Fighter's Guide to Electric Healing 2014 UPDATE - T6 LOAD OUT BIO SURG, BIO CAP, GALVENIZE, ARC LIGHT, FLUX, GROUP TRANSDUCER Your positioning is key!! You need be in the middle of the group but in a place that allows you to get closer to the tank then everyone else to cast Electrogenesis. Before moving away from the tank also cast bio surge. As super speed I use the double jump and go up to get back to a safe spot. Then I clip arc with bio cap to heal the tanks as needed then Galvenize as a large group heal. I also use Galvenize to put out an additional HOT after I get back to safety from casting Electrogenisis. I use Flux when tanks are taking lots of damage and when I get pulled in because I can use it while controlled. 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.