Edit: updated for beta patch 2.
Edit2: There seems to be a disparity between WS-base and the current beta regarding the 'Cooldown Reduction' AMPs. WS-base shows them at 5% each, and I saw from a beta streamer who showed the AMPs it only said 1% each. This disparity is huge. That means a 30 second cooldown (e.g. Paralytic Surge) would be brought down to 25.5s vs 29.1s, respectively. 3% is IMO a complete waste of AMPs. If it really is 1% each, then those 3 points should go somewhere else--anywhere else--and some of the cooldowns I talk about below will just be the base cooldown. I'm leaving it alone for now, but If I find a definitive answer at any point, I will adjust it then.
Overview
This build emphasizes huge front loaded/burst aoe heals. You should stick to large groups/zergs and spam the s*** out of Crisis Wave and Flash.
Healing
Initial burst combo
→
→
→
You start a fight with 4 Actuators (Power Cores). This lets you cast 2x Crisis Wave(CW).
Tier 8 Flash does extra healing when you have 0 cores, so you use this after the second CW. It may be easier to do 3 CW in a row, but Flash has a 15 second cooldown (12.75 seconds after AMPs), so it's best to get it started as soon as you have no cores. Since Flash only takes a global cooldown, you are only saving that 1.5 seconds, but every little bit counts.
Tier 8 CW lets you cast a 3rd instantly and for free, so use this after Flash. Flash's cooldown will be at 11.25 seconds when the opening burst combo is over.
Repeating burst combos
x4 →
x3 →
If you want to execute a burst combo as much as possible (every 12.75 seconds), you need to start building cores when there is 10 seconds left on Flash's cooldown. Starting to build cores at 10 seconds before Flash is up gives you 1.25 seconds in between the 1st and 2nd combos, and 2.75 seconds in between the 2nd and all subsequent combos, to do whatever you want (maybe an Antidote and a Magnetic Lockdown, for instance).
Cast 4x Emission, then 3x CW. At that point, Flash will be off cooldown. Notice that for this second burst combo (and all subsequent ones), there is no need to cast Flash before the 3rd CW. This is because we timed the beginning of this 2nd (or subsequent) combo accordingly.
Sustained healing
→
→
This simple rotation takes 4.25 seconds to cast. After two of these rotations, you get a free instant cast CW. For sustained healing, simply cast this simple rotation, making sure to cast Flash as soon as it is off cooldown
and you are back down to 0 cores.
Antidote
Antidote is a small heal that dispels a debuff. It has only a 5 second cooldown (4.25 after AMPs), so you will throw this in whenever you need it.
Control
Paralytic Surge is a 3 second stun. It destroys 1 interrupt armor.
Urgency is your escape. Tier 8 is too 'expensive' to be worth the tier points. Base Urgency lets you break out of Roots, Holds, Snares, and Tethers, which covers a lot of CC. Stuns are going to suck.
Magnetic Lockdown is a 4 second root. The Entrapment AMP increases damage taken by rooted enemies 2.5%. Tier 4 gives it only a 5 second cooldown (4.25 after AMPs). In all honesty, this seems kind of broken, a good candidate for an incoming nerf. Or maybe Carbine really wanted Medics to be able to perma-root people? I only wish I could get it up to Tier 8 for instant cast, but Tier 8 CW and Flash are too important.
Damage
This is optional, but I threw Discharge into this build so that you'd have at least some way to defend yourself/add some damage when healing is unnecessary. Also, if CW and Flash are providing enough healing, you can use Discharge to build cores instead of Emission. The AMP Pain & Relief buffs both Discharge and Emission, making it by far the most rational damage ability to take if you can only have 1.
AMPs
Medic AMPs are really quite strange. I think a redesign is called for.
My focus was, oddly enough, the Hybrid tree, and then the PVP Defense tree. However, this requires some pionts in Assault, Support, and Utility, meaning AMPs are super spread out. It's just how it worked out.
Hybrid Tree
Pain & Relief buffs two basic abilities in the build quite well. Cooldown Reduction 1, 2, and 3 are probably the most sneakily OP AMPs the Medic has. Reducing all cooldowns by 15% is absurdly good. I have no idea why this isn't more talked about, but nevertheless I suspect it is due for a nerf (shh, no one tell Carbine). Empowering Aura synergizes well with this zerg-healing build.
PVP Defense Tree
The PVP Defense AMPs are required, hands down. Neural Inhibition and Dabilitive Armor are made to counter the PVP offense AMPs in other people's builds, making you much sturdier.
The Rest
The other AMPs chosen are all simply meant to allow you to get the AMPs listed above. However, there are some decent ones along the way. Entrapment, Support Gear, and Regenerator are all nice and interesting AMPs. Null Zone is another AMP that works well in zerg packs. +grit, +crit chance, and +shield regen are decent as fillers.
Oursona,
Omicron,
Quinjee,
Talamh,
barmax,
FoolishLobster,
Admin,
AbraCadaver,
Volktar,
mrmoneda,
Pedro
Are the AMPs bugged for this build? The UI shows T2 Amps used with no unlocked T1s for three different areas. Sidenote, do you not experience focus issues without the reduced spell cost?
I think it was Tier 4 for break out of all CC's with Urgency prior to the Winter Beta update. It is too expensive now...hope it goes back to tier 4.
Glad to see you took the time to update this build, even with the new name abbreviations - nice work. I like your rotations and explanations.