Fighter's Guide to Electric Healing UPDATE *****T5 RAID LOUDOUT***** ELETROGENISIS, BIO CAP, BIO SURGE, GALVENIZE, ARC LIGHT, INVIGERATE Rotation: Keep electrogenisis up at all times. Cast Galvanize when electrogenisis is at 9 o clock on the cool down to keep HOT up. Then use Galvanize when 3 or more need heals to prevent wipes. Use Arc lighting clipped with bio surge as your tank heal. Surge stops arcs animation time. Then use bio cap to keep up the 35% heal effect. Clip cap, surge and back to cap again as needed to keep everyone up. Everyone has different opinions, of course, but this is what I have found works best for me and what type of player I want to be. So I will give you the loadout I use and why. A big part of being a good electric healer is your positioning within your group of players. All of your heals are based on where you are standing and where everyone else is around you. This is also what makes being a good electric healer more complex then nature or sorcery. Here is the loadout I use from right to left on the menu bar in the game. Electrogenisis, Galvanize, Bio Capacitor, Bioelectric Surge, Ionic Drain, Invigerate Electrogenisis- this is your bread and butter tank heal. It is the electric healer's version of circle of protection that sorcery healers use, you know, that large red and blue circle you see on the ground under the tank. The thing with Electrogenisis is the the animation is not like circle of protection so it is harder to see who it is cast on. The animation is blue and white electricity is a small circle around the waist of whoever is gets cast on to. And you need to be next to the person you want to cast it on to. Since you need onto cast it on to your tank, that means you need to be next to him. Now this can be dangerous so you need to be careful. It will cast on to you and the closest person to you. Then it will move out from both of those people to others around them with heal over time. So if you move in and cast it on the tank, then role out, you will have heal over time on both melee and range positions. Another thing that is vital to electric healing sucess is the 35% heal factor. There are some heals that will bounce someone back to full health if their health goes below 35%. This 35% lasts for 2 minutes after the initial cast of that heal. But remember, if someones health is below 35% and they take a hit that is more then the heath they have remaining, they will die. So make sure you are still putting out a heal and don't rely only on the 35% to keep everyone up.