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Like alchemists but they're ranged, don't even try to use them for damage, just use them to heal. BEST for healing up your team in BLOBS, but if needed can also be used a bit individually. They require their unique doctrines in order to further buff their healing ability. Mobility is required to better reposition them and get them out of a dive, you'll find it very helpful in having the doctrine. Bowstring will be necessary to help with reaching a bit more of a reach, plus adds more fire rate. Last doctrine can be a filler, whether you want LDS or more ammo, however I am starting to find that having more ammo on them is useless, as their ability cool-down is long and you better have aimed correctly their healing archers otherwise you don't need it, just return to supply.
Unit veterancy progression
2 skills available
Order your unit to shoot ranged weapons at the designated spot.
The unit fires at a designated area. 25% of the archers will fire healing arrows, that continuously restore health for allies within an 8-meter radius.
2 formations available
A loose formation that reduces unit vulnerability to ranged weapons.
The unit splits into two echelons to enhance combat strength.
2 doctrines available
1 kit available
4 tiers of challenges