Medic PvP Healing - Solo Queue BG Grind healer medic pve pvp
Medic Guide by Lupen Last update at Jul 1st 2014, 18:19

  • 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 is my Medic build that I used to go from level 6-50 solo queuing battlegrounds. I tweaked this build as I leveled and found the perfect skill and amp set for my playstyle.


    Base - I tried running without Discharge, but having a wide range damage spell to tag Objective Point cappers is absolutely essential. Right-clicking doesn't cut it.


    Tier 1 - Had an extra point at the end and emission was the only relevant choice. Another necessary evil to regain actuators.


    Tier 8 - No healing medic should be without this fully tiered. Every third cast is instant and entirely free of cost. Best healing spell medics have, hands down.


    Tier 4 - Really nice to have Emission reduce the cooldown when you're refilling actuators. Allows you to throw a quick Flash before you Crisis Wave if your team is taking heavy DPS.


    Base - Really this spell could be dropped for Mending Probes, but I prefer to keep the stun for two reasons. First, it allows me to start every major fight with a stun to mitigate some of the heavy DPS and allow me to fire off a crisis wave before my team has taken too much damage. Second, it's always nice to stun Mask carriers to slow them down, or stun an enemy while a teammate captures an objective.


    Base - Mobility is everything in PvP. You really slow yourself down without this. Not to mention that it allows for quick mask caps in Temple by jumping over the fence at the beginning.


    Tier 8 - Best probes medic has. At tier 8 it regenerates shield and increases resistances by 25%. That damage mitigation is WAY more than mending probes would have healed. Also, it gains an interrupt armor through AMPs, which is HUGE in PvP! This spell is my MVP.


    Base - Calm is the perfect PvP utility spell. You will get CCd A LOT, and every second you're CCd your team's health pool drops lower. Calm drops CC, Mitigates incoming damage that you're taking, and restores shield.


    I tried Shield Barrier for a while, but in the end I didn't like it. It fights for actuators that you need for Crisis Wave and the damage it does is irrelevant. It's nice to keep shields topped off, but it isn't worth the loss of healing.


    If you're running with a premade Discharge and Paralytic Surge could both be dropped for other spells that you may prefer, but I went solo queue all the way to 50 and found these spells to be necessary.


    As for AMPs, they're pretty straight forward. You have to unlock protection probes first, and then you can start working toward Running on Empty for Focus recovery in the long fights. If you're looking for AMPs to drop for other preferences I would only consider Amorphous Barrier and Emergency. Every thing else is pretty essential to this build, and if you do cut Emergency you'll have to put a point into Focus Recovery to maintain Tier 3 availability. I would like to have Null Zone if I can pick up some AMP point upgrades, but at base level 50 I like this build as is. Enjoy!