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Mirage - Heal Mirage

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This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a Comment or on the Discussion page.

Focused on: HealingBoon support.

Designed for:

   

Overview

With the 2021 May 11th balance patch, the mirage staff ambush skill, gained the ability to give Alacrity Alacrity per cast, around the player themselves. We're all quite aware of the milacrity dps support mirage that provides Alacrity Alacrity, but with this build it pushes further into healing, while still providing this boon, to free up a slot for extra dps in situations. It's an interesting take away from the meta healers, while still performing well in situations. May 11th’s balance patch, also made mantras have no cast time, bringing to life the heal chrono-tank that provides heals/tanking/quickness. This aims to do that, but provide alacrity instead of quickness.

A majority of your sustained healing comes from summoning clones in this build, with mantras also allowing for extra sustained healing and quite a potent burst heal when combining the two. It comes with self sustain through shatters and immunity frames from ambush spamming. You provide permanent 25 Might Might along with Alacrity Alacrity and some Fury Fury uptime with orb bounces from (which can be slightly rng based). For quite intensive fights you will need to bring a source of Regeneration Regeneration/Protection Protection; the best option to allow for still high dps is a boon herald. This will be explained more so in the composition section.

With the focus on ambush spamming, this can also fill a chrono-tank role (and where you can in raiding, this would fit best into that role) as you won’t be self aegis/blocking but you can evade the damage with ambush spam and still have strong sustain from shatters. The gear allows for natural 1,429 toughness, making you an easy toughness tank where the boss has this aggro system (allowing for two dedicated healers alongside this for extra healing)

Skillbar

StaffHealingUtilityElite
Staff

Variants

Utility skills
  • if your sub-group needs stability, replace in this situation.
  • for boon extension in certain compositions, explained under the composition section. Replace in this situation.
  • where stealth is needed for mechanics/skipping trash mobs.
  • where portal is needed to overcome mechanics. Replace in this situation.

Traits




Trait Synergy
  • Provides Vigor Vigor on critical hits. This plus your shatters will give you 100% Vigor Vigor uptime which is crucial to this build to spam ambushes.
  • This gives you a clone every time you dodge which you will be constantly doing in this build to spam ambushes and give alacrity. This synergizes with a later trait really well.
  • A bread and butter trait for this build as it gives your mantras the ability to heal allies around you.
  • A great trait for self-sustain, especially when you are in the tank role.
  • Another passive heal baked into the build.
  • A staple trait that really turns this build on. You give out a heal to nearby allies every time you summon a clone. So when you are proc’ing deceptive evasion, you will also be healing your allies, making your general rotation just give extra healing for free. This is also how and provide healing to allies.
  • Allows for clones to be summoned when you use while a clone is already active, giving you extra healing to your allies.
  • Let's you achieve 100% uptime on Vigor Vigor along with the trait referenced before.
  • Allows you to drop crystal sands and false oasis from the standard milacrity rotation to allow for extra mantras for sub-group healing. It gives three mirrors to use which works well to bridge the gap on alacrity application while your energy restores.



Variants



Take Chaos over Dueling to allow for more concentration whilst under the effect of Regeneration Regeneration. This specialization allows you to gain reduced cooldown on and for more clone summons (aka. more healing) through . allows for a to cast upon using a healing skill which gives your sub-group more access to Resolution Resolution and Aegis Aegis. Something to consider with this variation as well is that and give free offensive capabilities by giving condition damage and expertise, if you are running this where everyone is pushing for maximum dps too.

Equipment

Exotic gear and/or infusions are not required for this build as testing has been carried out without any stat infusions. However it has been tested in full ascended as this is planned to be a healer for fractals also.

Equipment | Dueling/Inspiration [Main]

Apothecary stat icon.png
Apothecary stat icon.png
Apothecary stat icon.png
Harrier stat icon.png
Apothecary stat icon.png
Apothecary stat icon.png
Apothecary stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Apothecary stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Harrier stat icon.png
PvE weapon swap.png
Harrier stat icon.png
6x
Superior Rune of the Monk
18x
Healing 9 Agony Infusion

Equipment | Chaos/Inspiration [Variant]

Apothecary stat icon.png
Apothecary stat icon.png
Apothecary stat icon.png
Harrier stat icon.png
Apothecary stat icon.png
Apothecary stat icon.png
Apothecary stat icon.png
Cleric stat icon.png
Harrier stat icon.png
Apothecary stat icon.png
Harrier stat icon.png
Cleric stat icon.png
Harrier stat icon.png
PvE weapon swap.png
Harrier stat icon.png
6x
Superior Rune of the Monk
18x
Healing 9 Agony Infusion
Gear explanation

Dueling/inspiration

With this being condition based, it is a little trickier to get the stats that you need. Harrier weapons are required for the concentration you require as you just about have 4 second alacrity application with this setup (the power doesn’t do much for offense but you gain more scaling from ). Apothecary is used as it gives you the toughness to be a tank as well as the highest healing power and condition damage combo. Your Might Might is easily up 100% of the time with this boon duration. You must remain above 55% boon duration to keep 4 second Alacrity Alacrity application. Monk runes give it a lot of outgoing healing effectiveness. You can upkeep the 10 stacks of the 6th bonus always as well so you always have the outgoing healing increase. is essential to spam ambushes for Alacrity Alacrity. Extra boon duration is not needed either so is not needed. If you are running exotics you will need to swap in another piece of harrier to keep your boon duration above 55% for the 4 second Alacrity Alacrity ticks.

Chaos/inspiration

There is two cleric pieces swapped in for this setup as gives you a lot of extra concentration so you can forgo harrier pieces for more raw healing power equipment. Cleric's lets you still gain extra healing power due to as well. I would not recommend going any lower than the boon duration this setup gives (along with Regeneration Regeneration) as it makes keeping 100% Regeneration Regeneration up time on yourself harder. If you have an external source of Regeneration Regeneration such as from a Druid traited with you can add an extra piece of cleric's for a total of three for an extra push of raw healing power.

Consumables

Food

  • this is required as you need the healing power and concentration. does not carry the concentration that is needed for the minimum required boon duration. Running this food would require more harrier pieces to be swapped in.


Utility

  • Always take this utility as it's outgoing healing effectiveness is just too good to pass up.

Healing numbers & outgoing modifiers

As this isn't a meta healer, the healing values are as follows for you to take into consideration.

Base values

  • (all mantras carry the same healing per cast) | 1,696
  • | 862
  • | 706

Healing modification | 10%, 11.5% 30% = 51.5% overall (round to 52%)

  • (all mantras carry the same healing per cast) | 881.92
  • | 449.8
  • | 367.12

Base & modification

  • (all mantras carry the same healing per cast) | 2,577
  • | 1,311
  • | 1,073


Rotations & Key points

Precast

This will be used in fractals where you can precast then grab the mistlock singularity to refresh skill cooldowns:

> > > > > Grab Mistlock Singularity > Swap back to

This allows for 100% Vigor Vigor uptime from the start of the fight.

When running the Chaos/Inspiration variant this will be different. It is as follows:

Make sure you begin with selected > > > > > > > > Grab Mistlock Singularity > Swap back to > Swap trait back to

This allows for 100% Vigor Vigor and Regeneration Regeneration uptime from the start of the fight.

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Dueling/Inspiration

Dueling/Inspiration opener

For reference: X| YYYY represents clones summoned plus healing they provide to your sub-group

  1. (2| 2,146)
  2. (1| 1,073)
  3. (1| 1,073)
  4. (1| 1,073)
  5. Let your clones cast
  6. (1| 1,073)
  7. Let your clones cast
  8. Weapon swap
  9. Use from ,
  10. Let your clones cast
  11. (1| 1,073)
  12. Let your clones cast
  13. (1| 1,073) onto from ,
  14. Let your clones cast
  15. (1| 1,073)
  16. Let your clones cast
  17. Use from ,
  18. Let your clones cast
  19. (1| 1,073)

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Burst heal

(2| 2,146) > (1| 1,073) > (1| 1,073) > (2,577) > (2,577) > (2,577) > (2,577) > (1| 1,073) = 15,673 burst heal.

You can add a or if they are up before you do this burst heal rotation to give yourself some extra personal healing also! Mantras have no casting animation so you can activate them amongst this rotation but make sure you do not activate them before you back into your group otherwise you will waste the healing. Also, try and use shatters as a main source of your personal sustain. Shatters + a lot of immunity frames from mirage cloak give you a lot of sustainability. Mantras are obviously there to help sustain yourself, but mainly as healing for your group.

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Key points

1. Use and on cooldown (this allows for guaranteed 100% uptime on Vigor Vigor, although the extra Boon duration allows for room to practice this). There is a specific rotation you can do to ensure you 3/3 shatter on and 3/3 shatter on whilst having 2/3 clones ready for afterwards:

Begin with 3/3 clones > > > > > > > (two clones will spawn from ) > > (continue with 3/3 clones)

2. and on cooldown (unless breakbar is about to occur then save for this).

3. Use on cooldown. With there being no or present, you have to make sure you are using this on cooldown for mirrors to spam ambushes. The opener steps 6-14 are used every time you activate .

You can skip on this if it is not up or if your mirrors are close/do not need any extra healing. Make sure you keep an eye on where your clones are so they don’t shatter on top of you while you are casting a otherwise it wastes an ambush window (aka. an application of Alacrity Alacrity).

4. Mantras are used as extra burst healing and to aid in sustained healing. should not be used for damage/Vulnerability Vulnerability stacking. can be used for condition cleanse, but make sure you are not wasting the healing from it if your sub group is at full hp. is extra healing and can be timed to be used when CC is needed, but make sure again the healing is not being wasted. is here just as extra healing and can be used sparingly much like mantra of pain as it doesn’t provide any extra utility.

Make sure you are not leaving your mantras on 2/2 charges when you are actively using them. Spread the usage if you must use multiple so that all of them can be recharging a cast instead of one being on full cooldown while another is still 2/2.

5. usually is not used outside of the opener for clone generation, BUT it does provide a 2,146 heal as it summons two phantasms so you can be good to combine with a cast of mantras for a quick burst heal.

Additionally, can be used outside of the rotation point made on (1.) as it will be back up ready for the next rotation. Be careful not to leave it too late though as you are not running on this version of the build.

6. From observation, depending on the time of the , if you are amidst summoning a clone, usually via in most cases, try and make sure the clone fully forms before you use , as sometimes it can only spawn two of instead of three. This can hinder Alacrity Alacrity uptime if you don’t time your following ambushes properly/make full use of your energy.

7. can also proc when you use shatter skills due to allowing for more passive healing that you don’t need to think about as shattering is baked into the general play of this build.

8. A lot of your healing is through clone generation. has a radius of 300 so make sure you are near your subgroup when you are generating clones. is great to get back into the range of people.

9. Keep an eye on your clone’s positions when you come to mid fight. If your clones are far away, or the boss has teleported and you need to reposition, to shatter them and re-summon them near the boss to , otherwise your three spawns of will spawn too far away for you to make use of them and this will easily weaken your Alacrity Alacrity uptime.


Chaos/Inspiration

Chaos/Inspiration opener

For reference: X| YYYY represents clones summoned plus healing they provide to your sub-group

  1. (2| 2,146) > Cast during this as it has no cast animation
  2. (1| 1,073)
  3. Walk back to your group >
  4. Let your clones cast
  5. Let your clones cast
  6. Weapon swap
  7. (1| 1,073)
  8. (1| 1,073)
  9. (1| 1,073)
  10. Let your clones cast
  11. Use from ,
  12. Let your clones cast
  13. Use from ,
  14. Let your clones cast
  15. Let your clones cast
  16. Weapon swap
  17. Use from ,
  18. Let your clones cast
  19. Let your clones cast

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Burst heal

The burst heal remains the same in essence as the Dueling/Inspiration one, however you lose a on the end as it won't provide any healing in this variation of the build.

_____________________________________________________________

Key points

1. As you are losing healing due to not having you need to be making full use of and as these give you a chunk of healing aside from your mantras and makes them come off cooldown faster.

2. To keep up your regeneration without outside intervention, does require you to get hit. This doesn't mean you should run into everything but you gain Regeneration Regeneration from , as it gives you Chaos Aura Chaos Aura which gives Regeneration Regeneration on being hit as well as which gives you quite long lasting Regeneration Regeneration.

3. This variant does have less rng on Fury Fury from as clones are not constantly being overridden. On the flip side to this, make sure you have > or > > ready after you shatter to resummon 3/3 clones.


Compositions

This section covers preferred healers and extra classes that aid the heal mirage in certain situations.

Key =

 Green = Good 
 Yellow = Mediocre 
 Red = Bad 

_____________________________________________________________

Druid 

Heal Mirage pairs well with a Druid that is running spirits: ,, and as you can swap out for to extend the boon duration within your sub group to make up for the lack of defensive boons you provide. As you provide 10-man Might Might this allows for the druid to run for a small self heal and 50% outgoing healing during celestial avatar which has the potential solo heal, making it even better in this situation. Druid is great with a heal Mirage in a low pressure and high pressure situation.


A 100% boon duration Druid applies the following from spirits

- 10 second Regeneration Regeneration to 10 targets. This can be extended to 13 seconds, causing a 4 second down time if cast time and activation is factored in.

- 12 seconds of Protection Protection to 10 targets. This can be extended to 15 seconds, causing a 2 second down time with cast time and activation factored in.

- 10 seconds of Fury Fury to 10 targets. This can be extended to 13 seconds, causing a 4 second down time if cast time and activation is factored in.

A boon herald allows for the down time to be covered by these boons via as it will extend the boons on interval to push them up to 100% uptime along with your . is taken on boon herald to allow facets to keep pulsing after activation allowing for two extra ticks of the facet's passive to occur. In this case it will give two ticks of two second boon extension. Spirits, Facet of Nature and Signet of Inspiration all have a 16 second cooldown under Alacrity Alacrity so they synchronize well with each other.


Heal Firebrand 

Mediocre mainly due to it not being the best healer to pair with a heal Mirage in high pressure situations. The Regeneration Regeneration you can make up for as your clone generation (aka. healing) from is on a steady interval, much like regeneration, but better. However, the lack of Protection Protection can make certain mechanics harder to handle as the group take a burst of damage that would be otherwise mitigated if both sub-groups had protection. In less pressure healing encounters this could easily be ran due to the sheer amount of raw healing that heal Mirage has.


Heal Herald 

Not a very common healer but if you have a heal Renegade setup, you can just go Herald instead and swap the off-hand sword for shield. Revenant is known for having a very strong amount of outgoing healing modification without food/monk runes/sigil of transference so with a healer running all outgoing healing modification extras their Regeneration Regeneration application will be very strong. They will provide 10-man Regeneration Regeneration, 10-man Protection Protection and 10-man Fury Fury. With you providing Might Might they can run for more self mitigation and extra condition cleanse for their sub-group via . They will also bring for extra dps gain in their sub-group (this is also the same for boon herald). As well as this, they can bring the utility of for projectile destruction. Much like the Druid, this healer works really well with heal Mirage in high and low pressure healing situations.


Heal Tempest 

Similar to a Firebrand, they do provide a lot of amazing defensive boons and also offensive if traited into air but heal Mirage cannot make use of Regeneration Regeneration or Protection Protection that they apply. They do have 10-man boons through and , but even with extending the duration you will only have 13 seconds and with the skills having quite long cooldowns, there will be long periods of down time within your sub-group. They do have which is 10-man healing to stem some bleeding but again it is raw healing so it provides little long lasting usage. Mediocre, much like Firebrand for their low synergy in high pressure healing situations. This would be perfectly viable in low pressure situations.


Heal quickness Scrapper 

They have exceptional healing potential and boon application to their sub-group while bringing very strong condition cleanse for tougher condition-based encounters but sadly again, heal Mirage cannot make use of their boons as they are all strictly 5-man applications. This healer would be adequate to pair with heal Mirage in low pressure healing situations.


Heal quickness Chronomancer 

This healer tends to be in the tanking position mostly, but if it was to be an off healer where there isn’t a tanking mechanic then the combo would not work that well. Both healers (this and heal Mirage) give really good raw healing and have a great potential to burst heal but the only boon Chronomancers bring is Quickness Quickness and some Alacrity Alacrity(which is wasted as you cover this) so Fury Fury/Regeneration Regeneration/Protection Protection would be missing from both sub groups. Even in low pressure healing situations, this healer would not pair well with a heal Mirage, simply due to the lack of defensive boons that both healers provide.

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If you were to run a heal Herald or Druid, you would need two sources of dps quickness. Quick Firebrand is a preferred choice due to providing Fury Fury to their sub-group which you could extend with . They also bring extra uptime on Aegis Aegis which is always beneficial. As heal Herald and Druid can both give strong 10-man Fury Fury, you can also run other variants of quickness.


In more organised environments you could run a condition firebrand as your heal Mirage's sub-group quickness for more dps, if you have a Dragonhunter in the same sub. Both the Firebrand and Dragonhunter take as well as the heal Mirage taking . The Firebrand would run over and run mid | top | bot in Firebrand trait line. You will not achieve the same DPS as a pure condition firebrand but you do get to keep Balthazar runes instead of Firebrand runes. You can also achieve this if you have a dps Chronomancer instead of Dragonhunter. They just need to run and . The heal Mirage loses which hits their healing a little so this setup is not recommended if you are running the Chaos/Inspiration variant.

Quickness values

For those interested in how this works out value wise

x2 > > > = +13.5

+13.5 - recharge (0.75) = +12.75
+12.75 + + (1) = +16.75
(2) = +16.75
(3) = +16.75
(4) = +16.75
(5) = +16.75

+16.75 - remaining cooldown of (4.75) = +12

+12 + + = +16.5

+16.5 - remaining cooldown of (5.5) = +11

+11 + = +14

+14 - remaining cooldown on + combo (4.25) = +9.75

+9.75 + + = +14.25

+14.25 - remaining cooldown on (3.75) = +10.5
+10.5 + x2 = +16.5
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