Paragon - Alacrity Support Healer
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.
Focused on: Healing and Support
Designed for: Raids and Fractals
Overview
Berserker can provide permanent
Alacrity and strong healing output via Staff and . The downed prevention or on-demand revives from or make this an ideal build for commanders training new players in strikes and raids. This build is quite flexible, allowing it to bring whatever is needed to each encounter.
Skillbar
Weapon Variants
- The mainhand option on the Warhorn set is a free choice. Mace is taken as default as it offers both CC, some active defence and adrenaline.
- Dagger could be used for boon removal.
- For players that don't own Secrets of the Obscure, Warhorn is the only support weapon option.
Skill Variants
Heal skills
- is a powerful heal, condi cleanse, and provides a little adrenaline. The instant adrenaline from will need to be replicated with other skills in the opener.
Utility skills
You will need one extra source of
Might if you're the only source in your subgroup:
- is chosen as the default as you can quickly use two charges to hit 25 stacks.
- is more effective when there are additional targets, and the adrenaline is a nice bonus.
- could be used to have an extra CC, or for the extra
Resolution uptime.
It can be nice to bring one banner as this allows for permanent
Resolution uptime:
- - on-demand
Stability and
Superspeed, and if you use it nearly off-cooldown it also provides permanent
Resistance. - offers some barrier and
Aegis.
Other general utility options:
- - nice general skill for providing barrier and gaining adrenaline. If you're not running Staff, this skill is advised to maintain
Protection. - - most useful as a low-cooldown
Aegis source as you have ways of getting the other boons. If you can't use Staff though, this skill should be taken to provide
Regeneration (replacing ). - - on demand condi cleanse, and a decent heal thanks to .
Finally, you have more options for CC:
- - a 600 defiance break one a low cooldown with , but it takes six seconds to apply.
- / - knockback for mechanics on fights like Samarog and Soulless Horror.
- / - extra CC.
- -
Immobilize on a short cooldown.
Elite skills
- prevents allies getting downed for three seconds, which can be used to ignore some one-shot mechanics.
- can instantly revive five people, though ideally it's better to prevent them getting downed in the first place.
- if you know you don't need the other two.
Template Code
Specializations
- If adrenaline generation is a problem might end up better than the healing buff from
- - if extra
Resistance is desired, at the cost of some healing - you will need to use to maintain
Protection in this case. - - allows you to trigger Soldier's Focus every ~5s (either by weapon swapping immediately after it triggers, or weapon swapping off cooldown). This is lower healing in general, but reduces your reliance on shouts while providing more condi cleanse and permanent
Stability. - gives you a boost to Motivation at the start of combat if condi cleanse isn't needed.
- increases your survivability and adrenaline generation. If you're not using many Command skills, this is an easy pick.
Equipment
This build uses the same gear as heal Berserker for convenience.
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x18
Equipment Variants
Stats
- Giver's pieces can be taken for a tanking. Take as many pieces as you need to have the highest Toughness in your squad and keep the rest Harrier for more DPS.
Weapons
- Axe is the highest DPS option, though you won't be dealing much damage. It can provide two combo finishers for condition removal in Light fields.
- Maces can be brought in either slot to provide CC. Mace's burst skill does extremely high breakbar damage when combined with .
- Longbow can provide a good amount of Might with dropping a 9-second fire combo field. and your Warhorn skills are all blast finishers. Longbow is also a good ranged option for tagging mobs in open world or festival farming.
- Hammer can be brought if extra knockbacks and/or CC is needed, thanks to
- Mace (main hand) and/or offhand Shield can provide blocks for tanking.
Sigils
- - a small on-demand burst heal. Can weapon swap on cooldown even if you only bring one weapon set by placing the main hand in the first set and the offhand in the second set.
- if bringing Mace to focus on CC output.
Relics
- only offers healing when using Warhorn, and as you only have a single combo field () you'll need to try to combo with your allies' fields. However, if you want to swap for Warhorn regularly for
Swiftness and
Vigor, this helps cover the shortfall in healing when not on Staff.
Consumables
Food
Utility
Usage
Adrenaline
Paragon relies on adrenaline to generate its primary boon. is a great skill for immediately maxing this resource.
Adrenaline
Throughout the rotation, you will need to be hitting the boss to build up adrenaline while also making good use of skills and traits that generate more:
- (staff) generates five if you hit an ally other than yourself.
- ⇒ (staff) generates five, plus two for every attack blocked by .
- (mace) generates six if allowed to channel fully, or three if is used early.
- , and all provide some from their echoes, which can be doubled up with .
- passively generates two every three seconds.
- generates five every time you
Weapon swap. - (if using) refunds 33% of the cost of a burst skill.
In general, you shouldn't need to bring specific utility skills for extra adrenaline, as and/or should generate plenty extra.
Boons
Heal Paragon has the ability to provide every boon in the game, and the vast majority with permanent uptime.
Alacrity
Activating a Chant generates a good chunk of
Alacrity. Strictly speaking, you can maintain 100% uptime by using off cooldown, but it is worth throwing in the occasional as well to provide some padding. This leaves free to be saved for
Stability.
Aegis
This is provided on-demand with or . It is also applied by , but as this skill is required for permanent
Protection uptime, it is less available.
Fury
Fury is essentially free from (staff) and .
Might
generates ~17 stacks, and you should get an extra ~8 from triggering. (staff) provides some more, and if this is still not enough, you could get more by taking or .
Protection
(staff) and together provide permanent
Protection. Without Staff, you should rely on .
Regeneration
should be capable of providing permanent
Regeneration, but you could also use or to be certain.
Resistance
Permanent
Resistance can be provided by . provides ~70% uptime if used off cooldown, which is still decent.
Resolution
⇒ generates a lot of
Resolution, and the extra from or a single banner should be enough to make it permanent.
Stability
Provided on-demand by or . If taking , uptime of a single stack can be permanent if you trigger it often enough.
Swiftness and Vigor
Your only source of either of these is Warhorn, though they should be easy to keep permanent.
Healing
Staff provides the bulk of your healing, as every skill except is a heal:
- ⇒ ⇒ - only the last skill in the chain heals, so it's a good idea to finish the auto chain if you can.
- - Make sure to hit your allies with this, so it generates adrenaline. You also want to use this regularly for
Might - - A big heal and also provides
Aegis, so it can be delayed if necessary, but frequent use is required for permament
Protection. - ⇒ - Blocking attacks will power up the skill and increase the healing and adrenaline. If there's nothing to block, just use the flip skill immediately, and make sure to use it regardless before it expires.
In addition to Staff, you have:
- Barrier on activation and a pulsing heal if you maintain .
- Barrier on , and .
- With , all your shouts heal. With , a shout is triggered by your heal skill.
- has inherent AoE healing that has a smaller follow-up heal three seconds later. With , this latter heal repeats after another three seconds.
- provides a small heal on a 10-second interval.
Vigorous Shouts or Martial Cadence?
Your choice of grandmaster trait in Tactics will slightly alter the way you play. makes all your shout skills heal as well as boosting your healing power. This combos with to apply this healing twice to making it rather potent. makes Soldier's Focus reset when you weapon swap, allowing you to get more value out of this effect.
The main reason to choose is for the increased
Stability uptime, as the other benefits this trait provides (predominantly
Might and condi cleanse) are most easily handled with shout abilites, so has more natural synergy.
Vigorous Shouts
In the standard build, you can use your utility shouts for reactive healing as they are ammo skills.
Martial Cadence
With Martial Cadence, you aim to get the most value out of Soldier's Focus. The most effective way of doing this is to weapon swap off cooldown to reset the effect, and ensure you get at least one burst skill off before swapping back. Your healing is reduced with this trait, both because you lack , and because you will need to more regularly swap off Staff. On the plus side, you generate a lot of
Stability and regular condi cleanse, as well as freeing up your utility slots due to less reliance on shout skills.
As you want to be weapon swapping nearly off cooldown, you may run into issues with adrenaline generation (as you need to use at least one burst skill before swapping again). This can be solved with , , or bringing some adrenaline-generating Command skills.
Without , loses some value, so you could switch to to enable you to drop .
Example opener
- to start with
Quickness
Weapon swap - generates five adrenaline- - generates another five adrenaline if you hit allies
Use up to two charges of during the opener to hit 25 stacks of
Might as soon as you can - it is instant cast and so can be used during other skills. After this you can use it reactively for healing and to stop
Might dropping.
Ratings
Comments
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