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[[File:Healing beam.gif|thumb|440x440px|Healing a teammate does not mean you are have to see them constantly.]]
{{Infobox gadgets
The Healing Beam is a dedicated support specialization for the [[Builds|Medium build]]. It consists out of a two-handed device that emits a self-snapping beam onto an allied player within a distance of approximately 15 meters or less. The beam does constant healing to the receiver, whilst the user can stay (partially) in cover. It is notably strong with a combination of the Medium build support and the Heavy build ally.  
| name = HEALING BEAM
| quote = {{quote|text=A beam that gives health directly to another teammate}}
| image = Healing Beam.png
| build = Medium
| type = Specialization
| price = {{prices|600}}
| cooldownbar = N/A
| health = 40 per second
| maxrange = 10m<br>13m while healing
| duration = 5.5s
}}
[[File:Mov_m_healinggeam.gif|right]]
The [[Healing Beam]] is a [[Medium]] class specialization that restores health over time for any teammate it is fired at.


=== Strengths and Weaknesses ===
== Usage ==
The Healing Beam is a very strong tool to keep a team up for prolonged periods of time, its self-snapping feature and the ability to reasonably bend the heal to function around corners are also useful and very impressive. Therefore it is hard to point out its most prominent weakness and notable sacrifice. The supporting role of the Healing Beam leaves the wielder defenseless and as the beam does not sihon any healing back to the medium who uses it, it is fairly easy to disrupt this specialization by focusing on the Medium build rather than the healed player. This last fact seems to baffle many players within the community till this day. (April 2023)
 
The Healing Beam can be selected as the [[Specializations|specialization]] gadget of any [[Medium]] build loadout. The gadget (together with the [[Defibrillator]]) is specifically unavailable in [[Terminal Attack]] matches.
 
The gadget can be held like a weapon. To activate it, the user must be aiming at a teammate. Holding the primary trigger will heal them over time. If the opponent leaves gadget's range or the user's line of sight (such as by going behind a wall) for too long, the Healing Beam disconnects from them.
 
The Healing Beam has a battery charge indicated on the gadget as a cross shape that fills up as it is used. While the Healing Beam is not active, this charge reduces over time. If the display fills up completely, the gadget malfunctions and needs to cool down before healing again.
{{Control scheme|specialization=Equip [[Healing Beam]]|primary-fire=Continuous healing <small>(Hold)</small>}}
== Stats ==
=== Effects ===
The Healing Beam can be used by aiming it at another contestant on the user's team within its 13m range and sustaining fire on them. The teammate will be healed at a rate of 40 health per second. The Healing Beam will overheat after healing 220 HP without pause.
 
=== Overheat ===
The Healing Beam has a maximum overheat time of 5.5 seconds. This means that if you continuously heal a teammate (who isn't at full health), the beam will overheat after 5.5 seconds of use, regardless of the healing rate.
 
=== Properties ===
''' Gadget '''<br><br>
{{Feature icon|Targeted}} Can be activated while targeting a teammate. The teammate needs to remain within line of sight to continue healing them.
 
{{Feature icon|Battery Charge}} Uses up charge while used. Recharges over time. The Healing Beam can overheat if used to its limit, causing it to go on a cooldown.
 
{{Feature icon|Disarms User}} Forces the user to stop using their other items for an extended time to be able to use the gadget effectively.
 
{{Feature icon|Self Targeted|negative=true}} Cannot be used to heal the user.
 
<br>''' Heal Beam '''<br><br>
{{Feature icon|Support}} Applies a positive effect to teammates.
 
{{Feature icon|Interceptible|negative=true}} Can not be removed by the [[APS Turret]].
 
{{Feature icon|Damaging|negative=true}} Hitting a contestant directly with the projectile does not deal damage.
 
== Guide ==
''' Strengths '''
* The more health the user's teammates have, the more effective the Healing Beam will be. A team with at least one [[Heavy]] provides a lot of value for the Healing Beam.
* The Healing Beam is effective while defending objectives in the open, such as the platform on [[Power Shift]].
 
''' Weaknesses '''
* The wielder is defenseless while using the [[Healing Beam]] and cannot retaliate. A way of countering strategies that involve the Healing Beam is to focus the Healing Beam user.
 
== Item Mastery ==
Item mastery XP for the Healing Beam can be earned by healing teammates.
 
Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.
{| class="wikitable"
|-
|colspan="2" |'''<center>XP Breakdown</center>'''
|-
!Source !!XP Reward
|-
|Healing teammates with the Healing Beam
|0.5 × Health Restore
|}
{{Item Mastery|item=Healing Beam|levels=6|name5=Triangle Twinkle|rarity5=epic|name6=Striped Grazer|rarity6=rare}}
 
== Specialization Skins ==
<center>
<tabber>
|-|EPIC=
<gallery widths="210" heights="110" mode="nolines">
File:Healing-Beam_Anti-Cache.png|ANTI-CACHE - {{MultibuckIcon}} 1,850 (Bundle)
File:Healing-Beam_GLACIAL BLUFF.png|GLACIAL BLUFF - {{MultibuckIcon}} 1,050 (Bundle)
File:Healing-Beam_KAWAII CANDY SHOP.png|KAWAII CANDY SHOP - {{MultibuckIcon}} 1,150 (Bundle)
File:Healing-Beam_PARAMEDIC PARADIGM.png |PARAMEDIC PARADIGM - S4 BP Level 65
File:Healing-Beam_TRIANGLE TWINKLE.png|TRINGLE TWINKLE - Specialization Level 5
</gallery>
 
|-|RARE=
<gallery widths="210" heights="110" mode="nolines">
File:Healing-Beam_BROKEN BULLSEYE.png|BROKEN BULLSEYE - {{MultibuckIcon}} 100
File:Healing-Beam_CRISS-CROSS CLASH.png |CRISS-CROSS CLASH - {{MultibuckIcon}} 100
<!-- File:Healing-Beam_STRIPED GRAZER.png|STRIPED GRAZER - Specialization Level 6 -->
</gallery>
 
|-|COMMON=
<gallery widths="210" heights="110" mode="nolines">
File:Healing-Beam_DYE JOB-YELLOW.png|DYE JOB - Specialization Level 2
File:Healing-Beam_DYE JOB-BLUE.png|DYE JOB - Specialization Level 3
File:Healing-Beam_DYE JOB-RED.png|DYE JOB - Specialization Level 4
File:Healing-Beam_STANDARD ISSUE.png|STANDARD ISSUE
</gallery>
</tabber>
</center>
 
== History ==
{| class="wikitable"
!Patch !!<center>Changes</center>
|-
|[[Update:5.8.0|5.8.0]] ||
*Added a sound to indicate the target is completely healed
|-
|[[Update:4.6.0|4.6.0]] ||
*Decreased max target distance from 12m to 10m
*Decreased max healing distance from 15m to 13m
*Decreased time before we disconnect a blocked healing beam, from 1s to 0.75s
|-
|[[Update:4.0.0|4.0.0]] ||
* Decreased healing rate from 50 health per second to 40 health per second
|-
|[[Update:3.6.0|3.6.0]] ||
* Decreased the time taken until the Healing Beam can overheat from 7s to 5.5s
|}
 
[[Category:Medium Build]]
[[Category:Specialization]]

Latest revision as of 13:28, 23 March 2025

HEALING BEAM
“A beam that gives health directly to another teammate”
Profile
BuildMedium
TypeSpecialization
Price 600
Stats
CooldownN/A
Technical
Max Range10m
13m while healing
Duration5.5s
Health40 per second


The Healing Beam is a Medium class specialization that restores health over time for any teammate it is fired at.

The Healing Beam can be selected as the specialization gadget of any Medium build loadout. The gadget (together with the Defibrillator) is specifically unavailable in Terminal Attack matches.

The gadget can be held like a weapon. To activate it, the user must be aiming at a teammate. Holding the primary trigger will heal them over time. If the opponent leaves gadget's range or the user's line of sight (such as by going behind a wall) for too long, the Healing Beam disconnects from them.

The Healing Beam has a battery charge indicated on the gadget as a cross shape that fills up as it is used. While the Healing Beam is not active, this charge reduces over time. If the display fills up completely, the gadget malfunctions and needs to cool down before healing again.

Controls PC PS XBox Key
Equip Healing Beam
Q
R1
RB
Specialization
Continuous healing (Hold)
 
R2
RT
Primary fire

The Healing Beam can be used by aiming it at another contestant on the user's team within its 13m range and sustaining fire on them. The teammate will be healed at a rate of 40 health per second. The Healing Beam will overheat after healing 220 HP without pause.

The Healing Beam has a maximum overheat time of 5.5 seconds. This means that if you continuously heal a teammate (who isn't at full health), the beam will overheat after 5.5 seconds of use, regardless of the healing rate.

Gadget

Targeted — Can be activated while targeting a teammate. The teammate needs to remain within line of sight to continue healing them.

Battery Charge — Uses up charge while used. Recharges over time. The Healing Beam can overheat if used to its limit, causing it to go on a cooldown.

Disarms User — Forces the user to stop using their other items for an extended time to be able to use the gadget effectively.

No Self Targeted — Cannot be used to heal the user.


Heal Beam

Support — Applies a positive effect to teammates.

Not Interceptible — Can not be removed by the APS Turret.

Not Damaging — Hitting a contestant directly with the projectile does not deal damage.

Strengths

  • The more health the user's teammates have, the more effective the Healing Beam will be. A team with at least one Heavy provides a lot of value for the Healing Beam.
  • The Healing Beam is effective while defending objectives in the open, such as the platform on Power Shift.

Weaknesses

  • The wielder is defenseless while using the Healing Beam and cannot retaliate. A way of countering strategies that involve the Healing Beam is to focus the Healing Beam user.

Item mastery XP for the Healing Beam can be earned by healing teammates.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Healing teammates with the Healing Beam 0.5 × Health Restore
Level 1
0 XP
Healing Beam
Level 2
9,000 XP
Dye Job (Yellow)
Level 3
9,000 XP
Dye Job (Blue)
Level 4
36,000 XP
Dye Job (Red)
Level 5
54,000 XP
Triangle Twinkle
Level 6
162,000 XP
Striped Grazer


Specialization Skins

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Patch
Changes
5.8.0
  • Added a sound to indicate the target is completely healed
4.6.0
  • Decreased max target distance from 12m to 10m
  • Decreased max healing distance from 15m to 13m
  • Decreased time before we disconnect a blocked healing beam, from 1s to 0.75s
4.0.0
  • Decreased healing rate from 50 health per second to 40 health per second
3.6.0
  • Decreased the time taken until the Healing Beam can overheat from 7s to 5.5s