The Long Fight - Medic Raid Healing healer medic pve pvp
Medic Guide by valaran Last update at Mar 19th 2014, 20:49

  • Current Level 0 /50
  • Ability Points 0 /0
  • AMP Points 0 /0
  • Elder Gems 0 /17
  • 0
    /0
    • = Locked by Tier
    • = Unlocked but Locked by Parent
    Max Health Assault Power Support Power
    Brutality 0000
    Finesse 0000
    Moxie 0000
    Tech 0000
    Insight 0000
    Grit 0000
    Strikethrough Chance 0% Critical Hit Chance 0% Critical Hit Severity 0% Deflect Chance 0% Deflect Critical Hit Chance 0%
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    This build is focused around Long Fights with consistent healing, focus Regen, coupled with increased support power and healing

    Regen AMP's with the exception of (.1 increase) can not be ignored, even in 5 mans I was pinging the bottom of my focus, mainly because
    is no longer free with Tier ( bastards)

    Take into consideration how the Hybrid Talent Scapel! Forceps! works I decided to invest in that. Only thing for me to tweak/test is to see if I can use the dot from Tier 4
    to proc it, as it does a DOT damage to anyone in the field. Right now just my
    procs it, but that ain't no thing but a chicken wing as Energize is now a 30 sec CD, so I could effectively chain 3 of them. Couple that with the increased Support Power from
    and I'm happy.


    A nice new addition to addressing the "Girls Gone Wild" behavior of dungeon members, is the
    +
    Proc Explosion. They are the Bonnie and Cylde of your abilities. When Tier'ed
    will lower the CD of
    and
    will explode your
    for
    Health PLUS any remaining health on your
    and the BIGGEST range you can have as a medic. Add Renewable Probes AMP = solid.

    is only 1 count now, and is more sensitive to going off (which is nice). It's great as a lead in to fluff initial damage while you
    or to cover you during Actuator regen and after
    . But it's TRUE value is when you educate your group about it, and can drop it for the ranged or melee this way they get conditioned that if they are hurting go trigger a yellow cube and stand in it.

    - Must have with out a doubt, plus Surgical AMP, its a very very significant boost that can help you save Focus, or handle big spike damage. Remember you NEED to stand in it as well to get your increased 6% outgoing healing. I see a lot of timid medic healers not getting close enough to their tanks and players, which causes the slippery slope of chicken head syndrome.

    As for Transfusion, Protective Surge, and Emergency, it's hard to see taking points out of something else to pick these up. While the ranges at a glance are a bit small 6m and 10m, these are really addressing Main Tank healing as you are at his heals the whole time helping smooth out spike, but the flip side is if your a PROActive healer this should be addressed with out these AMPs. Emergency is the only one I always stare at and pondering how could I get that and keep my spec, probably lose the cool down reduction and some critical severity.


    What I for see as the biggest help to HEALING in general, is after everyone has leveled to 50, getting people to calm the F down and stop acting squirelly when they DON'T need to. Small dashes out of telegraphs are appropriate but if there is NO TELEGRAPHS running around like Crack head doesn't help your healer (especially other classes, not so much the medic).