Healing boost , an essential attribute?

is healing boost essential ? at which percentage ?

Essential, no. Strong and often underrated, yes. Its good on sets like Jeweled Reinforced, Esgaard, or Diraqine, and items like Fallen Shoulders and Serpentine Pants, to name a few examples. Healing is also used for boosting, so health, armor, resistance. This helps with gear as I just mentioned, spells, blessings between rounds, and even columns on the board. Allowing you to completely heal off one or two columns because of the increased Healing Boost.

Its even used for a few attack spells like Summer Rain and Corrosive Armor that lower the opponent’s armor and resistance. Spells that are useful for if say you run Reflect to ensure you’ll always be able to capitalize on the reflect, by completely removing the opponent’s defenses. Very similar to Lord Ruin.

There is no right or wrong answer at what percentage to run Healing Boost. The Higher you run it, the stronger it is. Depends on how much room you have for it and how important you feel it is for your loadout. Certain loadouts can capitalize on it more than others. You have to constantly pick and choose on what abilities you feel are important to you and tweak your loadout till you feel you’ve achieved a happy medium with it. As someone who does use it though, I can tell you its very good.

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It is really dependent on the game mode and the rest of your build.

I would steer clear of healing bonus in the Citadel, it is very weak compared to the alternatives .

Savior’s Locket (neck) is a great example of a 1-item solution. You can build up a very large amount of healing in a couple of rounds, and there is no cap to the healing boost you can get.

That said, boost is not really needed since most of the heals available are sufficient for what they are needed for.

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Chiming in on both of the above posters, as they are both correct from my experiences.

Healing Boost can be very strong, and crazy so at very high amounts, as KenpoKid states. At current maximum attribute values on gear, the +30.4% boost per Healing Boost attribute, is very generous.

But, as OuttaTime asserts, what really matters is your goals, objectives, and game mode in question.

For example, one does not bring in their +XP farming set into a Difficulty XII Event dungeon.

The core problem is that there is a fixed number of attribute slots and that Healing Boost does not add to one’s offensive capabilities, nor does does it directly assist in defending against incoming attacks. The harder the content (especially past level 100), the more quickly one realizes that Healing Boost is a luxury and can actually be a liability because it occupies a slot where another attribute would be more appropriate for high difficulty content.

That said, my contribution to this thread is that if you want an efficient taste of what Healing Boost can do without sacrificing too many attribute slots, an efficient build would be this:

  • Pick any two pieces of the Esgaard Set for the Esgaard I Set Bonus for additional Healing Boost. Esgaard Shoulders are very efficient for Healing Boost, but Fallen Shoulders are better if you have them and can use the Healing Boost for the Fallen Shoulders.

  • Graft Healing Boost on those two pieces (and just those pieces).

That can ultimately get you close to double healing potential (over double with Esgaard Shoulders) without restricting your the potential of a build too much.

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It can, depending on your loadout. Tried to get tighter time-framed examples to show, but its hard to take pictures with how briefly they appear. But I think these convey the general idea.
Start of every turn (including the first, from high Healing boost and 4 Reinforced Jeweled gear pieces. Numbers will change depending on the yellow gems on the field and current power of course.

Effects of one column with a high healing bonus…

Another example of making one column with a high healing boost…

Since defense stacks, healing can become pretty oppressive pretty quickly when taking advantage of things like Barrier, Shield gems, and Blind.

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That’s true. And that’s what I meant by “nor does it directly”. I was a bit too vague there.

Healing Boost is an indirect defensive attribute. Because Armor and Resistance are not capped, you can build up outsized levels of armor and resistance to tank incoming hits easier with Healing Boost, but that doesn’t reduce the amount of incoming damage taken (that’s what Barrier and Blind does in your example).

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Just my two penneth….

Healing Boost isn’t an attribute you would add to several gear items on a single loadout like you would crit damage or power. It’s definitely worth having on at least one gear item for an Event loadout though if you’re after a consistently perfect score.

It’s not a necessity by any means, but there’s no denying that it helps.

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