Would you happen to have some advice for PVP healing? Since I'm kind of a newbie with PVP I don't really trust myself in an important role so I've just been waving a sword around wildly, but healing is more fun and my heal gear is better anyway :)
Okay, I’ve been meaning to do a thing on heal builds anyway, and I guess PVP is the best way to start, so thank you for asking. This is going to get long, and please keep in mind that your mileage may vary - some people have a distinct thing about blood-heal builds. Now, mine’s not only blood heals, but there’s some distinct reasons that I went with the build I eventually did for PVP healing. So let’s start with the build itself, and then I’ll get into why I use each particular element of it, and field tactics.
Linked Veins: Chain heal that places an absorb barrier on your target and nearby friendly targets. Does not apply to self. Builds a resource for weapon type. (blood)
Shelter: Grants small direct heal and heal over time effect to all nearby targets, yourself included. Builds a resource for weapon type. (fists)
Blood Pact: Places absorb barrier around yourself and up to six other nearby targets that impairs the first person to hit them for three seconds. Consumes five resources, can be powered by your own HP. (blood)
Blast of Light: Cone blast that drops a direct heal and Heal over time effect on all targets in blast radius. Consumes all resources, scaled to how many are consumed. (fists)
Vigour: Drops a healing area on the ground, healing all targets in area. (fists)
Sleight of Hand: Removes all crowd control effects and makes you briefly immune to further CC. (misc - survivalism)
Cold-Blooded: At the expense of 3% of your health (which is healed on use anyway), significantly heals all members of group and places a heavy absorb barrier on them. (blood)
Splatter: All chain abilities jump to additional targets. (blood)
Mad Skills: Whenever you critically hit or heal, your critical hit chance increases. (pistol)
Sanguineous: Heals you for a moderate amount whenever you place a blood barrier. (blood)
Making Amends: Increases the healing done by all your heal over time effects (fists)
Glimmer of Hope: Moderate chance of healing yourself for a moderate amount when using heal over time effects. (fists)
Shadow Medic: Improves all heals. (assault rifle)
Empowerment: Applies a direct heal to the target whenever a heal over time effect critically hits. (fists)
Charge-Density - Charge is single-target HoT; Density, when used while defensive target has Charge active, drops a persistent ground effect healing friendlies in the area.
Probability Rules - quantum abilities have a chance not to require cooldowns.
First thing to note: there’s a lot of stuff that does not require selecting or focusing on a specific target in there. Linked Veins you can just sort of throw on a target and get everyone in the vicinity. Everything else requires no target at all. This is something I set up because people move in and out of range all the time, PVP being a high mobility area, and even though it’s easier for me to select friendly targets now, it’s still a button press I’d rather not take the time to use. Basically, remember that you are in the middle of a war zone, you are going to be a target and you want to get as many of your people, yourself included, in on the delicious healing action as possible.
Hence the passives. Note there are a lot of passives that increase healing on you while you’re healing everybody else. Remember that you are going to be the primary target on any given field as soon as anyone figures out what your primary role in any PVP is. PVPers have LONG memories. They may not even have to tag you to remember that you’re the one that does heals. Use the right passives and the right actives, and keep clear of crowd control as much as possible, and you’re effectively impossible to kill without three or more people focusing multiple impairs and the harder-hitting DPS abilities on your minimal-HP ass.
Also hence the crowd control. The favoured way of taking down a healer by DPS players (particularly Dragon, I’ve noticed) is to sneak up and hit you with Domino Effect, then hit you until you fall over in a more permanent way. ‘Cos healers are squishy. This is why Sleight of Hand. My favourite move when dealing with Domino Effect attacks is to hit Sleight of Hand and then immediately hit Cold Blooded while nopeing away, a move I tend to call “ha ha fuck you no”. Blood Pact is something else again. It seems a bit useless because it doesn’t drop a heal particularly, but tell that to the four melee DPSers who got stunned when going after the healer/tank combo on top of the El Dorado relics because Blood Pact was active, and then got summarily picked off while stunned by a DPS with a chain ability and the nifty manifestation someone dropped. Crowd control is a good thing, and if you can spread it around, the less chance you’re going to get dropped. This build has no offensive capability at all, so this and Sleight of Hand are your salvation in troubled times. When targeted, break any CC you can and move to the rest of the pack as soon as possible so your team can get the enemy DPS off their tasty heals.
Which brings me to … mobility is also key. If you’re going to drop Blood Pact, or hit Blast of Light, you want to get as many people into its area of effect as possible. Also, the more you move, the more likely you are to get out of range of someone trying to target you, or break line of sight. Running around the field spamming Shelter is a viable tactic. If you’re going to drop a Vigour or Density puddle, find a quiet corner and make sure you’re not being targeted overmuch. Rubble is useful for that in El Dorado; pillars in Stonehenge. Shambala you’re probably a tiny bit screwed for ‘quiet safe place to hit that’, but Vigour’s bad for Shambala anyway since no one stays still long enough. Vigour is useful for the centre of the Stonehenge arena, particularly if your team is dominating the centre, or over the relics your team has collected in El Dorado.
In terms of stats - Crit and Crit Damage. You need NOTHING else for this build. Heal builds in general, I think, but this build in particular. No hit. No pen. No nothing. Crit and Crit Damage EVERYWHERE. You’re using a lot of HoT and you want to make it count, you’re not actually hitting anything and your team does not have a block rating against your heals so pen isn’t necessary. Crit and Crit Damage. Mad Skills will help with that.
In summary: keep moving, spam Shelter whenever possible, and resign yourself to the fact that you will be scraping yourself up off the floor on a regular basis.
…Damn. Before I started writing this, I thought I was just flailing through PVP heals. I never thought I had actual strategy…