Healing Shot

This article was last updated during patch 
v0.5.1524. The current patch is .
Healing Shot is a Biotech skill that charges the Biotech's next Bio Needler shot with healing nanites. If the Biotech successfully hits an ally, they will be continuously healed, until the skill's duration is exceeded or the ally is at full health. There is no time restriction so far, as it comes to when the Biotech has to shoot his charged bullet. The blog post however hints about it being added and even mentions about the possibility of skill's healing attribute being depended on the distance bullet traveled and whether the ally's head or body was hit. http://www.firefallthegame.com/2012/07/18/summer-milestone-design-update-biotech-edition/
If the Biotech has his secondary weapon equipped and they activate the skill, they will auto-switch to Bio Needler. Switching back to the secondary weapon will not disable the skill, shooting or using calldowns however will. Healing shot can also heal NPCs and friendly structures including engineer's turrets. 
==Variations==
*Accord Module: basic stock design 
*Astrek Module: increased healing
*Omnidyne Module: no info
*Kisuton Module: larger area of effect
==Gallery==
File:Healing_shot_marker.png|Marker appearing on the Biotech's back after activating the skill.
==References==
Category:Abilities