Home > Champions Online > Heroic Healing – Stop that healer!

Heroic Healing – Stop that healer!

Charging Haymaker

Charging Haymaker

Beta gave me the impression that healers are powerful and I still have that feeling during Retail. So I will discuss a few methods to counter healers. Of course, there’s a counter for those tactics as well. Generally, healers are rare in MMORPG’s, but in Champions Online most characters will end up with some kind of healing power. The current flavor of the month seems to be Mindful Reinforcement from the Telepathy framework. It’s a shield and a heal combined that’s very strong at ranks 2 and 3.

The following tricks work well:

  • Holds
  • Knockbacks/Pulls
  • Separation
  • AOE
  • Heal reduction

Actually, the biggest item stopping healers at the moment is that they are not rewarded fairly for their effort compared to damage dealers. My own healer is not really shelved, but leveling rather slowly for that reason.


The healer will have to break out of the hold before he can continue healing again. As pure healers will probably not have Strength or Ego superstatted, hold should be fairly effective on them. Either use the hold period to kill the healer or kill the one he’s healing. Holds have to be charged to get a decent strength on them so try to charge them out of the healer’s direct line of sight


  • use crafted/questing gear which reduces hold time.
  • move away during the charge
  • block during the charge if you expect to be attacked.
  • holds are not affecting Swinging characters. I assume this is a bug.


Haymaker hits

Haymaker hits

It is not possible to heal during a knockback/pull. While these effects will generally last shorter than pure holds, they’re a good interrupt. Also, while Holds have to be charged to become powerful, knockbacks and pulls can be done instantaneously. Knockbacks and pulls are also great to separate the healer from the team. Having the opponent land into a hazard like lava (UTC Fire Temple) or near NPC’s/turrets (Stronghold) is a bonus and possibly even fatal. Also, fall damage itself is significant.


  • use crafted/questing gear which reduces hold times.
  • keep away from characters using knockback/pulls
  • you will not take fall damage while flying


A healer can only keep a team alive if they’re in his range. An organised team will keep close to their healer, but pick-up groups can often be lured away. Long, charged knockbacks are great to remove one member of the team.


  • be aware of the location of the healer/team at all times
  • put a shield like Mindful Reinforcement on the target before he goes of out range


Single target healing is very strong, but AOE is not that great. If it is not possible separate the opponents from each other, the use of AOE may overtax the healer. AOE that has a secondary fear/disable effect is especially effective.


  • AOE zones are smaller than healing range. Warn the team not to clump up too much.
  • 3D movement works as well as 2D movement to avoid AOE’s.

Heal reduction

Unspecting Dummy...

Unsuspecting Dummy...

Haymaker, an ability from the Might framework has the advantage Nullifying Punch which temporarily shuts down healing over time effects and causes all incoming heals to be 50% less effective. This ability hurts both the healer as well as the one being hurt.


  • go to the Powerhouse/use an alt to see the animation. If someone is hitting like that, either avoid them, crowd control them or make sure you team focuses them. Or look at the pictures accompanying this post.

Wrapping up

While healers are powerful, there a plenty of counters. The greatest of those I did not mention, because it is a real no-brainer: team-work.

In solo PvP everyone needs a heal. Check all the frameworks even if healing does not seem to be fitting in your concept, there’s probably one with the right flavor.

...gets to fly.

...gets to fly.

  1. razsk
    September 28, 2009 at 2:27 pm

    Very throughout analysis. It is theorycrafting like this we need to better understand the game concepts of this new MMO.

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