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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

Expansions required: Visions of Eternity buildsSecrets of the Obscure builds

Difficulty:
TBD

This build was last updated on November 13, 2025.

Overview

Berserker can provide permanent Alacrity Alacrity and strong healing output via Staff and Vigorous Shouts. The downed prevention or on-demand revives from "We Will Never Yield!" or Battle Standard 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

Staff
Mace/Warhorn
Utility


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

  • "We Shall Return!" is a powerful heal, condi cleanse, and provides a little adrenaline. The instant adrenaline from "To the Limit!" will need to be replicated with other skills in the opener.


Utility skills

You will need one extra source of Might Might if you're the only source in your subgroup:

  • "For Great Justice!" is chosen as the default as you can quickly use two charges to hit 25 stacks.
  • "Find Their Weakness!" is more effective when there are additional targets, and the adrenaline is a nice bonus.
  • Banner of Strength could be used to have an extra CC, or for the extra Resolution Resolution uptime.


It can be nice to bring one banner as this allows for permanent Resolution Resolution uptime:

  • Banner of Tactics - on-demand Stability Stability and Superspeed Superspeed, and if you use it nearly off-cooldown it also provides permanent Resistance Resistance.
  • Banner of Defense offers some barrier and Aegis Aegis.


Other general utility options:

  • "Brace Yourselves!" - nice general skill for providing barrier and gaining adrenaline. If you're not running Staff, this skill is advised to maintain Protection Protection.
  • "Never Surrender!" - most useful as a low-cooldown Aegis 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 Regeneration (replacing Banner of Tactics).
  • "Shake It Off!" - on demand condi cleanse, and a decent heal thanks to Vigorous Shouts.


Finally, you have more options for CC:

  • "On Your Knees!" - a 600 defiance break one a low cooldown with Reverberation, but it takes six seconds to apply.
  • Kick (warrior utility)/Stomp - knockback for mechanics on fights like Samarog and Soulless Horror.
  • Bull's Charge/Wild Blow - extra CC.
  • Throw Bolas - Immobilize Immobilize on a short cooldown.


Elite skills

  • "We Will Never Yield!" prevents allies getting downed for three seconds, which can be used to ignore some one-shot mechanics.
  • Battle Standard can instantly revive five people, though ideally it's better to prevent them getting downed in the first place.
  • Signet of Rage if you know you don't need the other two.


Template Code

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Specializations

  • If adrenaline generation is a problem Burst Mastery might end up better than the healing buff from Heightened Focus
  • Roaring Reveille - if extra Resistance Resistance is desired, at the cost of some healing - you will need to use "Brace Yourselves!" to maintain Protection Protection in this case.
  • Martial Cadence - 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 Stability.
  • Call to Action gives you a boost to Motivation at the start of combat if condi cleanse isn't needed.
  • Invigorating Tempo 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.

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Harrier
Feet
Harrier
Backpiece
Harrier
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Staff
Harrier
Sigil
Sigil
Mace
Harrier
Warhorn
Harrier
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


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 Skull Crack does extremely high breakbar damage when combined with Sigil of Superior Sigil of Paralyzation.
  • Longbow can provide a good amount of Might with Combustive Shot dropping a 9-second fire combo field. Arcing Arrow 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 Staggering Blow
  • Mace (main hand) and/or offhand Shield can provide blocks for tanking.


Sigils

  • Sigil of Superior Sigil of Renewal - 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.
  • Sigil of Superior Sigil of Paralyzation if bringing Mace to focus on CC output.


Relics

  • Relic of Karakosa only offers healing when using Warhorn, and as you only have a single combo field (Banner of Defense) you'll need to try to combo with your allies' fields. However, if you want to swap for Warhorn regularly for Swiftness Swiftness and Vigor 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. "To the Limit!" 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:

  • Valiant Leap (staff) generates five if you hit an ally other than yourself.
  • Bullet Catcher Defiant Roar (staff) generates five, plus two for every attack blocked by Bullet Catcher.
  • Counterblow (mace) generates six if allowed to channel fully, or three if Adrenaline Rush (mace) is used early.
  • "We Shall Return!", "Find Their Weakness!" and "Brace Yourselves!" all provide some from their echoes, which can be doubled up with Reverberation.
  • Signet of Rage passively generates two every three seconds.
  • Versatile Rage generates five every time you Weapon swap Weapon swap.
  • Burst Mastery (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 Signet of Rage and/or Burst Mastery 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 Alacrity. Strictly speaking, you can maintain 100% uptime by using Chant of Recuperation off cooldown, but it is worth throwing in the occasional Chant of Action as well to provide some padding. This leaves Chant of Freedom free to be saved for Stability Stability.


Aegis
This is provided on-demand with "Never Surrender!" or Banner of Defense. It is also applied by Line Breaker, but as this skill is required for permanent Protection Protection uptime, it is less available.


Fury
Fury is essentially free from Valiant Leap (staff) and "For Great Justice!".


Might
"For Great Justice!" generates ~17 stacks, and you should get an extra ~8 from Marching Orders triggering. Valiant Leap (staff) provides some more, and if this is still not enough, you could get more by taking Empower Allies or Martial Cadence.


Protection
Line Breaker (staff) and Marching Orders together provide permanent Protection Protection. Without Staff, you should rely on "Brace Yourselves!".


Regeneration
Path to Victory should be capable of providing permanent Regeneration Regeneration, but you could also use "Never Surrender!" or Banner of Defense to be certain.


Resistance
Permanent Resistance Resistance can be provided by Banner of Tactics. "Never Surrender!" provides ~70% uptime if used off cooldown, which is still decent.


Resolution
Bullet Catcher Defiant Roar generates a lot of Resolution Resolution, and the extra from "Never Surrender!" or a single banner should be enough to make it permanent.


Stability
Provided on-demand by Chant of Freedom or Banner of Tactics. If taking Martial Cadence, 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 Snap Pull is a heal:

  • Balanced Strike Reverse Strike Inspiring Whirl - only the last skill in the chain heals, so it's a good idea to finish the auto chain if you can.
  • Valiant Leap - Make sure to hit your allies with this, so it generates adrenaline. You also want to use this regularly for Might Might
  • Line Breaker - A big heal and also provides Aegis Aegis, so it can be delayed if necessary, but frequent use is required for permament Protection Protection.
  • Bullet Catcher Defiant Roar - 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 Chant of Recuperation.
  • Barrier on Call of Valor, "Brace Yourselves!" and Banner of Defense.
  • With Vigorous Shouts, all your shouts heal. With Shrug It Off, a shout is triggered by your heal skill.
  • "We Shall Return!" has inherent AoE healing that has a smaller follow-up heal three seconds later. With Reverberation, this latter heal repeats after another three seconds.
  • Marching Orders 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. Vigorous Shouts makes all your shout skills heal as well as boosting your healing power. This combos with Shrug It Off to apply this healing twice to "To the Limit!" making it rather potent. Martial Cadence makes Soldier's Focus reset when you weapon swap, allowing you to get more value out of this effect.

The main reason to choose Martial Cadence is for the increased Stability Stability uptime, as the other benefits this trait provides (predominantly Might Might and condi cleanse) are most easily handled with shout abilites, so Vigorous Shouts 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 Vigorous Shouts, and because you will need to more regularly swap off Staff. On the plus side, you generate a lot of Stability 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 Signet of Rage, Burst Mastery, or bringing some adrenaline-generating Command skills.

Without Vigorous Shouts, Shrug It Off loses some value, so you could switch to Empower Allies to enable you to drop "For Great Justice!".


Example opener

  1. "To the Limit!"
  2. Charge (warrior) to start with Quickness Quickness
  3. Call of Valor
  4. Skull Crack
  5. Weapon swap Weapon swap - generates five adrenaline
  6. Valiant Leap - generates another five adrenaline if you hit allies

Use up to two charges of "For Great Justice!" during the opener to hit 25 stacks of Might 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 Might dropping.


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