technicalwaffle
Member

I've always felt that healing booster, despite being such an important item for a lot of builds due to its healing reduction resist always felt like a dead slot later in the game. Of course this is offset by just how good the item is, but it seems that most other items that compete for slots with late game items always fill some sort of counter niche instead serving as a core part of a hero's build. So as a result a large part of why this item exists is that I just want SOMETHING to build out of healing booster.
As for the actual item itself, it serves two main purposes:
- To be a generic and reliable sustain item for sustain fighters while having a little less capability to scale into the late game
- To be a core item for support oriented builds that want to not worry about keeping themselves topped off with their heals and allowing them to focus their healing on their allies.
The regen amount is quite high but the long duration of the effect should neatly offset it and also smooth out variability among what ability the item is imbued on. It's not quite the tempo powerhouse as Fortitude but it does also provide quite a large amount of "I don't wanna go back to base to heal" power.