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Tips for making a healer 1 - 38

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Aims Profile

Author: Aims
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My main character is an Empathy/Dark Blast Defender. I am considered "The best healer I've ever met" by everyone in my supergroup who has teamed with me. If you would like to be a great healer and hear that a lot maybe I can help you.

My character is a healer, that's ALL she does basically. I've taken the minmium attacks, only used the free slot on them. All my powers, slots are used for healing, team based powers. So as you can imagine it's a nightmare soloing, and forget about the Arena. On the plus side I have had barely any deaths, either myself or team mates. If it's not a one hit kills we live through it.

So here's my set up:

Level 1:
(starting primary) Healing Aura
(6 slot it - I reduce recharge time, 5 enhance heal)
(starting secondary) Dark Blast
(Or one from any other defernder pool, it doesn't matter as I wont be taking any more than I have to from this set)

Level 2: Heal Other
(6 slots - 1 increase recharge rate, 5 enhance heal)

Level 4: Moonbeam
(1 slot (the free one) increase damage. Though if I respeced I may choose accuracy) I could have picked Absorb pain, but it's really only useful in emergency situations. Once you start getting into the fitness pool and get the slots on healing, I find you really don't need it) At least moonbeam is a good sniper attack and does fair damage, so you have SOMETHING to use along with your other attack if need be. Good for finishing off enemies who try and run.

Level 6: Recall Friend
(2 slots - Two reduce recharge time enhancements. Good for pulling friends to missions if they are far away. Particularly good if it's a timed mission. Or if you have sidekicked characters who can't fly and can't travel in the zone because of the level of the badguys. You can recall teammates to safety if they're in trouble. Recall dead peeps for ressurecting etc. The list goes on.)

Level 8: Resurrect
(4 slots - reduce recharge time. This move takes FOREVER to recharge. If you have a lot of heroes down it pays to have this. I have mine 4 slotted and in the green and it still takes a while. It's worth it though because no matter how good you are you can still plenty deaths if your team is ambushed, or just not very coordinated....)

Level 10: Hover
(1 slot - Defence buff. Whether you want to use teleport of fly as your travel power this one is worth getting. Teleport only has a limited hover time in which to aim and cast your next teleport, so it's good to have hover so you wont go crashing to your death. You could pick Air superiority, it's good at knocking annoying foes down (like Tsoo sorcerors) and when they're on the floor they're not teleporting/running or doing anything else incredibly annoying. I would only give that one slot - enhance damage.

Level 12: Fortitude
(3 slots - 2 defence buffs and a toHit buff.)

Level 14: Swift
(1 slot - enhance running speed. To run faster, or jump higher? As i'm only giving it one slot it makes little difference, but running is useful to get out of trouble in a hurry)

Level 16: Fly
(2/3 slots - I have played around with this. Definately put one Endurance Cost Reducer on it. You don't need two. It's up to you whether you put one of two fight speed enhancers on. I set it up for two, don't put two speed on at the same time. See if one speed enhancement is enough. If it is then you have a slot to put elsewhere.)

Level 18: Recovery Aura
(6 slots - I originally set it up with mainly endurance recovery enhancements. But the buff is really good without them, but takes FOREVER to recharge. So I would only put 1 or 2 of them on and put the rest into reducing the recharge time.

Level 20: Health
(6 slots - Originally I was going to put this all on heal, but again the recharge time on this move is collosal. Put one or two on enhancing heal, and the rest on reducing the recharge time.

Level 22: Stamina
(6 slots- enhance endurance recovery

Level 24: Grant Invisibility
(2 - slots. Increase Defence Buff. I went for the concealment pool, but you may wish to go for leadership. The buffs do complement Defender healer types. If I reseced thats what I would probably do. Though is is nice to be able to go about unseen, when you get invisibility later it makes soloing some types of mission possible, and getting about badge hunting in tough areas without getting KO'd in one hit possible. It's good as it gives Defenders a bit more freedom in a sense. If I picked leadership I'd go for Assault first, give it 1 slot - Reduce recharge time. Then give 3 slots another slot to maneuvers.

Level 26: Regeneration Aura
(6 Slots - A combination of reduce recharge timers and enhance heals similar to Health.)

Level 28: Invisibility
(2 slots - Inhance defence buff. Or if maneuvers 3 slots - 2 enhance defence buffs. The last one is a choice between reduce recarge time or enhance defence buff again.

Level 30: Clear Mind
(2 slots - 2 recharge timers)
I could have and maybe should have got this a lot earlier, but there was always something else I felt was more important at the time. This is still very useful to get. Maybe swap it with something earlier if you like.

Level 32 - Adrenalin Boost
(6 slots - A combination similar to stamina)

Level 34 - Life drain
(3 slots - enhance heal)

Level 38 - Hurdle
(1 slot - enhance jump. There was very little I wanted at this point, so just picked hurdle and gave it one slot. Pick whatever you want here. I only gave it one slot so I could give slots to more important things. if you'd picked leadership you could pick tactics. So in this sense leadership is better, but i's still only give it one slot - increase ToHit buff.

Other advice for playing a Defender:

* Don't be afraid to get in the middle of battle to heal friends. The Tankers, attacking team mates will pull the aggro, and you will be ignored. Try to place yourseld in the midle of as many team mates as possible to get the max. benefit from healing aura. You don't need to use heal other nearly as much if you do.

* Don't try and attack foes. Save your endurance for buffing/healing team mates. There will be occassions when your team is not losing any health because they work well together and the missions aren't too chalenging. This is the only time you should waste endurance attacking with what few underpowered attacks you have.

* Don't be afraid to ask for endurance inspirations. make it clear to your team (in a polite way) that if you have no endurance you can't heal. You could set your war cry to "No End" or something to indicate you have no end. Then when you run out you can press F10 quickly and let your team know. Then they can hardly complain about not getting heals (and possibly death) because you warned them.

* Remember it's everyones responsibility to watch their health. Do not feel overly bad if people on your team die. I always give away my inspirations to other team members. I only keep endurance ones on missions that cost me more end than I recver on the whole. If I'm not having to heal too much, then I give them away too. I don't get aggro, therfor hit much, and as I don't attack I don't need them.

* If you try it this way you'll soon find that you never have to worry about findng a team. I get invites from the moment I start right through the time I play because people remember me. People remember good healers.

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User Comments
another couple of tips  Aims on 05/22/05 10:38

Know how much you can heal at all times and use your heals according to that an how fast damage is being inflicted upon the team. Strike a balance - don't wait until you see red, but don't heal every time someone loses two hitpoits or you'll have no endurance laft for when you really need it.

  SacredGuardian on 05/22/05 22:35

I have a lvl 32 Gravity/Empathy Controller, and he is set up similar to yours, with most of my powers coming from my secondary (empathy). I just had a couple questions. At lvl 20 you chose health, and put six slots on it and stated that it had a long recharge time. The only health I know of is from the fitness pool, and it is passive (automatic) so therefore it has no recharge time. I may be missing something, but I do not understand slotting it for recharge reduction. Also the only other thing I see is that you have left off Absorb Pain. While it is not ideal to use this power as your main heal, I believe it is important to have this power and slot it with heals. I have found that it comes in very handy when a tanker (with a ton of hit points) is in need of a heal. Other than that, this is very similar to the advice I would give someone making a healer. --Sacred Guardian

thanks for your comment  Aims on 05/23/05 05:14

I was thinking about something else when I was typing that clearly. Thanks for pointing that out to me. Health of course IS passive and I would slot with 6 heals. I was considering haste at the time, and was thinking about reducing the recharge timer on other pools. Must check my guides more closely in future...

As for Absorb pain, I personally don't use it. This is just my preference. I don't deny that it has it's uses, I have just never needed to use it really.

Hmm  Aims on 05/23/05 05:27

Still don't know how I managed to write up health wrong...I was writing at 2am roughly...Blame it on tiredness. Just ignore that bit as I say, the rest still seems sound.

  Thee_Grumpy on 05/24/05 20:58
 
-When you have your first two slots for Heal Aura and Heal Other, one should be a Heal enhancement, the other should be End Cost. You can add more Heal slots as you go along, and finally replace the End Cost once you get Stamina.

-Clear Mind is too useful to postpone until L30. You might want to take it when it opens at L8. This means two things: you get Resurrect later, but that's okay while you can buy Awakens. And it will delay Stamina.

-Between Leadership & Concealment, this build seems to work better with Concealment. While throwing heals around, it's easy enough to buff allies with Invis. It also opens up self invisibility, and since you already have Recall Friend, that makes new mission strategies possible.

-Recovery Aura has enough of a base recovery level that I've never needed to slot it with that type of enhancements (unlike, say, Stamina). Recharge rate all the way; your 'mates will be begging for RA like junkies.

-Secondary attacks: the Psychic set gives you longer range, but the activation delay on Mental Blast can be a bother. If range is not an issue, go with Radiation, which has a cheaper End cost (per shot, that is; Neutrino Bolt also gets off more shots per minute, for higher cumulative End usage). Avoid Energy, as its knockback effects do not mix well with melee teammates.

  DocVengeance on 05/25/05 08:27

I have to agree with Thee Grumpy on Clear mind, my emp is onl L25 and I cant count the number of times i've needed it. Also I am a fan of Absorb pain, sometimes I need it when End is low or heal is not ready, but I know some people aren't. finally what is the point of hurdle when you have hover and fly? I don't see a need for that unless it is part of you concept, and personally I'd rather take combat jumping than Hurdle.



  DocVengeance on 05/25/05 08:35

Another general tip is to bind you numberpad keys 1-8 to the number of the person in your group. It makes it very quick to switch "targets to" heal. It's even more useful now that there are numbers beside the healthbars. Oh and I reread and saw the explanation of hurdle (work can be distracting) but i still would take CJ of something else like absorb pain but that's just me :-)

Doc

  ladywhite on 06/15/05 19:20
 
i beleive every good healer should have hasten for super fast healing

  Randell44 on 06/18/05 06:13

Hmm some good comments...for empathy healers.

No doubt they are the best at pure healing/buffs...I have to do more than just heal and deal with people whine at me after they do stupid stuff that would get a charcter with multiple healers killed.

I'd be interested to see setups for other healing power sets.

  Aims on 06/19/05 03:05

Hasten is great, not every archetype need get it, but for healers it does wonders.

Hurdle or Combat Jumping?  DamienTheRed on 06/26/05 10:01

Seeing as she already has the Flight Power pool and half of the SJ powers won't help her Hurdle is great for herif she wants some extra jumping distance. This way she makes good use of the entire Fitness pool and doesn't waste a pool on SJ.

Pool Power Picks  Electro on 07/18/05 16:03

Just a comment on pool powers. I, too, have an empathy/dark defender that I built specifically for task forces and the ability to "ghost" through the non-kill-all missions in the interest of time. I chose Speed, Concealment, Teleportation, and Leadership as my pool power sets. Stealth plus Superspeed yields invisibility (you can stand right next to the villains and you will not be noticed). Also, once Hasten is made 'perma' and with 6 recovery slots in RA, you experience only about a 30-second downtime in your RA, eliminating the need for the Fitness pool.

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