -

Overview

Following on from our Medic Class Guide, here we provide you with all the information you need to maximize your healing output. The primary purpose of this build is for maximum healing in a PvE and PvP environment. Like all my builds there are some variables here with skills you can swap in and out. Why I love this build so much is because it doesn't rely heavily on spamming your pump skill repeatedly. Admittedly there is an element of it as you'll still need your Actuators for skills such as Crisis Wave, but it's much less prevalent than a DPS focused build. There will betimes during high spike moments where you need to use your pump skill multiple times (Emission) but with practice, you'll be able to predict when.

Full Interactive Medic DPS Build

Skills

Emission

As mentioned in our Medic Class Guide, Emission is the healing pump skill which builds your Actuators. Similarly to Discharge it ticks 3 times to build 1 Actuator so will need to be used 4 times for a full set. It's relatively cheap on Focus cost (free at Tier 8 and heals for a reasonable amount.

Mending Probes

Mending Probes are pretty rubbish until you're able to Tier them up as they rely heavily on the synergy with Flash to make the most out of them. By default they provide healing over time, but Flash effectively turns them into detonating heals, providing a nice spike of health for anyone who has a probe attached to them.

Flash

Flash is an Area of Effect heal that restores health you and 9 other allies. It has a short cooldown at 15 seconds and when Tiered allows you to detonate Mending Probes. The spike heal between those two skills is quite significant.

Shield Surge

Shield Surge is amazing because it's one of the few skills in the game to restore a significant amount of shield to you and party members but also deal damage to opponents. It's expensive to cast at 2 Actuators but can be spammed fairly easily when using Emission or Energize. When Tiered to 4 it increases shield mitigation to 75% (wow!)

Paralytic Surge

I tend to take Paralytic Surge because as a stun and as a skill that destroys an interrupt armor, it’s incredibly useful in both PvE and PvP environments. It’s great to hold players and enemies in place while your partyu beat on them. It’s also an excellent skill for escaping if you turn, Surge and then run away.

Recharge

Healing as a Medic is incredibly Focus heavy, even if you specialise for Focus recovery. It’s a must to have Recharge as it boosts your Support Power by 15% and provides 30 Focus instantly, while recovering a further amount of Focus over time. You should use Recharge as often as humanly possible.

Protection Probes

Combined with Shield Surge, Protection Probes is pretty amazing. It provides a 17% decrease in the damage your allies receive and when alongside Shield Surge (that provides 75% shield mitigation). As well as the added protection, it also provides an Interrupt Armor. You should use Protection Probes as often as possible.

Calm

Calm is one of my favourite skills in the game because it's a break-out skill that removes all CC but also Pacifies foes in the radius. Pacify reduces damage you receive by 25% for a short period of time. Calm also restores an amount of Shields which helps to keep you up that little bit longer. 

Tiers

There are a couple of ways to approach the Tiers for this healing build and there are some variables. The primary reasons for this point investment is:

  • Taking Emission to Tier 8 makes it free on Focus when under 250 Focus while healing for significantly more (it’s your bread and butter heal).
  • Tier 8 Mending Probes allows them to be detonated when you use Flash and also provides a significant boost of additional healing on detonation.
  • Tier 4 Shield Surge boosts players in receipt of the skill to have their Shield Mitigation boosted by an additional 25%.

AMPs

The vast majority of points spent in the AMP trees are across Support and Utility. It’s primarily about improving your ability to shield your allies and to reduce cooldowns and/or obtain Protection Probes.

Support

  • Support Power III - Increases Support Power by 7.5% (Total)
  • Focus Cost III - Reduces Focus cost of spells by 6% (Total)
  • Armor Coating - Landing a Critical Heal grants defense for 6s. Defense increases armor by 9% of their maximum
  • Emergency - Landing a direct heal on yourself or an ally below 30% health restores 69% shield (occurs every 10s)
  • Reboot - Using Shield Surge or Barrier on an ally with a depleted shield restores 225% shield in addition to their normal shield healing.
  • Hypercharge - Using Energize restores 220% shield to 5 allies within 15 meters.

Utility

  • Cooldowns III - Increases cooldown reduction by 15% (total)
  • CC Resilience III - Increases CC resilience by 30% (total)
  • Dash Regen III - Increases Dash regeneration by 21% (total)
  • Solid State - Using Protection Probes grants 1 Interrupt Armor
  • Protection Probes - Unlocks the Protection Probes ability

Hybrid A/S

  • Critical Hit III - Increases critical hit chance by 6% (total)
  • Critical Hit Severity III - Increases critical hit severity by 12% (total)

Rotation

What you need to remember with a Healing Medic is you're still reliant on actuator building through pumping your Emission skill, but with practice you'll rely on it a little less than a DPS build as you cycle through Mending Probes and Flash. All you also need to remember is to utilise Shield Surge and Protection Probes as often as possible to keep your shield maximised and your damage mitigation high. The greatest limitation with this build is a huge damage spike but to counter this you should rely on constantly using Emission and detonating your healing probes.

Starting with 4 Actuators

  • Apply Mending Probes at the start of the fight and be sure to keep an eye on their timer.
  • When Mending Probes have been active for half their duration utilise Flash before any other heal if your group is under pressure as this will detonate the probes.
  • Utilise Shield Surge, twice if necessary, if your group is experiencing heavy damage.
  • Re-apply Mending Probes as often as possible.
  • Use Emission as often as possible to constantly heal your allies as it costs zero focus.
  • Use Recharge as much as possible as it also boosts your Support Power by 15% as well as provides much needed focus.

Variables

I've mentioned some variables above in terms of Tier spending, but when it comes to skills there are a couple of options based on certain encounters. First and foremost, you can swap out Urgency for Field Probes. This is primarily in a PvE or dungeon environment as Field Probes boost your healing received by 20%. The next alternative is to swap out Calm (keeping Urgency at Tier 4) and instead use Antidote. Antidote provides a cleanse that dispels two debuffs from you and 5 allies.

 

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About The Author

Lewis "PersistentWorld" Burnell
The only game to have distracted Lewis away from MMOG's over the last 15 years was Pokemon Red. Despite that blip, Lewis has worked his way through countless games in the genre in search of something that comes close to his much loved (and long time dead) Neocron. Having written for several gam...

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