Extension
Increase the range of Chain Heal bounces by 40%.
Magic in the Blood
Reduce the cooldown of your next Chain Heal by 0.1-0.5s after hitting an enemy with Sigil. This effect stacks.
Weapon
5
Refreshing Break
Grant 0.4-2% Ultimate Charge to each player to which Chain Heal bounces.
Chain Heal
4
Spring to Action
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 20-100 Health.
Spirit Link
3
Rest and Relaxation
Increase your maximum Ammo by 2-10.
Weapon
1
Future Generations
After taking 2000-1500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Chain Heal
2
Guide
Extension is fixed, you can use it to reach your flanks.
Don't hesitate to use both Q and RMB to give ultimate charges to your teammates when there is no apparent treat. Usually be linked to an ally but you can go link to an enemy and flank with a teammate since you need someone to self heal yourself, if you wanna play safe.
Don't forget to hit anything with your LMB to reduce the cooldown. If you are not comfortable being offensive, give some points to Future Generations from Magic In the Blood.
I usually get Chronos and Chronos only up to 3. If you like a bit more mobility, get Chronos and Nimble esp. you have a high mobility team.
I hope you have fun <3
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