This first set-up I bring is a support class focusing on healing that should keep any team alive and generate tons of parts.
Support Class - Healer
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| Healer class at work |
Large Firearm - Semi-Auto Rifle
Skill Slot 1 - Marathon Runner 1
Skill Slot 2 - First-Aid Training 3
Skill Slot 3 - Reviver 3
Skill Slot 4 - Empty
Purchasable - None
I use this set-up when I play with friends or with random players. I've always been a fan of healer roles in multiplayer games. When done right, a healer class can be the x-factor in winning a match. Many multiplayer games don''t offer this, so when it's given, someone should really play it.
I go all in for healing and reviver skills because it's essential to this set-up for obvious reasons. With all six points for first-aid and all four for reviver, no one should even come close to dieing.
With First-Aid Training 3, even a player in red health should be back to full health in about five seconds. With Reviver 3, the time it takes to revive someone should take about three seconds and the player is revived with more health then on a lower reviver skill.
The one point in Marathon Runner is important because it helps escape danger and get to a hurt or fallen team mate faster.
The weapons of choice are up to you really. I suggest getting a large firearm for the sole purpose of self-protection. However, if you feel adequate enough with just a small firearm, putting in the last two points into marathon runner doesn't hurt.
I don't recommend putting a silencer on your weapons because most of the shooting you do will be with other players, no stealth required.
Strategy
Whether with friends or random players, sticking to at least one team mate is key. The obvious strategy is to move as one unit, so sticking around your team mates is where you need to be.
The best part of First-Aid Training is it lets you heal players while they move or shoot. When a player is shooting an enemy, keep an eye out for damage. The need to shoot with them is strong but don't make it a priority.
Finding that balance of when to shoot and heal is key. It's fine to shoot back but the number one priority is to keep team mates upright and shooting. Let them do the brunt of the work. Getting carried away with wanting to be in the fire-fight could mean the difference between winning and losing.
Take into account the terrain to dictate on how offensive you should be. If in a well-protected area where the only risk of being shot is from peaking out to shoot out of a window or over a wall, you can be more offensive. However, don't let having Reviver 3 be an excuse for letting players get downed.
If the area is more open and you and your team mates are more susceptible to fire from all sides, sticking back and just waiting to heal is the route to go. It keeps everyone alive and constantly shooting rather then having to sit back and heal themselves.
You should be spending all your parts on armor upgrades. Since you're focusing on healing, it's inevitable to get shot. Having the armor on makes everything easier.
The role of healer sounds boring and it can be, but it's an essential part in winning. Keeping players healthy and being able to revive them quickly keeps points off the board for your opponents. Revives are just as important as executions, remember that.
It takes a few tries to get the hang of it, but once you do it's worth it. You'll also notice the points racking up. I've made the top of the list multiple times even though I only have three or four downs with one or two executions. Players will also appreciate the support, so don't be afraid to try this class out.


