Specter - Alacrity Support Healer
The community gave this build a rating, making it top-tier: Great
Focused on: Healing and Support
Designed for: Raids and Fractals
Overview
A boon support healer build for Specter. Provides permanent
Alacrity,
Fury, 25
Might,
Protection (mostly),
Regeneration,
Swiftness and
Vigor. Also provides high uptimes of
Resistance and
Stability.
Specter can provide a very wide range of boons and an excellent mixture of direct healing and
Barrier. Further, its tether mechanic allows it to provide
Alacrity at 1200 range, making it excellent at handling mechanics.
Unfortunately, unlocking this build's maximum potential involves using ally-targeted weapon skills. Very few builds use this mechanic, so this can feel quite unnatural and will likely involve setting new keybinds.
This build has a lot of overlap with the healing variant of the Condi Boon Support, so you can mix and match options between these to suit your group.
Skill Bar
Weapon Variants
- Offhand Dagger can be used in the Scepter set for the hybrid damage build.
Skill Variants
is necessary as your primary source of
Regeneration, but the other two skills can be swapped out:
- is a potent way to provide
Protection and healing, but using it stealths allies. This will mess with deadeyes in your group and so should be avoided if they are present. - heals thanks to its shadowstep, offers CC and is a rare source of condi cleanse.
Other alternatives include:
- - The most potent utility skill for healing. Comes with the same caveats as , and offers worse
Protection uptime, but could replace on encounters without condi cleanse. - for more condi cleanse.
- or for projectile defence.
- - Portals are very potent, though it is only one-way.
- or for CC.
- For more frequent breakbars, you may find valuable.
Template Code
Specializations
- is a good option for more initiative.
- on encounters where high incoming damage makes Shadow Force harder to maintain, so will be much weaker. In such cases, you should also use the
Plaguedoctor stats variant.
Equipment
Harrier stats gear is used for maximum healing power and boon duration. On encounters with high incoming damage, then you may require the extra Shadow Force that comes from higher vitality, making the
Plaguedoctor stats variant below stronger.
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x18
- The can be replaced with a if you want to provide more CC.
- If tanking, swap in as many
Giver stats or
Minstrel stats pieces as necessary.
Condi Variant
You can swap in
Plaguedoctor stats for a massive damage boost and almost no loss of healing, but the boon duration is significantly lower - you want to make sure it's at least 60% or you might as well be running the healing variant of the DPS alacrity build.
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
Plaguedoctor
x6
x18
- The on Pistol can be replaced with a if you want to provide more CC.
- If tanking, swap in as many
Giver stats or
Minstrel stats pieces as necessary.
Consumables
Food
- or ascended versions
Utility
Usage
Players wishing for more information can find an exceedingly detailed guide here. Note that there are some small differences in build recommendations.
Alacrity
Thanks to the trait, every shroud skill you use provides AoE
Alacrity - to you, your tethered target, and the three closest allies. The tether is randomly applied to an ally within range whenever you , and will remain on that ally until you are 1200 units away from each other. A new target for the tether can be manually selected by targeting an ally and using on them. This is very useful to do before the fight starts, as you ideally want to use on enemies for the Shadow Force generation during combat.
Other Boons
Fury, Might and Vigor
100% uptime of these boons are provided by and (with the and traits).
Protection
Protection is easily maintained by spamming on the group. Additional uptime is provided by the combination of and .
Regeneration
Your main source of
Regeneration is , and topped up with ally-targeted or .
Stability
and (with ) provide AoE
Stability. These are both used in your normal rotation, so encounter knowledge is key for ensuring you can provide it when needed.
Healing
Practically everything you do provides some measure of
Barrier or healing:
- heals on every shadowstep, which applies to all your wells, (Sceptre/Pistol) and ⇒ (Sword).
- and heals and provides
Barrier to allies that you
Stealth. - Thanks to , all your Shadow Shroud skills heal allies near your tethered target.
- If using , your remaining Shadow Force is converted into healing (and overhealing into
Barrier) when you . - has inherent healing, plus the shadowstep healing, plus some
Barrier for good measure via . - and (Scepter/Pistol) provide healing and barrier, respectively, to allies they target. (Sceptre) provides AoE
Barrier without the need for allied targetting, which makes it much more convenient than other Scepter skills, albeit it is less efficient than ⇒ . (Sceptre/Dagger) provides a small amount of barrier and healing, but is less efficient than . Your Sceptre autoattack also provide a small amount of
Barrier when targetting allies. - heals with every successful blast finisher.
Weapons
The two weapons have different playstyles:
Scepter
Via its allied-targeted abilities, Scepter fills in the gaps in uptime of your key boons, namely
Protection with and
Regeneration with ⇒ . During downtime you can also autoattack an ally to provide AoE
Barrier.
If using scepter, it is strongly recommended to have some method for quickly targetting allies: Set/Take Personal Target, Nearest/Next/Previous Ally, or Ally Targeting Mode in the options will all allow this. Go for whichever you find most convenient.
Sword
Sword can be swapped too as needed for burst healing. On this set you provide heals by spamming and to repeatedly trigger .
Scepter/Pistol
Before the encounter starts, it can be very helpful to select and ally and them. This will mark them as the target of your tether and all the boons provided by will hit that player as long as they remain within range (or until you target another player manually with ). This allows you to maintain boons on one player even if they are off-stack. If you do not target a specific player, a random one will be picked when you .
Opener
This opener is just one possibility.
Alacrity can usually be delayed at the start of an encounter, allowing you to spend initiative to provide other boons first.
- - Opens with a burst of boons, and drops a combo field for triggering
- - Cast first so that the blast hits within the duration of the combo field. This step can be skipped or moved if the CC or
Stability will be needed shortly, and it won't be off cooldown every loop. - until Grasping Shadows is off cooldown
- - we stay in shroud just long enough to gain five stacks of
- Target an ally
- ⇒
- Spam all your remaining initiative on
- Use off cooldown (you can delay slightly if needed for
Stability). - Other wells can be used situationally, but it is handy to use one just before entering shroud.
- Use off cooldown. Outside of the opener, follow it up with an ally-targeted to maintain
Regeneration. - Use off cooldown to provide AoE boons and maintain Shadow Force. If necessary, use the ally-targeted version to change your tether target.
- Make sure to use at least five skills (including autoattacks) each time you enter shroud. There's no set rotation, but ideally you should exit before your initiative fills up.
- Spend all your initative on scepter skills when outside of shroud. In general, this will be on as you'll need to use to maintain
Protection. ⇒ can be used to provide direct healing to allies that need it. - You have CC all over the place, but you can save some if there is an upcoming defiance bar you wish to delete.
Sword/Pistol
Sword/Pistol doesn't have a fixed rotation. As you don't need to be concerned with
Barrier management, you can just use , wells, and as they come off cooldown while spending your initative on spamming and and .
CC
The majority of your CC is from
Daze and
Stun, making a especially effective (it affects daze as well).
- is a 1s
Daze when targeting enemies. - is a 2s
Daze. - pulls three times, for a total of 450 Defiance Break (contrary to the tooltip).
- can provide 150 Defiance Break per target you hit, for a maximum potential of 750 on a shorter cooldown, though the CC can be wasted by allies hitting the wrong target.
- inflicts 1s of
Fear. - is a 1.5s
Stun. - is a 2s
Daze, and can be spammed as long as you have initiative.
Ratings
Comments
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