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GameAmp: Slotting Heals

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Forum >> Archetype Discussions >> Defender >> Slotting Heals

 
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Hobsnob Profile
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Slotting Heals 

Is it better, in your opinions, to slot heals for maximum healing power, or to slot the recharge and endurance cost for lots of quick, cheap heals?

Its of no relevance to me at all really, I just wanted to hear what people had to say on the topic.
05/03/06 12:47 Login to rate this user's post!
Thundarpants Profile
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RE: Slotting Heals 

I ran an Emp/Rad to level 30 before I decided my lag was a detriment to my ability to run that kind of toon.

My slotting was from the highly experienced Healers in my SG. Three heal enhancements bare minimum. The debate came in the recharge rate vs end reduction in those last 3 slots.

Pre and Post ED made a big difference. Most of the hard core Empaths ditched Fitness and ran Perma RA. You can't do that anymore. Back then they were also 6 slotting heals.

Some regular Slotting for Heal Other and Healing Aura post ED:

3 Heal, 2 Recharge, 1 End Redux
-or-
3 Heal, 3 Recharge

One of our healers is even going with 4 Heal reguardless of the minimal benefit because he wants that extra point or two of life recovery, but IMO, I'd rather hit the heal more often than get that little extra ammount. Healing Aura is a huge end hog so I can see the need for an end redux in it.
05/03/06 13:10 Login to rate this user's post!
Phase_of_Echoes Profile
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RE: Slotting Heals 

Good question Hobs. I have often thought of trying to make a healer myself.

From reading other post on the subject I would have to say six slot it. Then put 4 heal enhancements and 2 recharges.

As an Empathy I would imagine this set up would be effective and a nice combo to your RAs.

Granted all this opinion is from a Blaster. :p







05/03/06 13:14 Login to rate this user's post!
Dyvel Profile
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RE: Slotting Heals 

AHAA! You have touched on a topic that is near and dear to my heart.

Granted in my opinion, and I'm talking about empath healers... Exactly 3 health enh, 2 recharge, 1 end reduction.

IMO (and I'm never going to say that again, just assume it) A good healer should be setup to be able to auto the aura and never run out of end (I also use fitness to jack up end recovery.) I see no value in more than 3 of the same enh on anything since they reduce so badly in benefit after 3. Slotted as I describe you are pumping out an aura about every 3 seconds, it's a good high number, and you can do it forever.

I slot a targeted heal 3 health and 3 recovery time. The plan is use aura as much as possible and catch the danger spots and distant tank (or scrapper) with the target. Done right you don't use your targeted heal that much (relatively.)

Absorb pain gets just 1 health and I don't waste slots on it. The reason here is I need those slots for other things and you're only going to fire off absorb pain when things are really messy. If they are really messy and you use absorb, you are likely going to die yourself. So use it rarely and since it comes with one slot, boost how much it does in the case of an emergency.

Rez gets 3 recharge speed. I've heard of several arguements against rezing in battle but done just right and when you can it can save a fight. Not to mention if you recover rez fast enough, even after a safe regroup you can get the party back in action in half the time.

The good news is that with such frequent aura going off, you don't have to worry yourself too much about health, 3 seconds and you get almost half the bar back.

Do the math. ya want 201 points every 3 seconds or 220 every 5? That's a higher total point count and it comes in a more steady pace. Also there is only a 3 second window that your teammates may die waiting for the boost instead of 5 and that can make a huge difference.




Naestra of the Irda - 39 Gravity/Empathy Controller
Naestra - 21 Energy/Energy Blaster
Seraphim Naestra - 20 Storm/Archery Defender
Darkwalker Naestra - 6 Illusion/Empathy Controller
Ms Egypt - 17 Gravity/Empathy Controller
Secret Fire - 16 Stone/Stone Tank
Dark Flamebird - 14 Fire/Fire Blaster
Ms. Webber - 15 Assault Rifle/Fire Blaster
Your Dad's Secretary - 11 Katana/Regen Scrapper

All on Victory!
05/03/06 14:22 Login to rate this user's post!
Delphon Profile
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RE: Slotting Heals 

QUOTE

Granted in my opinion, and I'm talking about empath healers... Exactly 3 health enh, 2 recharge, 1 end reduction.

I slot a targeted heal 3 health and 3 recovery time. The plan is use aura as much as possible and catch the danger spots and distant tank (or scrapper) with the target. Done right you don't use your targeted heal that much (relatively.)

Rez gets 3 recharge speed. I've heard of several arguements against rezing in battle but done just right and when you can it can save a fight. Not to mention if you recover rez fast enough, even after a safe regroup you can get the party back in action in half the time..


On these items I completely agree!
Good Build
Del



05/03/06 22:56 Login to rate this user's post!
Pink Pimpette Profile
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RE: Slotting Heals 

My empath/energy toon has 5 enhancement slots on the healing aura with 5 DOs and three slots on the Rez with one DO and two training recharge speeds (I mean, if you're a good healer, you wont have people dying constantly, and if everyone does die at one time, then waiting for it to recharge is a good time for everyone to stop and come up with a plan), but I take the heal other seriously. Healing other, I think, is one of the most important ones there are. I only have three DOs on that one for now.

But personally, I'd rather just have high numbers than a fast recharge heal to go off every couple seconds, because I also fight in the missions, too. And Im hardly ever in a team that are constantly loosing mass amounts of life, at least not to where I couldnt handle it, and it recharges fast on its own. And if youre in a team where you're the healer and you cant seem to keep everyone alive, recruit another healer. I'll always maintain that its best to have two healers, especially so the healer can be healed!

My question is, I just got Clear Mind (or Fortitude, which ever has that fast recharge speed) and it seems to take me forever to apply it to an 8 person team, and once I get to the last person, the first person I gave it to doesnt have it anymore, so is it even worth getting? Or is there some way I can make it last longer?
04/16/07 14:42 Login to rate this user's post!
Cold_Zone_II Profile
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RE: Slotting Heals 

Meet Expounder:

Lvl 25 Emp Defender.

I have only 1 attack, the one I had to get when I created him, and it's not even slotted.

I haven't played him a lot, but when I do people rarely die, because I have:

Healing Aura ==> 3 Heals 1 Recharge 1 End Redux
Heal Other ==> 3 Heals 1 Recharge
Absorb Pain ==> 3 Heals
Rez ==> 3 Recharge
Clear Mind ==> 2 End Redux 1 Recharge
Fortitude ==> 3 To Hit 1 Recharge
Recover Aura ==> 3 End Mods 3 Recharge
Regeneragtion Aura==> 3 Heals (will add 3 recharge as I lvl)

Everytime I play, needless to say, it is on a team. I toggle stealth, and go to work. Healing Aura on auto-fire, CM on everyone, followed by Fort on the tank or Scrapper. Fort takes a longer time to recharge, so I rotate it among team mates. I usually get great compliments on my healing beacause of Absorb Pain, there are many times when AP saved the entire team, just because AP kept the tank alive.

Not attacking allows me to keep everyone under CM (Clear Mind), so it is very rare that anyone gets mezzed. All this and guess what, I didn't get fitness or hasten.

I like Defending, but not as much as scrapping, I made this toon for one reason only, when I'm on a team and someone says: "We really need a healer!" after a few team wipes.



***THIS POST HAS BEEN EDITED***



CoH Rocks



Blasters kill everything, usually before they get killed themselves. When it comes to dealing pain, a blaster has no equal. We just have a hard time taking our own medicine! So we love Tanks and 'fenders!
04/16/07 16:15 Login to rate this user's post!
mkauf84 Profile
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RE: Slotting Heals 

I think for Healing Aura have 3 recharge, 2 end redution, 1 wait redution thing. That way the heals would come constantly. And for target heal 3 heal, 2 end reduction, and 1 recharge. So you can get that one guy who missed out on too many healing aura. Or use for the tank.



***THIS POST HAS BEEN EDITED***



04/16/07 17:12 Login to rate this user's post!
Glasher Profile
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RE: Slotting Heals 

I run these enhancements on my healers.
Healing Aura:
3 heals
2 end reduction
1 recharge time

Heal other:
3 heals
2 recharge
1 end reduction

With the Emp. Defenders inherant power, Your end usage is reduced for your heals. I believe the more that need to be healed, helps reduce the end usage. I could be wrong on that on though. I forget how that inherant power works now.



Glasher - Level 50 Ice/bubbles controller
Flaming Rage - level 50 Fire/Invul tanker
Realm Walker - Level 40 MA/SR scrapper
Greshan - Level 29 Peace Bringer
Greffarr - Level 24 Warshade

Lin-Ki - MA/Invul scrapper Level 28 Gameamp SG
Acrtic Hurricane - Ice/storm controller Level 21 Game SG

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04/16/07 17:39 Login to rate this user's post!

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