Advanced PvE Healer Build
Overview
In this advanced healer build, we’re steering away from the traditional path to embrace a strategy perfect for speedrunning with a cohesive premade team. By reallocating points from FOC and CON into INT, this build prioritises enhancing your Void Blade’s damage output without completely abandoning your healing duties. This shift means you’ll contribute more significantly to the team’s damage output while maintaining essential healing support. It’s a nuanced approach that requires adept skill management and situational awareness, making you a versatile and invaluable team member.
Adopting this build involves a deliberate trade-off, sacrificing some durability and healing potency for increased damage. It’s designed for those who enjoy an active role in both the team’s DPS as well as being responsible for keeping your team alive and dealing damage, offering a fresh perspective on the healer’s role in group dynamics. While this build might push you out of your comfort zone, it promises a rewarding experience for those willing to master its complexities. Perfect for organised groups looking to optimise their expedition runs.
If you want the super quick TL&DR:
TL&DR (click to expand)
Weapons:
- Lifestaff ( Blessed + FSG + Ref Move )
- Void Gauntlet ( Keen + Vicious + Attunement )
Armor:
- Light Loadout ( Attuned Leather Pants )
- 4 x Enchanted Ward
- 4 x Refreshing
- 5 x Health
- 1 x Keen Beacon
- 1 x Voracious Blade
Jewellery:
- Amulet ( Health + Empowered + Protection )
- Ring ( Hearty + Sacred + Keen Awareness )
- Earring ( Healthy Toast + Refreshing + Empowering Toast )
Heartrune:
- Stalwart Heartrune of Stoneform
- Stats:
- STR - 25
- DEX - 25
- INT - 250
- FOC - 332
- CON - 63
Gear
- Enchanted ward: -4% damage from light and heavy attacks.
- Keen Beacon: When Beacon heals a player, they gain 6.69% critical chance for 6s.
- Health: +2.4% max health.
- Enchanted ward: -4% damage from light and heavy attacks.
- Refreshing: Reduce max cooldowns by 4.01%.
- Health: +2.4% max health.
- Enchanted ward: -4% damage from light and heavy attacks.
- Voracious Blade: While below 50% Health, heal for 34% of the damage dealt by Void Blade.
- Health: +2.4% max health.
- Elemental Aversion: Receive 4.5% less damage from ranged, elemental attacks.
- Refreshing: Reduce max cooldowns by 4.01%.
- Health: +2.4% max health.
- Enchanted ward: -4% damage from light and heavy attacks.
- Refreshing: Reduce max cooldowns by 4.01%.
- Health: +2.4% max health.
- Void Protection: Receive 14.99% less Void damage.
- Empowered: Empower you apply lasts 33.91% longer.
- Health: +7% max health.
- Keen Awareness: +6.99% critical chance.
- Sacred: +9.55% outgoing healing efficiency.
- Hearty: +10% max Stamina.
- Refreshing Toast: Consumable cooldown 10% faster.
- Refreshing: Reduce max cooldowns by 4%.
- Empowering Toast: On Potion Drink: Gain 10% Empower for 8s (10s cooldown).
- Blessed: +12% outgoing healing efficiency.
- Fortifying Sacred Ground: Allies healed by Sacred Ground gain Fortify, increasing armor by 10.64% for 5s.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
- Keen: +6.99% critical chance.
- Vicious: +6.99% critical damage.
- Arboreal Attunement: Attacks deal +14% weapon damage as Nature (1.5s cooldown. Does not trigger off persistent damage or DoT effects).
Perk Choices
Firstly, we’ve chosen to go with the light loadout for the +30% healing output bonus as well as the 15% bonus base damage. It is true that we are going to take more damage as a result but this is an advanced guide and we expect that you know how to avoid mechanics and are willing to push the envelope.
The first required perk to get is always going to be Enchanted Ward. The reason for this is that thanks to the amazing work of Ginie at nw-buddy we know the majority of the attacks mobs do are counted as either a light or heavy attack and very few are counted as ranged + magical which is what is required for Elemental Aversion to apply.
For our choice of armor artifact we have chosen to go with Attuned Leather Pants. The reason for this is that it lets us hit Attribute Threshold Bonuses (ATBs) that we wouldn’t be able to hit otherwise. The +5% light attack damage from 25 STR, the +5% crit chance from 25 DEX are very nice to have when you’re focusing on doing as much damage as you can while still providing the healing your team needs.
For the ring, you could swap Keen Awareness for Leeching if you wanted to but having the extra crit chance is very useful for the Void Gauntlet.
There are some specific times (Genesis Soldiers + Forge) where you will want to have Nullifying Oblivion on a piece of armour. In genesis when the soldier reaches up, makes a noise and then turns black, that is an empower that can be stripped using Nullifying Oblivion. Make sure to make it the same stat that you put your magnify points into so that you can swap it out with the azoth chest and won’t have to respec!
- Enchanted ward: -4% damage from light and heavy attacks.
- Nullifying Oblivion: When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10.45%.
- Health: +2.4% max health.
Fortifying Sacred Ground is put on the weapon as it will apply the effect when people first enter but would then require people to exit the sacred and go back in for it to reapply which isn’t something that happens a lot. This would also require you to have the life staff out which we’re trying to avoid having to do too often.
Gems
For M3’s specifically you should always be using the mutation specific gem as per the table below. This also applies to the protection on your amulet. You should have 63% protection from the element. While there is a 50% cap, gems and the amulet protection will actually let you exceed this cap.
Mutation | Gem | Amulet Protection |
---|---|---|
Hellfire | Ruby | Flame Protection |
Icebound | Aquamarine | Frozen Protection |
Eternal | Amytheist | Void Protection |
Overgrown | Amber | Nature Protection |
There will be situations where you will want to swap sets to another protection for specific bosses because they don’t get the split damage from the mutation. That is outside the scope of this guide but we will have guides for each expedition coming out soon.
Life Staff
You will always use a Diamond in the life staff. You can, at the moment, put the Diamond in a Runeglass case because there is a bug where the runeglass case isn’t reducing the healing like it should be. Just be sure not to overlap the runeglass case element with your teammates if you can help it. Putting the Diamond in a runeglass case will help charge your heartrune faster.
The perks won’t change on your lifestaff but there are a couple of different lifestaff’s you can get.
- Blessed: +12% outgoing healing efficiency.
- Fortifying Sacred Ground: Allies healed by Sacred Ground gain Fortify, increasing armor by 10.64% for 5s.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
- Blessed: +12% outgoing healing efficiency.
- Fortifying Sacred Ground: Allies healed by Sacred Ground gain Fortify, increasing armor by 10.64% for 5s.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
- Blessed: +12% outgoing healing efficiency.
- Fortifying Sacred Ground: Allies healed by Sacred Ground gain Fortify, increasing armor by 10.64% for 5s.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
Void Gauntlet
The Void Gauntlet choice in the gearset above is just a basic example. You would want to swap the attunement type for the different mob weaknesses depending on which expedition you are doing as per the table below.
- Ignited IV: Convert 50% of damage dealt to Fire. If INT is higher, replace weapon scaling with INT, but at 75% scaling.
- Keen: +6.99% critical chance.
- Vicious: +6.99% critical damage.
- Flame Attunement: Attacks deal +14% weapon damage as Fire (1.5s cooldown. Does not trigger off persistent damage or DoT effects).
- Empowered IV: Convert 50% of damage dealt to Arcane. If FOC is higher, replace weapon scaling with FOC, but at 75% scaling.
- Keen: +6.99% critical chance.
- Vicious: +6.99% critical damage.
- Arboreal Attunement: Attacks deal +14% weapon damage as Nature (1.5s cooldown. Does not trigger off persistent damage or DoT effects).
- Arboreal IV: Convert 50% of damage dealt to Nature. If FOC is higher, replace weapon scaling with FOC, but at 65% scaling.
- Keen: +6.99% critical chance.
- Vicious: +6.99% critical damage.
- Arboreal Attunement: Attacks deal +14% weapon damage as Nature (1.5s cooldown. Does not trigger off persistent damage or DoT effects).
- Rally IV: +15% damage and outgoing healing while at full Health.
- Keen: +6.99% critical chance.
- Vicious: +6.99% critical damage.
- Abyssal Attunement: Attacks deal +14% weapon damage as Void (1.5s cooldown. Does not trigger off persistent damage or DoT effects).
For Overgrown mutations specifically, you want to have Putrefying Scream as a minimum on your VG and Plagued Crits is a bonus. My suggestion would be to run Hades’ Fury and add Plagued Crits. The disease is also required for Heru in Ennead and Greundgul the Regent in Starstone so that when they do their respawn mechanic, they respawn with less health.
The BiS VG would swap Keen for Vicious but there is no way to farm it so it would have to be a random drop or you would need to craft it.
- Putrefying Scream: Petrifying Scream inflicts Disease on hit, reducing the target's incoming healing by 42.73% and outgoing healing by 21.36% for 8s.
- Keen: +6.99% critical chance.
- Plagued Crits: Critical strikes against targets inflict Disease for 6s, reducing healing effectiveness on the target by 26.36% and outgoing healing by 13.18%.
- Putrefying Scream: Petrifying Scream inflicts Disease on hit, reducing the target's incoming healing by 42.73% and outgoing healing by 21.36% for 8s.
- Vicious: +6.99% critical damage.
- Plagued Crits: Critical strikes against targets inflict Disease for 6s, reducing healing effectiveness on the target by 26.36% and outgoing healing by 13.18%.
Heartrunes
There are a couple of options that mostly come down to personal/team preference.
Stoneform
Stoneform is a great heartrune for fire mutations and getting used to running lower CON/FOC. Pop it just before you hear the explosions happen and while you might take some damage, you won’t be knocked down as you are CC immune for 5 seconds. Lastly, the heal over time (HOT) can also come in handy to keep you topped up during a fight. This rune doesn’t cancel your void blade.
Detonate
Detonate is great for advanced speedrunning where you really want to maximise your damage and you understand all of the mechanics in the expedition. This rune doesn’t cancel your void blade.
Vines
Vines is a great heartrune if you’missing the CC from scream. It gives some extra rend and weaken as well. The only things to watch out for are that you don’t vines before the mobs are clumped and that it does cancel your void blade.
Bile
Bile is nice for the additional healing and in nature weeks also some extra disease. This rune does cancel your void blade.
Fire Storm
Fire Storm is a very niche pick. It is useful in Ennead to clear the burn stacks from Apnu if you have chosen to fight in the fire and also in the SandWurm if you’ve chosen to fight in the acid. It does provide some utility and a small empower for your team and also a weaken on the enemy. This rune does cancel your void blade.
Bile Bomb: Spit out a glob of corrosive bile that creates a 3.5m radius disease cloud on impact that lingers for 3s. Enemies that enter the cloud are afflicted with a debuff that deals 100% heartrune damage per second and reduces healing by 30% for 8s. Cloud sticks to enemies on direct hits.
- Crippling Bile: Inflicts Slow on hit, reducing the target's movement speed by 20% for 3s.
- Mending Bile: Players who hit the afflicted targets are healed for 20% of the damage they deal. Reduce healing reduction by 15% and DoT is removed.
Stoneform: Harden yourself with layers of stone, cleansing all crowd control debuffs and granting immunity to both stagger and crowd control debuffs for 5s.
- Fortifying Form: Gain Fortify on activation, increasing armor by 10% for 5s.
- Mending Form: Heal for 75% Heartrune damage per second while active. Reduce outgoing damage by 20%.
Detonate: Charge yourself with explosive energy for 3s and then detonate, dealing 100% heartrune damage within a 5m radius.
- Accelerating Charge: +30% movement speed while charging.
- Escalating Explosion: +20% Explosion damage. Gain Rend while charging, reducing your armor by 50%.
Grasping Vines: Summon vines around you that deal 100% heartrune damage and root enemies within a 4m radius for 3s.
- Enfeebling Vines: Inflicts Weaken on hit, reducing the target's damage by 20% for 8s.
- Rending Vines: Inflicts Rend on hit, reducing the target's armor by 20% for 5s. Reduce your Stamina regeneration by 50% for 5s.
Fire Storm: Send out a 2m radius tornado of fire that travels up to 17m along unhampered terrain dealing 100% heartrune damage and inflicting burn to all targets hit. The burn deals 30% heartrune damage per second every second for 6s. Allies inside Fire Storm gain 10% empower for 6s.
- Enfeebling Storm: Inflict Weaken on hit, reducing the target's damage by 15% for 8s.
- Cleansing Storm: Fire Storm cleanses all DoT effects from allies it passes through. Reduce Burn damage by 15% of Heartrune damage.
Stats
The stat values should be considered a base to work from and as you and your team get more confident with the build you can drop FOC and CON and put more into INT, aiming to get to 350 INT.
- We always go 200 INT for the mana on crit passive as well as the extra damage for the VG.
- We use 25 STR for the extra base damage on light attacks. We don’t heavy attack so no point going for 50 STR.
- We spec 25 DEX for the extra crit chance which is awesome on the VG since it also helps with damage and CDR.
Make sure that you’re putting your Magnify points into INT if you have the same setup as detailed above.
You can hover over the breakpoints to see the ATBs.
Weapon Builds
You can hover over the skills and passives to see the details.
life Staff
Void Gauntlet
Void Blade, Oblivion, and Orb of Decay are used for normal mobs. On bosses, swap Orb of Decay for Essence Rupture.
On Overgrown mutation weeks, or when you need to cheese the respawn mechanics in Ennead and Starstone, you'll want to run scream over Orb of Decay.
Ability Usage
As a healer it is important for you to wait for your tank to be (or almost be) in position before you start casting your abilities. The reason for this is that healing causes a lot of threat and if you cast your abilities too early, you might stop mobs from getting taunted. You can use this to your advantage though by casting your healing just before your tank is going to taunt which will put their threat even higher and it will be slightly harder for your DPS to take the aggro away from the tank.
- Tank gets into position.
- Cast Sacred on tank
- Cast beacon on DPS
- Cast Orb on tank
- Light attack twice
- Swap to VG
- Oblivion
- Orb of Decay
- Void Blade
- Oblivion
- Swap to LS
- Light attack twice
You should now have your Sacred Ground off cooldown and can go through the rotation again.
This build also benefits from having Empowering Toast. You’ll see on the nw-buddy build linked at the top of this page that I have put focus pots on the bar. This is so that we can proc the empowering toast more often keeping ourselves at the empowerment cap.
FAQ
Rupture
Q: Why do you only take one point in rupture?
A: Adding the second point into rupture adds an internal cooldown to the leeching effect. In my testing I have found that your rapier player will heal a lot less on average because of that.
Details
Condition | Total HP | Starting HP | Ending HP | Heal | Heal % Total HP |
---|---|---|---|---|---|
Just Leeching Flurry | 10973 | 2210 | 5365 | 3155 | 28.75% |
Just Leeching Flurry | 10973 | 2783 | 6528 | 3745 | 34.13% |
Just Leeching Flurry | 10973 | 4652 | 7396 | 2744 | 25.01% |
Just Leeching Flurry | 10973 | 4440 | 7540 | 3100 | 28.25% |
Just Leeching Flurry | 10973 | 3216 | 6428 | 3212 | 29.27% |
Just Leeching Flurry | 10973 | 4050 | 7119 | 3069 | 27.97% |
Leeching Flurry + 2 Point Rupture | 10973 | 2103 | 5271 | 3168 | 28.87% |
Leeching Flurry + 2 Point Rupture | 10973 | 3099 | 6943 | 3844 | 35.03% |
Leeching Flurry + 2 Point Rupture | 10973 | 5087 | 9613 | 4526 | 41.25% |
Leeching Flurry + 1 Point Rupture | 10973 | 1292 | 7710 | 6418 | 58.49% |
Leeching Flurry + 1 Point Rupture | 10973 | 4477 | 9011 | 4534 | 41.32% |
Leeching Flurry + 1 Point Rupture | 10973 | 4167 | 7559 | 3392 | 30.91% |
Leeching Flurry + 1 Point Rupture | 10973 | 4167 | 9084 | 4917 | 44.81% |
The above testing was done against Fetidfang Ursine
Conclusion
Condition | Average % Heal of Max HP | Average Heal Amount |
---|---|---|
Just Leeching Flurry | 28.9% | 3170.83 |
Leeching Flurry + 1 Point Rupture | 43.88% | 4815.25 |
Leeching Flurry + 2 Point Rupture | 35.05 % | 3846 |
Testing Video
Summary
I hope this rundown helps you navigate the nuances of this advanced healer build. Your feedback is invaluable to us, so don’t hesitate to drop your thoughts either on Discord or shoot me an email at feedback <@> 5con.club . Whether it’s a thumbs up or suggestions for improvement, I’m all ears!
I would also like to shout-out to Juan (Jaun5437 on discord) for reviewing this build. You can find him on Youtube.
Changelog
Changelog
Date | Change | |
---|---|---|
2024-03-31 | Initial release | |
2024-04-01 | Added nullifying oblivion for Genesis + Forge. | |
Added Rupture FAQ. |