User:Ariaandkia/Trinity Pure Healer Build

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Overview
Pre-notes:  This is a specialized build requiring a Orokin Reactor and 5~7 Forma.

This build will not be attacking with weapons as much as certain other builds and should only be played by people who want to focus on healing the party.

This build has a few weaknesses: Fire, poison, stalker, energy drain missions, allies (the same people you are healing). Fire and poison can break your defenses when you are weak. The stalker can debuff you and instant kill you.

This build focuses on maximizing energy efficiency to allow for continuous casting of powers.

Polarization
Aura Slot:

Replace one: with

Add two (Choice of replacing a  depending on setup.)

Optional: Consider in adding a and/or another

Helmet
Aura Helmet +25% power duration, -5% health.

Aura Mod
Energy Siphon. You NEED this mod for this build. If possible, you want 3-4 party members with Energy Siphon. This build was designed for 3 Energy Siphons as it uses up energy constantly.

Ability Mods
Energy Vampire: Rank 3 (7 cost). You will likely only get 1-2 pulses each time, however, you still want to get it at max rank in order to recover the party's energy more efficiently (you are counting on the enemy dying before pulse 3).

Blessing: Rank 3 (13 cost). You will be casting this every chance you have. This heals the party and gives them a massive shield against damage.

Link (optional): Rank 0 to 3 (6-9 cost). You will be casting this before blessing to let you have an easy way to tell when you need to use blessing. This also helps prevent knockdowns, staggers, etc. which increases your ability to keep the party alive.

You can take out link in order to reduce the overall cost and to put in more survivability mods (specifically Vitality and Vigor), but you will need to be more careful with your blessing duration's end (The duration's end may be less noticeable without link's audio and visual effect).

(Optional)
Two of these optionals can be chosen.

Stretch: : Rank 5 (Cost 9) +45% range OR Vitality

Vitality: : Rank 10 (Cost 12) +440% health OR Stretch

Focus: : Rank 5 (Cost 11) +30% Power Strength

Stretch increases range, thus enabling your allies to get more out of Energy Vampire. Vitality makes it easier to survive. Focus gives you more out of energy vampire.

Bar Polarity mods
Constitution: Rank 3 (Cost 13) +28% duration, +40% knockdown recovery.

Streamline: Rank 4 (Cost 8) +25% energy efficiency.

Fleeting Expertise: rank 4 (Cost 10) +50% energy efficiency, -50% duration.

D Polarity mods
Narrow Minded: Rank 7-10 (Cost 13-16) +72%-99% duration, -48%~66% range.

V Polarity mods
Continuity: Rank 5 (Cost 9) +30% duration.

Power bonuses assuming Stretch and Focus
Duration: +105% ~ +132%

Efficiency: +75%

Range: -3% ~ -21%

Power +30%

This makes blessing last 20.5~23.2 seconds and cost 25 energy. With energy siphon, you recover 12 Energy (with one Energy Siphon) in 20 seconds.

This makes Energy Vampire recover 32.5 energy per pulse and cost 12.5 energy for a personal gain of 20 energy on the first pulse. The pulse range will be fairly short, however, at 19.75~24.25 range. Energy Vampire will last 18.45~20.88 seconds.

This makes link cost 18.75 energy per pulse and have 15.8~19.4 range.

Without polarities
7+13+6+9+13+13+8+10+7+8+10+11+9=124 Cost +6=130 Cost

-5 (Energy Siphon Aura mod)=  119~125 Cost

With full polarities
4+7+3+5+7+7+4+5+4+4+5+6+5=66 Cost +3=69 Cost -14 (Energy Siphon Aura Mod)=52~55 Cost

Usage Notes
You need to take the first part of any mission slow, using energy vampire to gather energy until you can tell how your team attacks (granted, some teams will specifically go after those you use energy vampire on even if you explain to them how it works).

Once you have full energy, cast link and then blessing. Link has a few bonus effects such as being able to walk through laser doors, finding enemies, and damaging enemies.

Now, you can fight normally, using energy vampire whenever possible and casting link and blessing whenever they run out.

Tips
Energy Vampire stuns an enemy AND deals percentage damage. By using this on a boss early on, you can drain a boss's health quickly (it may or may not stun the boss) You can also use energy vampire on especially violent enemies such as disruptors (with additional delay, even if you are hit, you can still get pulses after the disruption wears off). This also allows for delaying a defense mission in order to allow a heavily damaged cryopod to regenerate.

Use energy vampire on tough enemies that the party won't kill quickly or further enemies that the party won't reach as soon in order to maximize pulses.

With a party that knows what they are doing, you can aim at closer enemies, thus giving the party more energy to use abilities.

With 3-4 energy siphons, you can constantly cast blessing without energy vampire (if you do not cast link). This enables more offensive play.