This is a reticle concept for a team-based first-person shooter — similar to the likes of Overwatch — for a support class that has the ability to heal or shield allies.
Bulwark – Support Crosshair
Heroes never die.
In theory, the shield would charge faster, as it acts as a temporary solution within combat scenarios, whereas the heal would be slower but more impactful over a longer period of time or in between combat. For visual purposes, both are shown at the same pace in this showcase. Due to the weight of the crosshair when in use, I had to come up with a lightweight solution for when not in use, including transitions between the two states.