Dungeon Zerk healer?
Optimal is max dps. If a 10,8k health thief fails he dies. U can´t help them be healing them. But u can help them by making their enemys red bars going down.
Optimal is max dps. If a 10,8k health thief fails he dies. U can´t help them be healing them. But u can help them by making their enemys red bars going down.
Not true! My main was a pure DPS thief and let me tell you I’ve been saved by engis many times.
The build looks fairly high damage already but 30 points in inventions is not needed to achieve godly healing status. You could probably manage to go a little more DPS and still heal a ton. The healing turret on a full zerker engi is like an additional self heal to party members on it’s own.
There are some support options which are useful, but their placement often means you can’t pick them up (example Elixir-Infused Bombs, which would be awesome in an otherwise pure zerker spec).
Don’t underestimate the team healing power of Healing Turret + EG’s Super Elixir.
Even untraited you’ll have 50% uptime on your Super Elixir. And your Healing Turret can be placed, overcharged, blasted with Acid Bomb (EG #4), and then detonated for some impressive group healing and condition cleansing. You can spec full zerker and still pull this combo off every 20s. All that, and without having to spec 30pts into Inventions.
[TTBH] [HATE], Yak’s Bend(NA)