The following is my current Healing build for my Engineer along with brief explanations of why I chose various aspects of it:
-The goal of this build is to maximize healing output as much as possible while having the option to offer supplemental DPS and a few boons when healing is not needed. Healing Power is obviously your primary attribute and Condition Damage will benefit your damage from Pistol/Elixir Gun when your group is topped off. The added Toughness will offer some extra survivability from Power-based attacks. You could swap in a few pieces of Magi’s gear if you want more Vitality but the build includes plenty of condition removal so you really won’t need much.
Sigils & Runes
-Superior Sigil of Transference: A must have for maximizing your outgoing healing.
-Superior Sigil of Water: Offers a small AoE heal on a 5 second cooldown. It also scales up from your Healing Power.
-Superior Rune of the Monk: Without question. Maximum Healing Power, %10 outgoing healing from the 6 piece bonus, %15 Boon Duration for your Regens and Elixir buffs, and the self heal from 4 piece scales with Healing Power. You’ll have to run Ascalionian Catacombs for them so Superior Runes of the Water is a solid backup choice if you don’t already have the dungeon tokens.
Pistol + Shield:
-Most of the time spent in this build you will be using Med Kit and Elixir Gun. Pistol in main hand synergizes best will Elixir Gun as the traits and bonuses to condition damage and duration will apply to both weapons when healing is less of a priority.
-One could choose Pistol for offhand slot, but if your priority is healing/support the two hard CC effects from shield are ultimately superior over Pistol’s one soft CC from Glue Shot.
-Over Shield: is a nice choice for adding Protection to nearby allies to help them survive. Automated Medical Response is a good alternative. Bandage Self has a very low cooldown anyways but if you want a little extra insurance, it’s a solid choice.
-Mecha Legs: Mobility can be key to both survival and maneuvering mechanics of a fight effectively. Soothing Detonation is a solid secondary choice but it doesn’t scale overly well with healing power.
-Medical Dispersion Field: is the best choice here and can be a significant portion of your healing output. The other two traits are not worth considering for this build.
-Health Insurance: without a doubt. At time of posting Med Kit 2-5 are situational skills and a little clunky to use, but the majority of your sustained healing will be from Med Blaster and this will boost that healing significantly.
-Inversion Enzyme: All three choices for this tier are viable depending on the encounter but the extra boons from this trait will not go unwanted.
-HGH: This will grant nearby party members might when you throw elixirs on them and also procs from Elixir Gun’s tool belt skill Healing Mist as well as Super Elixir (Elixir Gun 5), making it overall the best choice.
-Chemical Rounds: A significant boost for your pistol damage.
-Pinpoint Distribution: Increases your party’s Condition Damage.
-Modified Ammunition: The damage boost can add up on elites and bosses. Since this build is healing focused, it’s also low Precision, making this the optimal choice for your support DPS.
Healing is adaptive, so while there is no TRUE rotation this will give a general idea of how the build works.
-As I mentioned, Med Kit 2-5 can be awkward and only heal 1 person per pack so most of your time healing will be spend casting Med Blaster.
-Swap into Elixir Gun for Fumigate if condition removal is needed
-Use Super Elixir for a surge of AoE healing, but make sure to swap back into Med Kit after casting so the healing pulses benefit from Med Kit’s 33% outgoing healing trait.
-Use Healing Mist as needed. (While Med Kit is equipped)
-Use Med Pack Drop on cooldown.
-Toss Elixirs on cooldown.
-Elixir U is nice not only for the Stun Break, but because the quickness can speed up Med Blaster spam, increasing its healing output.
-Elixir B can add a little boost to your support DPS but can be swapped out for Elixir C (for condition heavy fights). Elixir R and S are not terrible choices to swap in either depending on your preference.
-You can drop Supply crate as needed or save it when CC is needed. Supply Crate’s Stun + Shield 4 + 5 is three hard CC’s that can put a massive dent in a boss’ Defiance Bar.
Well, that’s pretty much it. If you’ve made it this far thank you for reading this post. I didn’t see much info in the first couple pages on this subforum so I hope this helps someone out. Feel free to comment or give feedback as needed. Happy healing!
(edited by Squee Squashington.5189)