Herald - Quickness Support Healer
A heal Herald build that provides permanent Quickness, Fury, Swiftness, Regeneration, Protection, and 25 Might to its subgroup. It also provides to your group, increasing boon duration while channelling Glint.
It can also provide other utilities depending on the second Legend chosen, such as Stability or damage reduction.
- Your choice of mainhand weapon is somewhat irrelevant. Mace is chosen to allow for faster Might generation, but Sword could work as well.
- Your second Legend defaults to . Read the Legends section below to see other alternatives.
- The first trait in Invocation and second trait in Salvation are up to personal preference and can be adapted to what you're most likely to need in a given encounter.
- This setup is intended to cap boon duration with +70 concentration food. If you are using +100 concentration food, swap the head piece to Harrier stats and the chest piece to Minstrel stats.
- and are very similar amounts of healing. was chosen as they are significantly cheaper and the more frequent healing is likely to be more effective.
- If you find yourself camping one weapon set, then you could put on the other to benefit from the burst healing should you need to swap.
The recommended setup has 1665 toughness. Herald is an excellent choice to tank on many encounters due to the self-sustain and large range of its boons, but if you don't wish to tank, the setup below has no toughness.
- for a cheaper alternative
You apply Quickness through the trait . This pulses healing and Quickness whenever you are using upkeep energy of six or above. Fortunately, all of your non- legends have a skill that uses exactly six. Thus while in these legends you want to maintain the skill in question for almost the entire time. Glint is a little trickier as all the skills use upkeep, but and combined are six energy, so these two are maintained together.
- - absolutely key to the build, this is your source of almost all your non- Quickness boons. It also increases the duration of boons your subgroup provides by 20%. Note this effect does not actually increase Concentration, it increases Boon Duration (and is not shown in the Hero Panel), so a build with this effect and 100% Boon Duration would provide boons lasting 120% longer.
- is your primary heal source and also offers some Vigor, Resistance and Stability if desired. It provides projectile block through , condition cleanse through , CC through , and a very weak heal through —Centaur. Can be swapped out if necessary for one of the options below.
- provides your squad with —Dwarf which reduces damage taken by 10%. You can provide Stability through , CC through , and reduce personal incoming strike and condition damage by 20% with . If needed, it can also reduce incoming strike damage to your subgroup by 50% with .
- should (almost) never be played in bosses, but it offers a pull with which may be useful when fighting trash mobs if your group does not have pulls.
- It can also be used in fractals to remove the boons from No Pain, No Gain if no-one else is able to.
A lot of your healing is essentially passive - you have no trouble maintaining Regeneration (boosted by ) and grants additional healing every second.
One downside of this is that no healing will overflow into the second subgroup of a squad (as it is applied via boons, which will always prioritise your own subgroup). The easiest method to apply extra healing is to autoattack on staff: The final attack of the auto chain applies healing in an area, and is one of your most energy-efficient healing skills.
Other sources of passive healing:
- If you maintain in then it will pulse healing every three seconds.
- makes your legend skill activations heal. This is most relevant in as there is otherwise no inherent healing on these skills. Be aware that the heal only applies when you consume a facet, rather than activating it.
In many encounters, your passive healing will be insufficient, so you should always be ready to spend energy on burst healing if required. Your burst heals, in order of energy efficiency, are:
- (Shield) - a strong, cheap heal that also applies Protection. The only downside is being locked out of Staff for 10 seconds, so your average healing will drop.
- (Staff) - this is cheap and has a low cooldown so you can use it any time your team's health dips.
- (Ventari) - an enourmous, but relatively costly heal. If empowered (see below), it heals even more and regenerates endurance to affected allies.
- (Staff) - heals about the same amount as Envoy of Exuberance but costs twice as much. This is most valuable as a condi cleanse.
- (Ventari) - A big, but expensive heal that also cleanses conditions and does CC. When empowered it provides lots of Stability to allies. Its multi-functional nature means you're unlikely to use it for healing, but it's a nice bonus.
Legendary Centaur Stance
has a fairly unique mechanic attached to it. When swapping to this legend, you will gain a buff called Tranquil. This buff causes the next Legend skill you use to become "empowered", providing an enhanced effect and consuming the Tranquil buff.
This means you want to pay attention to the first skill you use in this stance:
- - Increases healing by 25% and regenerates Endurance.
- - Provides AoE Protection.
- - Removes an extra condition.
- - Provides AoE Stability.
If you need to access the empowered effects later in the rotation, you have two options:
- Consuming while in will re-apply Tranquil (as well as cleansing conditions).
- Using will destroy the tablet, and allow you to resummon it with , which in turn provides the Tranquil buff.
As with most healers, there is no need for an exact rotation, however there are some helpful guidelines to consider.
Protection and Regeneration
As with any healer, you want to prevent the need for healing in the first place. This means maintaining Regeneration and Protection to reduce incoming damage and automatically heal up a small amount (such as from a boss with a ticking aura).
Thanks to , you apply 10 seconds of Regeneration whenever you swap to , and ideally you are doing this approximately every 20 seconds. The only other source of Regeneration you have is . This applies eight seconds of Regeneration every three seconds, so only two pulses are needed to make it permanent. However, as the skill is so cheap to maintain (and the active has a long cooldown), you can typically just activate this and leave it running. This is also helpful if you're running a Legend other than .
Similarly you apply six seconds of Protection whenever you swap to . provides another six seconds every three seconds, to relying on just these two skills, you would need three pulses of to make it permanent. Both or an empowered would allow this to be reduced to just two pulses, and it is highly likely that your will be empowered as part of your Quickness rotation. As is quite expensive to maintain, it is therefore efficient to consume it after you have enough Protection so you can benefit from other Facets.
As mentioned above, in general you want to maintain upkeep skills worth six energy in order to pulse Quickness. As a healer, you have an abundance of boon duration, which means you pulse 2.5s of Quickness second. Technically this means that you only need to be maintaining half of the time. In practise, there's little reason not to maintain it (as thanks to it is also providing Might), but you have a lot of freedom to use your energy for other skills if required.
In your secondary legend, you mostly want to maintain 6 upkeep and use skills reactively. however, can pulse additional boons depending on your preference.
As discussed above, you likely want to maintain the entire time you're in this legend (unless you need to use ). You also want to maintain for 3-6 seconds, along with one extra facet in order to keep going. After this, you can consume it and replace it with two other facets of your choice (so you will have four Facets active). You can probably skip if Might is already at 25 stacks, or better yet, immediately consume it for a damage increase.
In general, you want to legend swap off cooldown to maintain and reset your energy. As this build runs Invocation, this also provides an extra boon via and ideally you want to swap below 10 energy to gain the bonus from .
It is quite easy to use up excess energy on most legends, but less so on , as none of the consume skills have an energy cost. Even if using and off cooldown, you may struggle to use all your energy within 10 seconds. This means it may be worth maintaining even if the Protection is wasted.
Alternatively, you could swap to Mace/Shield in order to burn off any excess energy.
Staff offers sustained healing, and so is likely to be the default choice for many people, particularly if they are the only healer in a squad. Remaining in Mace/Shield instead is totally viable though, only swapping to Staff for emergency healing. Mace allows you to generate more Might if needed and offers higher damage. Swapping between the two weapon sets can be helpful while tanking, as each set has a powerful active defence skill.
As a healer, you have naturally great sustain, but there are several abilities that are worth highlighting:
- (Shield) - a long duration block that heals you as it channels.
- (Staff) - another channeled block. Not as strong as Crystal Hibernation but has lower cooldown and costs less energy.
- (Ventari) - for three seconds, turns all incoming damage into healing. Even allows you to survive some abilities that go through invulnerability!
- - your only stunbreak. If you think you might need it, maintain while in .
Putting it all together, a rough outline of a rotation could look like this (weapon skills are not included outside of the opener):
Start on Mace/Shield in with active. Position your tablet slightly in front of you.
- & to quickly blast Might and get below 10 energy
- - triggers
- - to immediately reach 6 upkeep and start
- - for Regeneration
- - maintain at least until you reach 25 stacks of Might
- It is likely you will need to provide at least a little Fury with , but with four facets running, you won't have be able to activate it. You can consume once you hit 25 Might and activate . If there is no Fury at all, you may have to immediately consume instead.
- Once below 10 energy, swap to
- On Ventari you can just maintain the bubble and use skills reactively. When is available again, you can just spam random skills to use up any remaining energy.
- If you need Stability:
- In less than 10 seconds - use ⇒ ⇒ when you enter this Legend.
- In 10 seconds or more - before it's needed, then ⇒ ⇒ .
- Once below 10 energy, swap to .
Maintaining and will leave you with 35-45 energy to spend when comes off cooldown. If you haven't needed to use any extra healing, you can just use and swap. Alternatively, you can use once or twice.
- If Facet of Nature is not active, activate at least one of the other facets to reach 6 upkeep.
- If you don't anticipate needing to use any extra energy (e.g. for CC or burst healing), maintain .
- If you use , activate other Facets to keep at least 6 upkeep.
- Use your other Facets as desired.
- Once below 10 energy, swap to and return to start of Ventari section.
Maintaining , and with 45-55 energy to spend when comes off cooldown. It is convenient to also maintain to make Swiftness permanent and also use another 10 energy. You can also maintain or to use up another 20 energy, and this would mean you can use for the rest. Otherwise, you will need to spam and as well as probably switching to Mace/Axe to use ⇒ ⇒ .
- Consuming while in Glint will extend boons in your subgroup, but maintaining it provides +20% boon duration to your subgroup, so both have their merits.
- If on Mace/Shield, combo ⇒ to blast some extra might.
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