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play against burst -> Healing Rite
Healing Rite gives 3 spirit power, 45 health, +2m/s sprint speed, and can be used on allies.
If you're roaming to take on camps, Healing Rite is good for the sprint and burst healing. The effect isn't interrupted by neutral camps or minions, just enemy heroes or towers.
If you want early spirit power on the vitality tree, it's the second best option.
If you want to support with a team wide heal by transitioning into Healing Nova, it's a good option.
But regen is generally better in lane, especially if you're going to be relying on your gun more.
There's also fourth option of Restorative Shot which is popular but I myself find pressured to time the hit with it, not sure if you like it. If you pull it off, it's up to 2.5 or 6.67 regen per second, depending on whether you heal off troopers or opposing hero, and it fills orange slot.
Anyway, if I'm forced to choose between Extra Regen and Healing Rite, I'd probably go for the rite, because it provides a bit of speed (important), and can be upgraded into Healing Nova later to work as more reliable heal and also help teammates. (Or sold, but same is trur for all 500s). Extra regen is good vs constant poke but then I would prefer to counterpoke (say w Headshot Booster), acquire regeneration via other items such as Monster Rounds, or just hide and heal.
My thoughts on it. Once I see someone duck into their shop nook to huff their Healing Rite cloud, I toss in a Kudzu Bomb to make them cry while my wave whacks their Guardian.
Both can be valid, HR usually gets replaced anyway bc stuff like large aoe and dot effects cancel it too easily once teamfighting is on.
Healing Rite is a worse choice if you're getting absolutely bodied, sure.
But if you're winning the lane and just want to be able to heal up while you clear a neutral so you can keep the pressure on, or if you're roughly even or even losing just a bit, you can easily find time and place to get a good heal in to help you stabilize.
It's not like the shop area is the only place you can heal, it has a back hallway anyway.
Also, minion waves come ever 25 seconds, so even with the recent nerf down to taking 20s for a full healing rite you aren't missing 3 minion waves...
Really, a missed answer is the banner trooper, which heals 40 HP each pulse.
Waves come every 25 seconds.
If you only get one heal every minion wave, that averages to 1.6 per second.
But they carry two charges with a 6 second cooldown between them, so you only need to hug one for 6 seconds for the second heal, which potentially brings the heals up to 3.2.
It's 35 seconds for them to regain a charge, so you're not healing a third time.
But still, that's a possible 80hp every wave that some people are missing out on.
Also, if you're just talking about survivability in general, there are a lot of other options.
Shields or damage mitigation to avoid needing to heal in the first place, or just extra health to make up for the lack of healing.
I mean even Extra Stamina. An extra dodge can save you from a lot of damage sometimes, and it gives a bit more extra health.