Once again we return to that special place in the adventuring party, the back row. The thin line between disaster and success, the party healer is the glue that binds a crew together. This column is a testament to everyone that puts their heart and soul into the supporting role of the online gaming world.
Last week we talked a bit about the Tabula Rasa tier 2 healing class, the Specialist. That class sets out the basics of healing in the game, using tools and the leech gun to assist the more militant members of the AFS in their duties against the Bane. This week we'll move on to the tier 3 class, the Biotechnician. Gaining another class-specific weapon and our first Logos healing power, we're faced with a number of thorny choices as to how to develop just within the powers we have available to us now.
And, as always is the case in new games, there are still a number of best practice choices still to make. The forums are still very much abuzz with the possibilities of the the healing classes. Let's see if we can work out some of the best choices for AFS healers-in-training, and we'll talk about a few issues newly introduced to TR's supporting cast. In the meantime, what do the Biotechs think? Hazmat or Bio Body Armor?