Recently did a number crunch for Hank,and I’m back with a crunch for Caira!
Going to keep this one simple, and will explain the math/reasoning involved if anyone asks.
Scroll to bolded section for conclusions (Which are highly opinionated)
There are two healing amounts, team healing and self healing.
The numbers are assuming your heal burst is mainly for 1 person being focused, and also assume you nail every shot fired.
This is assuming maxed out perks.
The numbers presented are the INCREASE of healing potential per minute over the base level.
Numbers are slightly rounded as well for aesthetic purposes.
Double Class Ability Cool Down
Double Reload Speed
Reload as Major Perk, Class Ability Cool Down as Superior
Class Ability Cool Down as Major, Reload as Superior
Packing capacity on Caira is completely pointless. In order to get the 5th shot you have to double down on the capacity perks, and the increase of healing potential for both your self healing and team healing is lower than any of the other options.
For the maximum self healing increase, doubling down on class ability perks is your best choice.
For the maximum team healing increase, doubling down on reload speed is by far the best option.
Keep in mind that heal burst affects multiple people at once, if your enemy spreads out damage more so than focusing one person then the effectiveness of heal burst is drastically increased.
Picking a mix of reload and capacity perks is OK, but a higher gain can be had from doubling down on class ability cool down.
Overall I personally would select my perks based upon the assault. If I have a Hank on the team I’ll use double reload perks, as Hank should protect me should I be focused.
If I am without an active shielding support, I’ll use double class ability cool down perks, for a much higher self heal, and a very moderate-slightly high increase in team healing.