Spellslinger Healing Guide [Drop 6]

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Spellslinger Healing Guide [Drop 6]

Postby CK Jester » Fri Jun 19, 2015 6:23 pm

Updated 9/29/2015

1. Introduction
2. LAS / AMPs
3. Gameplay
4. Stats and Runes
5. Raid Bosses
6. Ability Overview
7. AMP Overview
8. Aura Masteries

TL;DR
  • Never turn off spell surge
  • Spam C1 Vitality Burst
  • Vitality Burst T8, Sustain T8, Runes of Protection. Get em' on your bar!
  • You raidin'? Get Void Pact T8 douche bag.
  • AMPs: Hyper shield, Void Pact, Holy Roller
  • Low on Focus? Gather Focus/Focus Stone
Last edited by CK Jester on Mon Sep 28, 2015 8:08 pm, edited 30 times in total.

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Re: Spellslinger Healing

Postby CK Jester » Fri Jun 19, 2015 6:48 pm

1. Introduction

What is a Spellslinger Healer

The Spellslinger is a quick paced proactive healer. Spellslinger excel at quickly providing heals over a large range. Spellslinger have a multitude of heals designed to mitigated damage before it is applied as well as quickly recover hp once it is lost. This is done through their many instant cast abilities and absorb heals.

Innate (Spell Surge)

The Spellslinger innate is Spell Power, spell power regenerates at a rate of 3.33 / second and caps at 100.

Using an ability while spell surge is active will reduces spell power by 25, additionally that ability will be cast with a bonus effect noted in the spell's tooltip. If the spell does not have any additional effects the spell power will not be consumed.

Spell surge should always remain active. If it happens to turn off because it is reduced below 25 spell power, immediately reactivate it once it reaches 25. Every ability used as a Spellslinger will be and is supposed to be used while spell surge is active.

Focus Management

Spellslinger are the most focus intensive healers. Without proper focus management focus will quickly be depleted and you will become worthless.

For the most part focus management is handled purely outside of combat (Gear/AMPs). Different encounters require different amounts of healing. one fight you'll be required to heal massive amounts of raid damage for 5min straight, others could be very light healing over 2mins. you should have your gear prepared for the former. the only choice beyond that is if you need to run Gather Focus (Ability) or not for that extra focus boost.

Focus Options
Desperation (AMP) ~ 5 Focus/sec
Gather Focus (Ability) ~ 4 Focus/sec
Focus Stone (Amp) ~ 6.67 Focus/sec
Harmony (Fusion Rune) ~ 1-2.5 Focus/sec
Last edited by CK Jester on Mon Sep 28, 2015 8:05 pm, edited 23 times in total.

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Re: Spellslinger Healing

Postby CK Jester » Fri Jun 19, 2015 6:55 pm

2. LAS / AMPs

Dungeons/Adventures

Standard (41/47)
  • Contains 3 interrupts, a cc break, a cleanse and has all the fundamental heals
  • Last slot can be used for any personally preferred ability (Void Spring, Healing Torrent, Regen Pulse, Void Pact, etc)
  • More comfortable players can remove Homeward Bound (AMP) right out and opt for Crit Sev, Void Pact or Desperation for more Focus
  • Note this build does not include Hyper Shield. Hyper Shield is worthless for a new player with low support power and low crit chance, new or low geared players should avoid Hyper Shield.
  • Runic Healing vs Vitality Burst. Runic Healing is a point and hold heal that is focus efficient and easy to use for new players, however if you are planning to raid swap Runic Healing for Vitality Burst (Tier 8). Vitality burst does less single target healing but should have no effect on dungeon/adventure healing. This will prepare you for raiding where Runic is worthless and Vitality Burst is always necessary.

Raids

Every encounter in GA and DS will use 4 basic abilities. VB, Sustain, RoP and VP for Void Pact builds. These abilities are the basis for every build. Abilities beyond those 4 are either personal preferences or requirements for the encounter such as extra heals, CC breaks, cleanses, interrupts, etc.

Raid (41/47, With Void Pact)
  • At max ability points make void pact to T8 from T4.
  • If Healing Torrent is required Drop 1 Crit and 1 Crit Sev AMP

(Max Ability/AMP, with Void Pact)
  • Last 2 points in Crit Sev
  • If Healing Torrent is needed, Remove 2 Crit Sev
  • If Homeward Bound is needed remove Locked and Loaded and 2 Crit Sev
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Re: Spellslinger Healing

Postby CK Jester » Fri Jun 19, 2015 6:58 pm

3. Gameplay

Ability Use
Vitality Burst ~ Always T8, Use C1 only
  • VB has 3 charges however never use any except for C1 (charge 1).
  • The total HPS of VB does not increase linearly with its charges. higher charges incur worse and worse cooldowns without equally increased healing.
  • Using only C1 it gives the freedom to heal multiple targets in a quick succession. If less than 5 targets have been damaged or each player that is damaged is within a short distance between one another then VB is the proper ability to use.
Sustain ~ C1 for small raid damage, C2 for large predictable damage
  • Sustain has 2 charges but unlike VB there are benefits to both charges. charge 2 has twice as long of a cooldown as charge 1 but it heals for nearly double the amount.
  • C1 is used to quickly heal small amounts of damage because of its an instant cast and has a 3sec cooldown. C2 is used to heal significant amounts of raid wide damage but requires a 0.9 sec cast time and incurs a 6sec cooldown. It is important to know before hand when large amounts of raid wide damage will occur so that the C2 can be charged before the damage is applied and released it as quickly as possible.
  • using a C2 when C1 is better suited will cause overhealing and incur a unnecessarily longer cooldown. Using a C1 in place of a C2 could cause a player to die from lack of healing. knowing the difference will increase survivabilty and make your life easier
Runes of Protection ~ Use to mitigate incoming attack or create a buffer of time to fully heal a critically injured ally
  • Runes of protection is used to mitigate incoming damage by increase the max amount of damage a player can take before dying or to provide a buffer in order to heal the target.
  • RoP is instant cast, this makes RoP great for saving lives and using in a pinch. The most effective way to use RoP is to use it before the damage is applied, otherwise use RoP as a buffer. If another player is low on hp, use RoP to take the brunt of the damage while topping the player off with other heals.
  • Do not spam RoP, use it sparingly so that it might be up when needed most.
Healing Salve ~ Keep 100% uptime
  • Healing salve acts like a HoT but this buff only procs a heal whenever the player takes damage (limited to once every 2 sec and 1 sec at Tier 4). Salve is the best way to mitigate raid wide damage that exists for any healer class.
  • Keep the salve up 100% of the time for the greatest amount of mitigation
  • you are vulnerable while casting salve so make sure no one is in immediate danger before casting. there is a 2 second overlap between salve is off cooldown and the buff wears out, dont cast it immediately off cooldown make sure your party is safe and use the entire 2sec window to ensure a safe cast
Positioning
standing in the most ideal position is your greatest asset for improving your healing output. poor positioning not only puts yourself in danger of enemy telegraphs but shortens your reaction and delivery time on healing. having to re-position to heal an ally is wasteful.
  • Your first and foremost priority with positioning is to not die. do not stand in a position that make it more difficult to avoid enemy telegraphs. this varies from fight to fight but in general maintain a loose spread, enough so that you can see your own feet.
  • Maintain a position with as many allies in front of you as possible and within 25m. having to pivot to see or heal injured allies increase the time between an ally being damaged and you healing them.
  • be aware of target caps for Runes of Protection. it is the best life saving skill we have and it only hits 4 other allies, re-position yourself to prevent RoP from being eaten by others
Understand The Fight
knowing when an attack will occur, who it will hit and how much damage it will deal is the difference between being a shitty healer and being the best healer. being able to predict damage gives you a massive lead on healing and trivializes encounters.
  • for each encounter know when to use C1 or C2 sustains depending on the amount damage
  • sync your healing with the timers of the bosses auto attacks and abilities. make sure you are not casting healing salve when you should be prepping a C2 sustain for raid wide damage. VB can be cast every 1 second make sure it is staggered with the bosses auto attacks for more effective healing
  • know your problem child or children. save heals for them. prime example is x-89. keep RoP for when an ally gets small bomb and is running it during a spew cast. if you know a mechanic is coming you should know what you must prepare to mitigate it.
UI
► Show Spoiler

Tricks
► Show Spoiler
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Re: Spellslinger Healing

Postby CK Jester » Fri Jun 19, 2015 7:02 pm

4. Stats and Runes

Stat Priority

Focus Recovery/Focus Pool > Multi-Hit Chance > Critical Hit Chance > Critical Hit Severity > Intensity

Why Multi-Hit over Crit?
► Show Spoiler

Why no Intensity?
► Show Spoiler

How high should my focus recovery rate be?
► Show Spoiler

Fusions

Weapon: Overflow > Exuberance (If you cant keep your allies topped Exuberance is stronger but this is rarely the case)
Head: Harmony
Chest: Virtuous Circle
Hands: Protector > Soothing Light (Unless it is tightly stacked fight)
Feet: Quick Feet

Rune Sets

Overview

Cynosure: our main rune set. It provides Multi-Hit and Focus Recovery which are both important stats, but the most important aspect of Cynosure is its 3 and 5 set bonuses. Percent Focus Pool is our largest contributor towards increased Focus Time To Live.

Resurgence: our best supplementary set. it provides our much required Focus Pool, but its 3 and 5 set bonuses are weak and we do not want to prioritize Crit over Multi-Hit. Which is why it is supplementary.

Prevention (Class Set): an amazing set, it allows us to spam RoP, provides a little bit of focus recovery and has near perfect stat choices.

Surge Life (Class Set): a terrible set, it has Multi-Hit and Crit and its 4 set bonus is decent but the 8 set bonus is completely worthless until a rework and it provides no focus recovery only Intensity as an option which we should avoid.

Full Runes [No Class Sets] *Note: Pick Virtuous Circle, not Guardian Angel. Will edit image soon™
Image

Full Runes [With Class Sets] *Note: Pick Virtuous Circle, not Guardian Angel. Will edit image soon™
Image
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Re: Spellslinger Healing

Postby CK Jester » Fri Jun 19, 2015 7:06 pm

5. Raid Bosses
Quick Reference for each boss and what utility or extra healing abilities are required for the encounter.

Genetic Achieves
Bosses:
► Show Spoiler
Mini-Bosses:
► Show Spoiler

Datascape
Bosses:
► Show Spoiler
Mini-Bosses:
► Show Spoiler

Initialization Core Y-83 (Hardmentors Augmode)
► Show Spoiler

Special Bosses
Lattice, Gloomclaw, Visceralus and Mnemesis
► Show Spoiler
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Re: Spellslinger Healing

Postby CK Jester » Fri Jun 19, 2015 7:09 pm

6. Ability Overview

Below is a brief summary of each ability, a short description on their use for healing and my personal input on each. If you know what the abilities do and don't want to read my input skip it.

Healing Abilities
Note: Vitality Burst T8, Sustain T8, Runes of Protection are essentials.
► Show Spoiler

Utility Abilities
Note: 1 Spellslinger has to have Void Pact T8.
► Show Spoiler
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Re: Spellslinger Healing

Postby CK Jester » Fri Jun 19, 2015 7:12 pm

7. AMP Overview

Below is a brief summary of important AMPs for healing and my input on whether they are good or bad, if you know what each amp does and don't care about my input skip this section.

When AMPing out your action set top priority is focus management, followed by increased healing output. this means getting AMPs such as gather focus, readiness, focus cost and focus recovery take precedence until encounters can reliably be healed without running out of focus.

Support
Note: Focus Cost AMPs are better than Focus Recovery. Always pickup Holy Roller.
► Show Spoiler

Utility
Note: Every player needs all 3 cooldown AMPs regardless of build.
► Show Spoiler

Support / Utility
Note: The only useful amp in here is Hyper Shield, avoid spending points here unless planning to use Hyper Shield.
► Show Spoiler

Support / Assault
Note: Critical Hit AMPs are better than Critical Severity.
► Show Spoiler
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Re: Spellslinger Healing

Postby CK Jester » Fri Jun 19, 2015 7:14 pm

8. Aura Masteries

Healing Salve ~ Timer to help keep that 100% uptime
► Show Spoiler

Void Pact ~ Timer to help keep 100% uptime or to better facilitate a rotation between 2 spellslingers
► Show Spoiler
Last edited by CK Jester on Sun Jun 21, 2015 11:44 pm, edited 12 times in total.

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Re: Spellslinger Healing

Postby CK Jester » Fri Jun 19, 2015 7:14 pm

Reserved for FAQ
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Re: Spellslinger Healing Guide

Postby CK Jester » Sat Jun 20, 2015 4:00 am

Change Log
► Show Spoiler
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Re: Spellslinger Healing Guide

Postby CK Jester » Sat Jun 20, 2015 4:02 am

RESERVED

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Re: Spellslinger Healing Guide

Postby Twich » Wed Jun 24, 2015 1:14 am

this guide is shit, it needs more color.

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Re: Spellslinger Healing Guide [Drop 6]

Postby CK Jester » Mon Sep 28, 2015 8:55 pm

Updated for drop 6!

Welcome to F2P!

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Re: Spellslinger Healing Guide [Drop 6]

Postby mjorg » Tue Oct 27, 2015 8:10 am

How come you don't use all ability and AMP points?

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Re: Spellslinger Healing Guide [Drop 6]

Postby Daluu » Wed Oct 28, 2015 11:47 am

mjorg wrote:How come you don't use all ability and AMP points?


He does. There are only 55 AMPs showing within the links because no site has been updated to have 57 AMP points available.

He also does use all Ability points. Its T8 Vit Burst, T8 Sustain, T8 VP. There are 4 LAS slots open for situational ability choice. The core abilities are the 3 T8's I listed and Runes of Protection.

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Re: Spellslinger Healing Guide [Drop 6]

Postby mjorg » Wed Oct 28, 2015 12:21 pm

Daluu wrote:
mjorg wrote:How come you don't use all ability and AMP points?


He does. There are only 55 AMPs showing within the links because no site has been updated to have 57 AMP points available.

He also does use all Ability points. Its T8 Vit Burst, T8 Sustain, T8 VP. There are 4 LAS slots open for situational ability choice. The core abilities are the 3 T8's I listed and Runes of Protection.


Ah ok, thanks! :)

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Re: Spellslinger Healing Guide [Drop 6]

Postby Velzanna » Fri Nov 06, 2015 12:15 pm

Hey there. WIth the nerf to the furion runes, is there even a point anymore is some (like Guardian Angel)? Would a flat stat rune be better that... this?

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Re: Spellslinger Healing Guide [Drop 6]

Postby CK Jester » Fri Nov 06, 2015 5:09 pm

Velzanna wrote:Hey there. WIth the nerf to the furion runes, is there even a point anymore is some (like Guardian Angel)? Would a flat stat rune be better that... this?


Good Question! "guardian angel" is now weaker than both "life force" and "virtuous circle" even in ideal conditions (a tightly stacked raid). as far as the choice between "Life Force" and "Virtuous Circle" they are both neck and neck in throughput. however id personally choose "Virtuous Circle".

Its worth noting that you should refrain from doing any rune changes till the next patch (estimate 11/10/2015) as it will be significantly cheaper. hence why i haven't made any changes to the guide as to not panic anyone into spending plat.

hope that helps!

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Re: Spellslinger Healing Guide [Drop 6]

Postby semiao91 » Wed Nov 11, 2015 9:03 am

Btw since the recent changes to vitality burst is there any rotation modifications u think that should be done?

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Re: Spellslinger Healing Guide [Drop 6]

Postby Velzanna » Wed Nov 11, 2015 2:00 pm

What do we do now?..

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Re: Spellslinger Healing Guide [Drop 6]

Postby CK Jester » Wed Nov 11, 2015 2:39 pm

Velzanna wrote:What do we do now?..


no builds have changed. C1 VB still > C2 or C3 by a large margin. swap guardian out for either of the 2 fusions for chest. go life force if you are fine on focus and virtuous circle if you aren't.

only slight difference is we might use C2/C3 VB for gloom / lattice / skele but absolutely nothing else.

its important to note that while C1 VB does less healing now. C2 and C3 are sooooo bad that not even the CD reduction change make them provide more or even equal HPS to C1. on top of that because of how GCD's work its not even worth weaving C2 VBs before sustain casts.

overall our healing output will be relatively unaffected.

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Re: Spellslinger Healing Guide [Drop 6]

Postby Velzanna » Wed Nov 11, 2015 3:20 pm

How bad will it be with Life Force focus wise? I'm not suffering atm, but have some concerns about that 1000 intensity...

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Re: Spellslinger Healing Guide [Drop 6]

Postby CK Jester » Wed Nov 11, 2015 3:24 pm

Velzanna wrote:How bad will it be with Life Force focus wise? I'm not suffering atm, but have some concerns about that 1000 intensity...


are you above 35% focus at the end of each boss encounter? if yes you are fine to take life force. note if you take life force and notice you are below 30% focus during a fight you should not use life force. it is only useful if the intensity part is active, so above 30%.

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Re: Spellslinger Healing Guide [Drop 6]

Postby Bradev » Wed Nov 11, 2015 4:04 pm

First, thanks for the great guide CK. Do you mind explaining your method for testing various builds? Do you just use the combat log? The raid dummy makes it very easy to visualize changes in DPS builds but when I want to try a new healing build I don't know where to start.


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