Lilith Sunkiss's PvP Spellslinger Healing (drop 7) healing pvp spellslinger
Spellslinger Guide by QtPear Last update at Jun 18th 2016, 17:00

  • 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%
    Stat Calculator still in beta.
    Found wrong or missing information? Please, feedback or email [email protected].
    CHAPTERS
    • 1. This is a WIP...
    • 2. Abilities
    • 3. AMPs
    • 4. Runes

    This is a WIP...

    and I've only been updating it at like 4AM ;-;
    It'll be done sometime... eventually...

    Abilities

    SUPPORT


    - This is your primary heal. It also happens to be a smart heal that targets targets the most injured ally. Its tier 8 allows you to hit another person within 8 meters of the target. You should probably be holding this down if there's an enemy around. If you need to cast another spell, you can cancel the cast with either sprinting, jumping, or dashing.


    - This is an extremely strong absorb. It can be used to mitigate damage while burst healing someone (when it's spell surged, it gives a crazy big absorb).


    - Great burst heal. The downside? It only hits one person in a small line... On top of that, it's a smart heal and hits whoever has the lowest health in that line. The un-surged ability heals for more when the target has 30% or less of their health. I personally use base
    and put the points into tier 4
    instead. Take tier 4 if you need more burst. Better aim well~!


    - This heal needs a little bit of positioning if you're trying to hit as many allies as you can. It heals the targets upon taking damage. With the base tier, this heal only works every 2 seconds for 12 seconds. If you bring it to tier 4 however, it can tick every second. Use it on cooldown along with
    and you should be able to keep up your team for the most part. Be careful not to use it when your allies are low, as there is a cast time.


    UTILITY


    -
    <3 It's great! IT GIVES YOU ASSAULT AND SUPPORT POWER FOR JUST CLICKING IT. Tier 4? TAKE IT (at the very least)! It cuts the cooldown on your heals by half. Tier 8? Also good. That extra 2 seconds of swiftness is great for mobility and now the empower can be up foreeeeeeeeeeever.


    - Movement ability and stun all in one. Use it how you will (but keep in mind that an enemy can only be stunned ONCE per 10 seconds, otherwise they become immune).


    - ALWAYS TAKE THE TIER 4. Besides the 1 Interrupt Armor and Defense buff it gives, tier 4 makes it a CC break.


    - Your other CC break and perhaps your "Oh, shit!" button... until that enemy slinger follows you into the void and kills you (though this doesn't really happen much). The downside to using this is that you can't heal your teammates while in the void. You can exit the void early by casting it again.


    OTHER POSSIBILITIES


    - This is for making people hate you (while giving your team the chance to cap a mask or panel). It's also good as a general CC. If they don't have Interrupt Armor, you switch places with your target and they get disoriented. Use it near a ledge and watch them accidentally walk off or use it to annoy those pesky stalker tanks trying to cap. I would probably switch out
    but if you have another heal slinger on your team you can switch out
    , since it doesn't stack.

    AMPs

    SUPPORT


    - Using a support ability grants 1 stack of an Empower. Basically, use any heal and you get a percentage increase in support power. It maxes out at 7 stacks and lasts for 10 seconds. If you're holding down
    , you'll easily be able to keep it at 7 stacks.

    - When you heal someone that has
    or
    on them, they get 8% increased armor for 10 seconds.

    HYBRID A/S


    - When spell surge is active, your assault and support power are increased by 8%. If you need four points somewhere else, take it out of this.

    HYBRID S/U


    - I know the tooltip for the ability is wrong on this site. The actual tooltip reads, "When an absorb that you applied to an ally is removed, grant an Empower to that Ally for 6s. Empower: Increases Assault and Support Power by 5%" It's a pretty simple AMP. Since slingers are amazing with all their absorbs, it should definitely be used.

    - When someone with your absorb on them takes direct damage, the attacker gets snared. It can only happen ever 10 seconds per attacker. The snare reduces movement speed by 30% for 4 seconds. This is the best way to get to
    since
    and
    are pretty useless. You don't want to give people 100% shield mitigation since you don't have any shield heals and 251 magic damage (from
    in open world) is pretty negligible.

    - HYPER SHIELD IS GREAT (ya know, since this class excels at throwing up absorbs and all)! The tooltip is also wrong on here. The in-game tooltip reads, "landing a Critical Heal grants a 1427 absorb for 5s." It's not the biggest absorb but it procs pretty often.

    UTILITY


    - More incorrect tooltips, yay. The in-game tooltip reads, "while in combat and Spell Surge is inactive, restore an additional 3 Spell Power every 2s. Surge Focus Drain duration is reduced by 1s." This AMP basically helps you manage your Spell Power for surged abilities.

    - "Dashing restores 33% Endurance, and grants immunity to Daze for the next 2s." Dash to be able to sprint more and you won't be dazed when you get hit sprinting for the next 2 seconds. Basically now it's easier to kite and heal/run away. It pairs really well with the Quick Feet fusion rune.

    - This isn't even the right AMP. It's just in the same place. The in-game AMP is called "Speed of the Void" and the tooltip reads, "Using Gate, Spatial Shift, Void Slip, or Phase Shift grants Swiftness and restores 585 health every 1s for 3s. Swiftness: Increases Movement Speed by 25%" This also helps you kite and move around in general. I don't generally take it but you can remove the four points from
    if you want to take it.

    - There isn't much to add about
    as a 2 point AMP. Go read about it in the Abilities section.

    HYBRID A/U


    - In instanced PvP, healing is reduced and the more PvP Power you have, the more the PvP Healing stat is increased. This is important because the more PvP Healing percentage you have, the closer your heals will be in comparison to over-world healing.

    Runes

    The two main set runes that slingers use are concentration and resurgence.

    In this section, when talking about stats, I'm referring to them out of instance because most people do not check the difference between instanced and open world.

    For the most part, you want to focus on getting your crit chance to around 20% or a little higher, depending on your other stats, and your intensity to around 7-8%.




    *I'll update this more thoroughly at a later date*