This guide will cover general builds for all viable healing weapon combinations, general healing strategy, as well as particular tactics required on some dungeon bosses, gadgets and offhand weapon options.
General healing weapons overview:
What can you heal with?
There are 3 options for mainhand healing weapon - Fist, Blood Magic or Assault Rifle. Out of those 3, Fist and Blood are clearly superior choices, but even AR can be employed effectively with some trade-offs.
What specific weapons should I look for for healing?
While you could heal with just a plain Item Reward bag Fist, Blood Focus or Assault Rifle with no extra passive, some specific weapons do have passive effects that can prove very useful for healing.
For Fist Weapon those weapons are (in descending order of usefulness):
Fist-in-Chains - gives you more Fury when your Invigorating Wrath expires, allowing you to reset it faster, thus giving you more healing.
Bladed Gauntlets - Gives you Fury passively over time in combat. Again, functionally shortens the “cooldown” of your Invigorating Wrath ability.
Surgical Steel - Makes your Invigorating Wrath sub-abilities do more healing.
Scalpel - Makes your normal abilities do more healing after Invigorating Wrath expires (functionally the inverse of above. Slightly less useful in my opinion because the effect occurs later).
Invigorating Razors - Make your Invigorating Wrath last 10% longer. Functionally gives your invigorating Wrath 10% more healing vs 21% bonus from Surgical Steel. Best looking fist weapon in my opinion though.
Special mention - Manticore Wrath Inducers. You might think that getting into Invigorating Wrath without equipping it is a great idea, but it really isn’t. Not only there are no particularly good abilities to fill that extra slot you’d get with, but being launched into wrath at random time can be at least annoying and at most wipe worthy if you can’t cleanse on time. Use only if you know what you’re doing.
For Blood Magic those weapons are (in descending order of usefulness):
Sanguinary Monograph - Gives you a stacking healing buff when you take self-inflicted damage from Martyrdom.
Compendium of Wards - Makes your shields stronger by a significant amount. Keep in mind that the shield strength increase isn’t necessarily a healing increase, hence the weapon’s lower rating.
Lost Tome of Lies - Most if its passvies are not particularly useful for healing, since you dont usually use Eldritch scourge or Reap, but Crimson pulse does have an effect on healing.
Special Mention - Chronicle of Purity. This blood focus actually reduces your healing output by draining your Martyrdom level with basic heals. This is a holdover from the time where excessive Martyrdom levels could kill you and serves not practical benefit now, other than making your healing functionally stuck at ~50% of your potential healing output. Avoid for any purposes other than unlocking a pretty skin.
For Assault Rifle those weapons are (in descending order of usefulness):
High-Yield Launcher - increases the amount of healing done by grenades
Whispered Desires - gives you some passives that are useful for healing
Orochi Medical Launcher - Buffs AR group healing
Orochi Tactical Carbine - Buffs AR healing in general for a short time
What weapon affix should I look for for healing?
Havoc - increases your crit power by up to 10% is the most useful one for raw healing output as it buffs every single crit heal you do.
Alacrity - best overall utility, as it allows you to kite adds, avoid being hit by AoE attacks and generally makes it easier to have correct positioning being in range of everyone in your group
Efficiency - Arguably useful in some circumstances if you spam your healing elite, this can help you bring it off cooldown several seconds earlier and can net you more healing that way. Since you almost never spam your elite I view this affix as being of dubious utility
Energy - Possibly the least useful affix since energy is half as valuable for healers as they have double the energy pool, and most of the healing is done with basic so that cost no energy either. Could have some effect on your healing if you have power single target heals in your build but generally has no effect on your healing.
Warding - Could potentially allow you to take more damage from some attacks and not die, but practically useless.
Recovery / Restoration - Practically useless since you wil heal yourself to full regardless.
What Gear should I use for healing?
For Best in Slot items for healing check the table in this guide. Generally you can heal with talismans used for dps set, the things that affect healing output the most are:
Head slot signet for Elite abilities cooldown (generic or weapon specific)
Neck and Finger slot signets for Power and Basic abilities respectively (generic or weapon specific)
Anything above that is just adding circumstantial effects that can be useful but shouldn’t be required.
Healing offhand options:
There are really just two options here - you either run shotgun offhand to provide Opening Shot buff and cleanse with Clean Up, or, if you’re using AR to heal you will be forced to have a healing weapon offhand on some bosses just to have access to healing. What kind of Shotgun you have in offhand doesn’t matter, two shotguns that would have any measurable (not noticeable) effect are The Redeemer (for buffing the group) and Ifrithian Despoiler (for buffing own crit power) and the only affix that does anything in offhand is Alacrity, as it allows you to move faster (provided you don’t already have alacrity in your mainhand)
What Supporting Agents should I use for healing?
For a full agent listing and where they come from check this table
Since the largest part of your healing is done via basic you want at least one +28% basic damage / 325 Healing Rating Agent, and your mainhand weapon +7% / 150 Crit Power agent. 3rd agent can be another 28% / 490 HP basic agent, or +8% power / 325 Healing Rating agent, or +20% elite / 325 Healing Rating agent, up to personal preference.
For Blood +7% / 150 CP agent comes from South Africa achivement, but Fist equivalent is only available from Agent Booster packs so a 2nd best option of +7% Fist damage / 490 HP is a solid choice.
Healing Builds:
Healing builds for Fist / Shotgun:
Healing Elite option for maximum healing:
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Potential adjustments include:
Replacing Overgrowth passive that gives you a stronger group heal with Second Wind passive that gives you more energy when you exit Invigorating Wrath. Second wind is more useful if you use Wrath more often, Overgrowth is useful if you rely more on group heal. Either is preference.
On bosses that don’t require cleansing you can replace Clean Up with Wild Surge fist ability to slow the adds and help the tank and dps. Alternatively replace it with Savagery to buff a single dps’s damage even further.
Replace Clean Up with Renewal (and, optionally, Overgrowth passive with Recuperate passive) for a higher single target heal - usually unnecessary.
Bombardment Elite for applying Expose:
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Same options apply to this build as the above one. On Darkness War dungeon boss #6 Combat Reload passive stops working, so if you desire to continue using Bombardment you should replace one of your shotgun abilities with Shell Salvage and replace Combat Reload with Salvage Expert
Healing Builds for Blood / Shotgun:
Healing Elite option for maximum healing:
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Potential adjustments include:
Since Blood doesn’t really have a way to CC enemies or Buff DPS there aren’t as many options you have here.
Replace Clean Up on bosses you don’t need an extra cleanse on with Sanctuary and replace Crimson Pulse passive with Haematopoiesis passive.
Replace Rites of Refuge or Absolution with Crimson Pulse if you don’t get Crimson Pulse from Lost Tome of Lies or if you think getting an extra Heal over Time is more valuable than making your group heals stronger.
Keep in mind that if you do not include Absolution passive, if you select yourself as defensive target, you will be stealing half the healing from the lowest % hp target, due to self damage from Martyrdom.
Bombardment Elite for applying Expose:
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Same adjustments as the build above, and same adjustment as described in Fist Bombardment build for final boss of Darkness War dungeon.
Healing Builds for Assault Rifle
Let me preface this by saying that I would not recommend using AR for healing over either of the other two options, but if you have dps signets for AR and have to heal something or if you just want to try something new here are some builds. They are not as good as the ones above but they should still work for everything.
Assault Rifle with Shotgun:
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Assault Rifle build with Shotgun offhand for cleansing / providing Opening Shot buff. Replace Anima Suffusion Elite and its passive with Bombardment Elite and Combat Reload passive if you have to apply Expose.
Assault Rifle with Shogun with Essence Grenades:
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Slightly different variant with a grenade that applies debilitate to reduce enemy damage output.
Build contributed by Dr-Levsky
Assault Rifle with Fist:
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Build variant with Fist offhand for situations when you can’t do group heal with AR due to being unable to hit the target, or Assault Rifle group heal being unable to outheal reflect dmg that dps smack themselves with.
Assault Rifle with Blood:
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Build variant with Blood offhand for situations when you can’t do group heal with AR due to being unable to hit the target, or Assault Rifle group heal being unable to outheal reflect dmg that dps smack themselves with.
Gadget Options:
Concentrated Anima Jet - Best healing gadget and a default choice unless you need something else on a particular fight
Purification Drone Model UW-0 - Extra cleanse, useful when you need an extra cleanse, and is required for the solo cleansing of the final boss in Hell Raised Dungeon.
Compact Catastrophe Shelter - AoE protection buff for everyone that stands in it, useful in Darkness War dungeon to mitigate damage dps take from add death hits or shield the tank, provided you can place it on them. Also useful for saving people (including yourself) who just can’t stay behind the rock on the final boss of Polaris Dungeon.
Electrogravitic Attractor / Mistress’s Bashosen - Impair gadgets - useful when there’s something to impair, like crawling adds on Hell Raised boss #5 or to knock down adds (with Bashosen) that would otherwise melee you to death on Polaris boss #5 or Darkness War boss #6
Electromagnetic Destabilizer - Extra purge if you need one.
Fey Line Stone - Can be useful to position yourself but largely useless.
Manticore Agitator - When you’re just tired of your tank’s shit.