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Recommended Healer Buff Set (AS-MGS)

Sep 28, 2018
Recommended Healer Buff Set (AS-MGS)
  • Recommended Healer Buff Set (AS-MGS V2.0.4)

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    Healer Buff Set

    Buffs <top>
    1. (SURV) Knife
    2. (SURV) Goggles / |E| Dying Berserk*
    3. (SURV) Deflection Suit
    4. (SURV) Guardian Moustachio+
    5. (SURV) |E| Fentanyl Injector
    6. (SURV) Tenacity
    7. (SURV) |E| Advanced Morphine Injector+
    8. (SURV) Health Dispenser
    9. (SURV) Frag Grenade
    10. (SURV) |V| Electric Frag Grenade
    11. (SURV) |E| Slaying Automata+
    12. (SURV) |C| Discharger
    13. (SURV) Speedy Water
    14. (SURV) Healing Shocks+
    15. (SURV) Survival Payment
    16. (SURV) Hunting Reward

    Buff Enhancements Used
    • Guardian Recharger (Guardian Moustachio)
    • Boosted Morphine (|E| Advanced Morphine Injector)
    • Explosive Automata (|E| Slaying Automata)
    • Lingering Shocks (Healing Shocks)

    Notes <top>
    • If you have binded the Goggles Buff with the Binder item, you can swap it out for the |E| Dying Berserk Buff.

    Weapons used in this buff set
    • Any Primary Weapon (Whichever your good with)
    • Any Secondary Weapon (Whichever your good with)

    Benefits of this buff set <top>
    • Knife: Gives you 1 knife that can be used to release yourself from an SI attack once. Your knife can be used after 1 second of being pinned, by pressing ZOOM button.
    • Goggles: Obtain goggles that protect you from bile. Buff includes "Cheap Goggles" buff effect.
    • Dying Berserk: Upon taking lethal damage (except fall damage) you become spared from death for 6 seconds. Your shots consume 0 ammo, ignore enemy defenses and immunities and become immune to bad status and CC effects. You will also draw tank aggro if no-one else already is. <Piercing immunities sets all attack bonuses for that shot to zero> <✖ VS>
    • Deflection Suit: Reflect 50% of melee damage taken against infected. Against tanks and witches, reflect 25% of melee damage taken. <Damage returned won't generate Tank aggro> <✖ VS>
    • Guardian Moustachio: Gives 5 seconds of moustachio bless if lethal damage is taken. <Works only once per round>
    • Fentanyl Injector: Heals 3HP/s after receiving damage from tanks until you reach full health. Cannot be healed if poisoned or incapacitated.
    • Tenacity: +200 additional maximum HP per level above 200. You instantly die if HP reaches 0.<Health from medkits is reduced for each medkit used (100% -> 66% -> 33%)> <increases aggro from Tanks by 50%> <Max defense while equipped: 50%> <Max gain from this buff: 7,500HP><Increases damage taken from all hits by 3> <✖ VS>
    • Advanced Morphine Injector: Heals 1% missing HP every 5 seconds while not incapacitated or hanging from a ledge. Cannot be healed if poisoned. <Incompatible with Morphine Injector Buff> <✖ VS>
    • Health Dispenser: Allows you to place a special device on the floor using medikit. Nearby survivors receive +15 + 0.5% Max HP per second, cured of all bad status effects and given moustachio bless for 5 seconds. <Hold medikit and shove floor while crouching to activate> <Duration: 14 seconds> <Versus: 8HP per second, 1 second of moustachio bless, does not clear bad statuses> <Once per round>
    • Frag Grenade: Your pipe bomb will instantly detonate on collision. <Incompatible with Sticky Grenade buff>
    <top>
    • Electric Frag Grenade: Exchanges your pipe bombs for electric frag bombs. Infected caught in the explosion are stunned for 4 seconds (1 second on tanks) and become ignited. If infected was in water, electrocute him for 30 seconds. <Incompatible with other buffs that change grenade contents> <Same target can't be electrocuted again for 30 seconds> <✖ VS>
    • Slaying Automata: Allows you to deploy a turret that shoots at infected every second within 600 units, 180* arc, dealing 150 damage. <Turret can only be spawned once, but can be rotated by pressing USE> <Turret shuts down if idle for 20 seconds, anyone can press USE to wake it> <Max 3 active turrets at once, idle turrets will be removed in place of new ones> <✖ VS>
    • Discharger: Allows you to deploy a device in the ground using your defibrillator. It damages, ignites and stuns infected around. On the last tick, it defibrillates back all nearby survivors and deals more damage. <Hold defib to shove the floor while crouching to activate> <Duration: 8 seconds> <Damage: 400 every 0.5 seconds (3000 on the last tick)> <Once per round> <✖ VS>
    • Speedy Water: Increased speed while in water.
    • Healing Shocks: With a defib equipped (doesn't have to be held), regen HP every second equal to number of other survivors within 400 units, up to +10HP. Other survivors heal for 33% of your regeneration. <Can't heal while poisoned or incapacitated> <Incapacitated survivors don't count> <First equipping or taking 15+ damage from a single hit delays healing by 3 secs> <Heals up to 90% Max HP>
    • Survival Payment: After the round begins, +1 bounty earned every 2 minutes. <Bounty not awarded if inside saferoom>
    • Hunting Reward: On each special infected kill, +2% chance to get +1 additional bounty on bounty earning action. <Max: 30%>

    Tips for effectively using this buff set <top>
    • If there are a number of survivors that are low on HP or that are dead, you can use the Health Dispenser and Discharger Buffs respectively to heal and to revive all the teammates that you can affect within range.
    • The tank is vulnerable to being electrocuted when inside the water, so be sure to get him with an Electric Frag Grenade every minute or so. That way you'll have an easier time avoiding some of his abilities or by preventing the tank from getting near the survivors when he gets occasionally stunned for a few short moments.
    • If you need bounty, spawn your turret near where the infected are coming from, either facing along the beach or near the stairs leading from them so you can gradually increase it.
    • Stay close to the other survivors when holding a defibrillator in hand if you want to benefit more from the Healing Shocks Buff.