Troubadour - Quickness Support Healer
This is a test build. You may comment and rate it.
Focused on: Support and Utility
Designed for: Raids and Fractals
Overview
Like Chrono, Troubadour's real strength lies in the broad range of utility it can bring with its skills.
Skill Bar
Weapon Variants
Rifle should be considered mandatory, with Scepter/Shield being a potent defensive set. If desired, Scepter/Shield can be swapped out:
- Staff can provide burst healing and it can also be used to provide some random extra boons via .
- Offhand Focus can be taken if you need to pull adds into the boss.
Skill Variants
Healing
- is strong, but currently does not proc .
- provides consistent healing, as well as being able to trigger and frequently. Crucially, as the charges are instant cast it can be used to provide an AoE condi cleanse to counter
Fear or
Taunt. - doesn't provide any group healing, but does offer a short projectile reflect, and if running Chaos with it can also be used to provide AoE
Aegis.
Utility
- All Tales heal, grant notes, and provide
Protection, though
Protection can be maintained without any:
- is not completely necessary, but it allows you to easily maintain permanent
Might without needing to rely on the boons from . - is a powerful CC on a low cooldown.
- offers good access to
Aegis, and the
Superspeed can somewhat make up for the lack of
Swiftness. - is a little more powerful than , but the ammo nature of the latter may make it more useful.
- is not completely necessary, but it allows you to easily maintain permanent
- All mantras heal with each charge:
- is the lowest cooldown option, making it a decent heal skill.
- is not as strong as but recharges on a much shorter cooldown, which may make it better on encounters that require very frequent CC. When charging the mantra, it also reduces the cooldown on .
- for condi cleanse.
- provides Stability to your group.
- has a long cooldown, but could be taken along with the above if you really want to go overboard on CC.
- can provide
Aegis if running Chaos with - short cooldown and instant cast, but be aware that the
Aegis triggers at the location you activate the skill, not where you end up. - If running , any signet will also provide
Aegis. - provides a long-duration reflect.
- if you need a portal.
- allows you to get a second use out of a key skill if you'll need it more often than the cooldown. Often used together with .
Elite
- is not required to maintain quickness, but it provides an easy way to start fights with quickness and can be used to cover up any mistakes in the rotation.
- - your biggest and fastest CC.
Template Code
Specializations
Trait Variants
- can be taken if running Focus and the reflect will be valuable.
- gives you greater access to Distortion and
Aegis, but you lose a major source of healing.
- If taking this, you can constantly spam to trigger as your sustained healing instead.
- Both and are decent options and don't significantly alter the playstyle or effectiveness of the build.
Equipment
The build below uses almost the same gear as heal Chrono for convenience. The only difference is to replace the to account for the extra boon duration from .
Harrier
Harrier
Harrier
Harrier
Minstrel
Harrier
Minstrel
Harrier
Minstrel
Minstrel
Minstrel
Minstrel
Harrier
Harrier
Harrier
x6
x18
Gear Variants
- If not running , replace the with a .
- If toughness isn't desirable, you can run full
Harrier stats.
- You will overcap boon duration with this setup, so some pieces can be swapped to
Magi stats if desired.
- You will overcap boon duration with this setup, so some pieces can be swapped to
- If you want more toughness, you can use as many
Giver stats pieces as desired.
Relic Variants
- provides you with the main boon you struggle to provide -
Swiftness.
Consumables
Food
- or any Healing Power/Concentration ascended food with the 10% outgoing healing effect.
Utility
Usage
Grandmaster choice
All the choices for grandmaster trait in Troubadour are a bit underwhelming:
- provides some extra stats and note generation, though heal troubadour isn't particularly note-hungry. Regardless, the extra healing power provides the largest increase to raw healing of the grandmaster traits.
- is effectively useless for a healer as the supportive components of instrument skills are not considered to come from the instrument.
- adds additional effects to crescendo based on the last instrument used, and lowers the cooldown of . The extra CC or healing can be potent if planned for, and more accessible is nice, if not really deserving of grandmaster level.
Boons
Quickness, Might and Fury
Quickness and
Might are generated via by using or . Additional uptime is provided by . and also provide permanent
Fury.
Protection
Thanks to , each Tale provides 25-35%
Protection uptime depending on cooldown. Your other main source is , which provides ~45% uptime plus an extra ~20% per note consumed. This means you can provide permanent uptime without needing to consume notes as long as you are using two Tales nearly off cooldown. Alternatively, if you consume at least two notes each time only a single Tale is needed.
Additional
Protection can come from /.
Regeneration
Regeneration can be permanent from alone, but you generate more on heal via , with via the combination of and , and with via .
Resistance, Swiftness and Vigor
You generate some uptime of these boons, but not enough to be permanent:
Resistance - and (if using).
Swiftness - or . You can combine this with for permanent uptime if desired.
Vigor - via .
Aegis and Stability
causes to provide other allies (i.e. not yourself)
Aegis. It it will do the same whenever you give yourself distortion, but generally your only other source of this is .
Aegis can also be provided by or by channelling - though the cast time makes the latter difficult to use.
causes all instruments to provide you with
Stability, but applies it to allies too. and can be used if you need more.
Healing
In addition to the heal sources listed below, you want to maintain an active as it provides you with a 10% healing boost via .
heals each time you summon a phantasm, and each time you gain a note - if you are at maximum notes, this will not trigger so you don't want to be sat with full notes if possible.
Healing from instruments
- heals when summoned.
- pulses healing four times during the cast.
- provides a large barrier to allies. If using , it will also do a large heal if was the last instrument you used.
- heals whenever you summon an instrument or use , scaling with the number of notes consumed.
Healing from weapons
Rifle is the only weapon that has healing beyond illusion/note generation:
- .
- .
- ⇒ - you don't rely on this skill at all for boons, so you can almost always detonate it.
- provides barrier.
Healing from skills
- heals whenever you use a mantra charge.
- heals in an AoE whenever you use a heal skill - there is a 10-second cooldown, but this is only relevant for .
- Charging - the cooldown on this is shorter than the charge refresh, so feel free to consume all charges.
- heals and also increases allies incoming healing for a short duration.
- All Tales heal via , plus the healing from any notes gained.
Rotation fundamentals
As a healer, you don't really have a fixed rotation beyond using certain skills off cooldown, but fundamentals of the build are quite simple:
- Use off cooldown with at least one (preferably two) notes to ensure it is always active and to maintain
Quickness and
Might - Use off cooldown with three notes, to maintain
Protection. - Use off cooldown to maintain
Quickness,
Might,
Fury and
Protection. - Use off cooldown to maintain
Regeneration and provide consistent note generation and healing.
Additionally, you can go a long way by just using rifle skills 2-4, (with three notes) and off cooldown. The rest of your kit is easy to save for CC or other mechanics.
Compared to the DPS build, you don't benefit as much from maintaining multiple instruments, though you always want to maintain for the bonus from . Extra instruments increase your stats, and if you maintain three, your boon duration will be at 99%. If using , it is beneficial to use all your instruments with at least one note to reduce the cooldown of , but is still worth saving for CC.
Note generation
In most cases, notes and clones are interchangeable - any time you would generate a clone, you will instead generate a note. The key distinction is that you are NOT considered to have generated a note for the purposes of if you are at full notes. As such, it is ideal to not waste notes, and you will generally have more than enough notes to max out the duration of all your instruments.
Your sources of notes are:
- Any skill that generates clones.
- Any skill that generates phantasms will generate twice a note when the phantasm appears, thanks to , and another when it would turn into a clone.
- Each Tale generates notes if a certain instrument is playing.
- generates six notes at a rate of one per second after use - this can easily overcap you, but don't worry too much about it.
- Each charge of , plus the channel, creates a note via .
The accessibility of makes it perfect for ensuring you always have three notes for your instruments, and means you generally won't need to worry too much about structuring your rotation around your other sources of note generation. Feel free to use the final charge, as the cooldown of the skill is much shorter than waiting to regain charges.
Altered Chord
The structure of the rotation doesn't change much if you run , though it's important to make sure to have at least one note for each instrument so that the cooldown reduction is triggered.
As a healer, the damaging effects on are worthless, so you want to make sure either or is the last instrument used before . Encounter knowledge is valuable for knowing ahead of time whether the CC or healing effect will be most useful.
Example opener
The focus of the opener is to get
Quickness and
Might up quickly. It is ideal to start with three notes, but failing that start with charged and spam it as soon as you enter combat to reach at least two notes.
- (optional) - This can be nice to start with
Swiftness, and you could even cast it when running in as it will not be removed by the boonstrip.
Weapon Swap- - let this explode automatically for boons
- - even if you are at full notes, this will quickly give you
Regeneration for - - refunds two notes if Lute is playing
This opener quickly applies all key offensive and defensive boons
Tanking
You have many options to deal with incoming damage. Aside from your inherent healing you have the following:
- - a two-second channel that blocks an attack and causes you to evade afterwards. Also generates two clones so you are immediately healed via . The cooldown is very short so you can use it liberally even if you're not tanking.
- - A lengthy channelled block that will provide AoE
Protection after use, as well as triggering twice from the phantasm. If you block an attack, it flips to for 10 seconds, allowing you to repeat the skill. - - two seconds from , , or any signet via (though the latter requires giving up a healing trait). This allows you to completely ignore the majority of attacks. Activating one also provides
Aegis in an AoE.
Crowd Control
Always have:
- -
Daze. You shouldn't need to use this for boons, and so can save it for CC. - - if using and was the last instrument used.
- -
Stun
On off-set:
Optional utility:
Ratings
Comments
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