Herald - Ventari Healer

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Focused on: HealingSupportUtility.

Designed for:

Overview

A healing oriented Herald build which is focused on being the primary healer for your raid group. This does not bring all the offensive benefits of a druid, but if your group has no druid and you still need a healer, the healing output of a Herald should not be ignored, when played properly.

Skill Bar

 
 
StaffHealingUtilityElite
Sword/ShieldHealingUtilityElite


Specializations

Devastation Variant

  • Designed to trade the small healing buffs provided by Invocation for more damage and
    to buff allies. Sustain is offered by
    and has a slight DPS increase, which is always nice.
Notes:
  • will be at 25% bonus to outgoing healing with a full set of healing power primary gear.
Variants:
  • (Invocation Only) If you have trouble staying above 75% hp, you can swap in Can't find such trait "Invigorating Flow"! Please refer to our trait index for Can't find such trait "Equilibrium"! Please refer to our trait index

Equipment

Stats

  • Complete armor, weapons, and trinkets are Magi's. Zealot's is also an option for a Devastation variant, although generally not recommended as it is marginal DPS and is quite expensive.

Upgrades

Staff.png
I.png
Superior Sigil of Transference
Superior Sigil of Transference.pngSuperior Sigil of Transference
Outgoing healing effectiveness is increased by 10%.
Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
I.png
Sword.png
Shield.png
II.png
Superior Sigil of Transference
Superior Sigil of Transference.pngSuperior Sigil of Transference
Outgoing healing effectiveness is increased by 10%.
Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
II.png
6x
Superior Rune of the Water
Superior Rune of the Water.pngSuperior Rune of the Water
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): 25% chance when struck to remove a condition. (Cooldown: 30s) (5): +100 Healing Power (6): +15% Boon Duration; When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)

Consumables

Food:

  • Delicious Rice Ball Delicious Rice Ball
    Delicious Rice Ball.pngDelicious Rice Ball
    Nourishment (30m):
    Food.png100 Healing Power+10% Healing Effectiveness (Outgoing)+25% Magic Find during Lunar New Year
    Consumable

Utility:

  • Bountiful Sharpening Stone Bountiful Sharpening Stone
    Bountiful Sharpening Stone.pngBountiful Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain Power equal to 6% of your Healing PowerGain Power equal to 8% of your Concentration+10% Experience from Kills
    Consumable
    or
    Bountiful Maintenance Oil Bountiful Maintenance Oil
    Bountiful Maintenance Oil.pngBountiful Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain 0.6% Outgoing Healing Increase for Every 100 Healing PowerGain 0.8% Outgoing Healing Increase for Every 100 Concentration+10% Experience from Kills
    Consumable

Usage

  • Maintain
    the whole time, unless their is another Revenant or you know that your PS Warrior and Chronomancer are outfitted for 100% boon duration by themselves.
  • Switch between the legends as you see fit, according to what your party needs. If they only need light healing, stay in Glint. If they are in need of burst healing, swap to Ventari.

Glint

  • Glint is your main stance, as the regen ticks combined with
    will usually keep your DPS party healed on fights such as Vale Guardian.
    • To keep your ranged party healthy while you stay in melee range, swap to Shield and use
      , or if things get dire switch to Ventari for ranged burst heals.
  • Try to keep up
    ,
    , and
    for best party buffing.
    • Use
      off cooldown.


Ventari

  • Autoattack with
    ->
    ->
  • is your primary healing ability while in Ventari.
  • Your burst heal combo can easily heal a group of up to 5 allies to full in seconds from almost any range of health. It goes as follows:


Note:

  • You will be providing a high (66%) uptime on Protection as it applies to allies whenever you use Ventari's Will,
  • Try to keep above 50 energy for full uptime on Can't find such trait "Shrouding Mists"! Please refer to our trait index.
    • If you find yourself having trouble staying over 50 energy, stop maintaining
  • Most of your bonuses are outgoing healing to allies but not yourself, so try to always be moving the tablet through your location as well as allies to stay topped off and maintain uptime on
    .
  • Primarily you want to autoattack with staff to proc the healing orbs from
    for your melee, but if you need to do some emergency healing you can use
    or swap to Shield for
    .
  • The 6-piece bonus heal on Superior Rune of the Water scales with all your outgoing healing modifiers, so try to stay within 600 units of allies to maximize it, combined with Can't find such trait "Bolster Fortifications"! Please refer to our trait index.

Healing Values

Consider these the maximum effects on allies, while your HP > 75% and energy > 50, using food and Magi's gear. if you are using Zealot's gear, expect the numbers to be slightly lower. The healing you receive from your own abilities will be roughly half the listed values.

  • heals for ~3000
  • heals for ~4850
  • heals for ~5000
  • heals for ~6000
  • Superior Rune of Water proc heals for ~3200
  • Superior Sigil of Water proc heals for ~1200
  • Regeneration will tick for 690

Breakbar

  • is your most effective hard CC.
  • Followed by
    ->
    .
  • If your group is in dire need of CC and you can afford the loss of energy, switch to Ventari and use
    .
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