1. HEALING PULSE
This is his MAIN ability, and should be used in place of having to revive teammates. You ALWAYS want to heal instantly, so that you can avoid having to revive players. A non moving Phoenix (Because you’re reviving someone) is a dead Phoenix.
[left]So, unlike all other medics, and as said previously, Phoenix’s healing is something special:
It heals in a circle around him with a certain amount of height to the field as well.
It heals 100 hp on a full charge (12 second cooldown), or
It heals 20-25 on a deliberate tap (5-6 second cooldown).
It heals INSTANTLY.
A full charge takes only 1.2-1.5 ish seconds to reach; however, it costs an additional 6 seconds of cooldown. (or less if you have extra supplies!)
(this is without potent packs (30-35 on short, and 120 on full) and without extra supplies (4 and 10 second cooldowns)
Why is it important to know numbers? Well, think about it this way. In 1.5-2 seconds of charging I can heal the FULL HITPOINTS of a SKYHAMMER, with only 12 seconds of cooldown when timed correctly. And this isn’t limited to just one skyhammer, but everyone around me.
With a literal healing pulse tap, I can heal a third of a proxy’s hitpoints to everyone around me, for only a 6 second cooldown.
This is MUCH better than sawbonez’ rate at getting health packs as well, since he gets ONE for ONE person every 10 seconds.
His field allows him the option of not really having to aim, but having to simply be near his allies.
[spoiler]This is unlike Aura, who can plop it down and go do whatever, somewhat Unlike Sawbones as he can leave it where as well, and completely unlike Sparks as she can REVIVR from a distance (AND SHOULD).[/spoiler]
So, imagine the possibilities of this ability, instant health regeneration!
I said above that his cooldown is tiny, why?,
In comparison with other medics and abilities, his cooldown IS tiny, but MANY Phoenix players hold his ability down for WAY. TOO. LONG.
Charge it, and RELEASE. Do NOT hold it while getting into the perfect position unless it will be extremely worth it. This will extend his cooldown all the way to 20 full seconds!
[spoiler]Phoenix only needs about six seconds to get the FULL charge, as in 100 hp. You’ll know this because the full shape appears in his hand, and it dings. As soon as it hits this, you should be ready to release it, and in position. this will only net you a 12 second cooldown. Compared to the fact that ONE Sawbonez pack is TEN SECONDS or that ONE sticky bomb has a 6 second cooldown, his ability DOES have a tiny cooldown for it’s effectiveness.
Using his ability at all causes a 5 second cooldown. So all in all, by the time you release a FULL healing pulse, (as in 100 hp) you’ll get a small 12-14 second cooldown. [/spoiler]
“Full Pulse”
Performing a “full pulse” is very important when Phoenix himself has almost no hp, or other members of your team have no hp. However, it is not that often that Phoenix will need to fully charge his ability to completely heal his teammates. Learn how long you have to heal to heal different portions. Remember, top off your teammates, or save it when the firefight starts and they need the healing.
Using his ability efficiently:
Almost always charge with “4” and swap to weapons and fire away, the heal will go off. It is not very effective to use the ‘q’ key for your ability. Crap, sometimes you should run with your ability out instead of a knife!
You should ALWAYS charge for a little longer than a tap, unless your team really doesn’t need it and you just want to fill a few hp here and there.
USEFUL AUGMENT EFFECTS:
[spoiler]Extra Supplies: Full charge becomes 10-11 seconds. Following people causes it only to be a 15 second cooldown. Tap charge becomes a measly 4 seconds. This is almost a must have perk.
Potent Packs: Full charge heals for 120 hp, 30-35 on a tap. Also recommended.
Healing Reach: Does exactly what it says it does, extends the field of his healing. ONLY look for this if you’re bad at being in the thick of things with your team. The other two are always more useful to have.
Quickdraw: this allows him to switch between his weapons AND his ability quickly. If your team needs that quick tap in a fight, then do it!
Get Up: (not useful for healing pulse) This allows you to pick up teammates better with the defibrillator. They get an extra 30% hp upon revive.
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Also remember, it’s rare that you’ll need a FULL PULSE to heal your teammates or yourself. Charging is important though, just a tap isn’t that useful in a firefight. Especially when nades that can do 70-90 damage in an area are flying around! Try to put in at least a half-second’s worth of charge!
Extremely tactical uses of this ability are also covered under the tips and true phoenix sections.
Just you wait!
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