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Overview
An off-point support build focused on healing, reviving, and protecting allies.
Skill Bar
Slot Changes
Elite skill:
2
90
Renewed Focus
Meditation. Focus, making yourself invulnerable and recharging your virtues.
Duration: 3 seconds
Prevents Capture-Point Contribution - If you know you're going to be focused really hard. Using it over 3¼
120
Signet of Courage
typically isn't recommended though, because that means losing your best healing skill.
Utility:
40
Merciful Intervention
can be replaced by:
30
"Stand Your Ground!"
- Merciful Intervention is a very versatile skill that can be used as a burst-heal (especially for mobile allies like thieves), to teleport to and revive a downed ally, and as a quick getaway if an ally is in range. If you're being focused, Merciful Intervention IS going to save you. That said, if you think you'll need more protection against CC, Stand Your Ground is also a decent option. You should be fine just with the stability from 45
Virtue of Courage
though, and not having 40
Merciful Intervention
will leave you much more vulnerable to being focused in a team fight.
Weapons:
- Scepter/Torch over Scepter/Shield.
- The torch can be used at the cost of survivability to cleanse large amounts of conditions from allies, as well as for a small boost to damage. It's not really recommended since it has no self-defensive options, and channeling the cleanse at 400 range is likely to get you killed, but if you really think you'll need the cleansing for allies, go for it.
Specializations
Variants
- Taking

Virtuous Solace
Drop a protective area at your location when you're struck while below the health threshold.
Health Threshold: 25% over 
Absolute Resolution
trades off cleansing support for an effect that could potentially save you from being chased or focused down. It's a very big trade off however, so consider it carefully. Generally it's a better idea to stick to 
Absolute Resolution
since the only other decent option for ally cleansing is a torch.
Equipment
9
Superior Sigil of Agility Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
18
Superior Sigil of Escape Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
9
Superior Sigil of Agility Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
18
Superior Sigil of Escape Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
Superior Rune of the Monk (1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
Mender's Amulet +1050 Power +560 Precision +560 Vitality +1050 Healing power
- Swapping your weapon to gain quickness and then following up with any supportive signet can make the difference between saving an ally or not.
Usage
- Do NOT tank a point unless you absolutely have to, the build doesn't offer enough survivability to the user to justify this, and it makes the user extremely vulnerable to being focused. If you don't have an ally who can tank points at all, this build isn't going to be able to substitute that. Generally stay a fair distance away from the point, as you'll need that distance if you're focused and need to use
40
Merciful Intervention
.
- Try not to fight without allies. You're not worth much if you're supporting nothing. Generally, attempting to 1v1 will end up with you dead. If you're forced into a 1v1, just try to hold out until an ally approaches, or leave to where your allies are.
- If you need to focus on supporting someone, it should usually be your necromancer. Necromancers deal a lot of damage and strip a lot of boons, but they're vulnerable to being focused. It's your job to make sure that they stay alive to do their job regardless of being focused. If the enemy figures out why your necromancer isn't dying, be prepared to get focused.
- The damage this build deals without
Virtue of Justice 25
Virtue of Justice
is somewhat decent but generally supplemental. Do not put yourself at risk to deal damage unless you know you can down your target.
- If you're being focused, do not hesitate to kite enemies or use your abilities to save yourself.
Sanctuary 1½
120
Sanctuary
and
Line of Warding 1
40
Line of Warding
are both good skills to use to kite and protect yourself.
Merciful Intervention 50
Merciful Intervention
is also a very good way to get out of a tight spot if you have an ally at long-range (which you should, if you positioned properly). In fact, if 3 enemies are focusing you, you probably won't get away alive unless you teleport to an ally at long-range.
- Use and
Detonate Orb of Light frequently. These are healing skills that you'll use to sustain your allies rather than to burst heal them. Be careful where you use Empower, as you'll essentially be rooting yourself and asking to be focused.
Signet of Courage 4¼
180
Signet of Courage
needs decent timing and foresight to be used. If you know someone is about to be burst or focused, make sure you start casting this. If it turns out they're okay near the end of the cast, just cancel it. Timing this right in a team fight can quickly change a lost fight into a comeback. Casting this without stability and/or in close-range isn't recommended.
- If you're forced into holding a point, don't be afraid to use
Signet of Courage 4¼
180
Signet of Courage
with stability to hold out for a bit longer. The passive effect generally isn't worth holding onto since you won't last long enough to make use of it. Generally try to hold on to the active for allies though.
Signet of Mercy 3¾
150
Signet of Mercy
Signet Passive: Improves healing.
Signet Active: Revive a nearby ally.
Signet Passive: 180 Healing
Radius: 180
Range: 900
also needs somewhat decent timing, although it is the fastest revive in the game alongside Battle Standard. If you're reviving an elementalist, thief, or mesmer take into account that they may dodge your revive. If you cast this as an ally drops, it'll always finish before an enemy's finishing animation.
- Use Sigil of Agility with
Signet of Courage 4¼
180
Signet of Courage
or
Signet of Mercy 3¾
150
Signet of Mercy
Signet Passive: Improves healing.
Signet Active: Revive a nearby ally.
Signet Passive: 180 Healing
Radius: 180
Range: 900
to speed up the casting time a bunch. Using this combo with
Signet of Mercy 3¾
150
Signet of Mercy
Signet Passive: Improves healing.
Signet Active: Revive a nearby ally.
Signet Passive: 180 Healing
Radius: 180
Range: 900
is a surefire way to revive an ally (although the casting time for Signet of Mercy already is more or less surefire).
- Generally reserve
Sanctuary 1½
120
Sanctuary
for if an ally or enemy is downed, or if an ally (or you) is about to be focused down. It is an invaluable skill for interrupting enemy rezzing/stomping, as it chips away stability stacks rather quickly. If you need to, this is also a good way to help decap a point. After this has been cast, you can usually safely approach your allies on point in order to heal with skills like
"Receive the Light!" 2¼
40
"Receive the Light!"
.

Wrath of Justice
Striking an enemy with justice's active effect triggers signet of wrath.
and
Chains of Light ½
20
Chains of Light
are great skills to use when focusing down an enemy. Consider saving each immobilize for after the first one has been cleansed or has worn off, so as to avoid both of them being cleansed at the same time. Take note that 
Renewed Justice
Virtue of Justice is renewed when you kill a foe.
will not refresh 
Wrath of Justice
Striking an enemy with justice's active effect triggers signet of wrath.
.
- Using
Virtue of Justice 25
Virtue of Justice
with a lot of allies around will result in a ton of burning. Spamming it isn't a terrible idea, especially when your team is focusing someone. Take note that this skill is renewed if an enemy is killed due to 
Renewed Justice
Virtue of Justice is renewed when you kill a foe.
- Save
Virtue of Resolve 50
Virtue of Resolve
for condition bombs and follow up with some burst healing due to the likely removal of poison. If you need to, use it just to remove poison and follow up with healing before it's reapplied.
- Use
Virtue of Courage 75
Virtue of Courage
(and/or
"Stand Your Ground!" 30
"Stand Your Ground!"
) for stomps, revives, Signet of Mercy, and Signet of Courage. Be considerate of your allies when you have these skills in mind, as breaking a stun for them might mean the difference between winning and losing a fight.
- If you're using a torch and your team picks up a huge amount of conditions, so you're forced into using
Cleansing Flame 4¼
15
Cleansing Flame
to save them, consider using
Virtue of Courage 75
Virtue of Courage
or
"Stand Your Ground!" 30
"Stand Your Ground!"
since this skill is easily interrupted.
- Don't ever use
Wave of Wrath ½
Wave of Wrath
unless you desperately need some form of damage in the moment. It doesn't do damage, and more importantly it doesn't support. With the time spent casting this worthless skill, other more important skills like
Sanctuary 1½
120
Sanctuary
, , and so forth could be used instead. I highly recommend turning off the auto-attack for this skill, as it'll just mess with the timing on skills like the two supportive signets and
Sanctuary 1½
120
Sanctuary
where a few milliseconds can make the difference between an ally being downed/finished or not.
Counters
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