TALENTS (this is the spec I am probably working toward
Talentswise, once I started actually playing, seemed pretty straightforward, but here's what I've taken/am taking and what I'm skipping:Cell Capacitor
Makes your regen cooldown regen even more. Definitely worth taking.Quick Thinking
Lowers the casting time of your main healing spell, and lowers the cooldown on another. There is no reason not to take this.Field Training
- yes, eventually
6% crit is 6% crit, and this talent is needed to get to First Responder, but I found other talents in the early tiers more immediately helpful while leveling. Definitely take this, but others are a bigger priority.
Increases the healing done by MP and AMP and makes MP generate CSC stacks. Core Combat Medic talent.Steady Hands
Initially I was like "Meh, pushback protection and threat reduction won't be THAT important while leveling," but aggro can be everywhere with baby tanks and people just learning their classes, so I'd go ahead and put points in this pretty early.Supercharge Cells
Core Commando talent, important for regen and healing power. Put your point in this pretty much as soon as you get to the second tier of talents.First Responder
- yes, eventually
Crit heals give bonus alacrity. This talent is nice, but others take priority while leveling. Come back and pick this one up when you're higher level.
This lowers the cost on some of your big CC/stun abilities. This sounds like a great PvP talent, and even a talent that might be really nice on certain fights, but I found other talents I preferred to put my points in.Kolto Bomb
Your AoE heal, and has lots of modifications to it available from other talents. And you need to take this to get to Kolto Residue.Kolto Residue
Makes your Kolto Bomb targets take 5% extra healing. Nice in groups where you're the only healer, and probably works really well when coordinated with other healers in a raid environment.Combat Shield
This makes your DR cooldown provide interrupt and pushback protection. I can imagine fights where this would be useful, but I haven't seen anything like it yet. This seems like more of a PvP talent.
-Treated Wound Dressings
Pure DR talent. Might be useful on hardmode fights and very much so in PvP, but I'd skip it for a pure throughput build.Field Triage
AMP reduces cost of MP. This talent is awesome.Med Zone
Increases the healing you take when you're using your DR cooldown. Sounds nice for PvP or hardmodes, but again, you probably have to skip it for throughput builds.
Gives AMP a HoT effect. core talent.Armor Screen
- yes (optional?)
Requires 2/2 Preventative Medicine; PM gives 10% armor buff. I'm not sure what all damage armor prevents, but this sounds like a strong tank healing talent.Trauma Probe
Earth Shield! In! SPAAAAACE! This seems like a core talent.Psych Aid
- yes, probably
This lets you dispel mental debuffs. I looked at the other healing trees and it looks like all healing specs can dispel mental debuffs or spec into dispelling mental, which makes it pretty similar to magic debuffs in WoW, and means a lot of fights with dispel mechanics will probably be built around dispelling mental debuffs. I could see skipping this for another talent in a 16m raid after discussion with your healing team (other healing specs seem to have a healing component to their dispel while Field Aid does not), but for 4m and 8m content, you should probably have this one.
- yes, although you could maybe justify going 3/5 or 4/5 in it
This increases your crit heals heal for 165% up from 150%. If you really wanted some of those survivability talents from earlier, you could probably drop to 4/5 or 3/5 in this, but personally, I went for throughput in my sample spec and went 5/5.
I haven't gotten this yet to see exactly how much it heals for, but looks like a biggish instant heal.
In the other trees, I think the following are your best bets:
: 9% Aim is 9% AimAdvanced Tech
: 2% healing is 2% healing. (also increases your healing received by 2%)Havoc Rounds
: Increases Kolto Bomb healing by 20%Special Munitions
: CSC gives 3% crit
Steadied Aim looked like it might have some very minimal utility, but I probably wouldn't put a point there.
Assault Specialist:Weapon Calibrations
: Never say no to free alacrityTarget Lock
may be useful on fights with tight enrage timers where healers need to help with DPS A LOT, but I skipped it in the spec I've been working off of.
Parallactic Combat Stims looks like a nice ability for PvP, but probably won't be useful in PvE much, and there's too much good stuff in the Gunnery tree to go into the second tier of Assault, imo.