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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

Expansions required: Visions of Eternity buildsSecrets of the Obscure builds

Difficulty:
Normal

This build was last updated on January 15, 2026.

Overview

Like Chrono, Troubadour's real strength lies in the broad range of utility it can bring with its skills.


Skill Bar

Scepter/Shield
Rifle
Utility


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 Chaos Storm.
  • Offhand Focus can be taken if you need Temporal Curtain to pull adds into the boss.


Skill Variants

Healing

  • Tale of the Second Scion is strong, but currently does not proc Ego Restoration.
  • Mantra of Recovery provides consistent healing, as well as being able to trigger Mender's Purity and Ego Restoration frequently. Crucially, as the charges are instant cast it can be used to provide an AoE condi cleanse to counter Fear Fear or Taunt Taunt.
  • Mirror doesn't provide any group healing, but does offer a short projectile reflect, and if running Chaos with Master of Manipulation it can also be used to provide AoE Aegis Aegis.


Utility

  • All Tales heal, grant notes, and provide Protection Protection, though Protection Protection can be maintained without any:
    • Tale of the Soulkeeper is not completely necessary, but it allows you to easily maintain permanent Might Might without needing to rely on the boons from Inspiring Imagery.
    • Tale of the Tortured Mastermind is a powerful CC on a low cooldown.
    • Tale of the Honorable Rogue offers good access to Aegis Aegis, and the Superspeed Superspeed can somewhat make up for the lack of Swiftness Swiftness.
    • Tale of the Valiant Marshal is a little more powerful than Mantra of Concentration, but the ammo nature of the latter may make it more useful.
  • All mantras heal with each charge:
    • Mantra of Pain is the lowest cooldown option, making it a decent heal skill.
    • Mantra of Distraction is not as strong as Tale of the Tortured Mastermind 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 Deafening Drum.
    • Mantra of Resolve for condi cleanse.
    • Mantra of Concentration provides Stability to your group.
  • Signet of Domination has a long cooldown, but could be taken along with the above if you really want to go overboard on CC.
  • Blink can provide Aegis Aegis if running Chaos with Master of Manipulation - short cooldown and instant cast, but be aware that the Aegis Aegis triggers at the location you activate the skill, not where you end up.
  • If running Blurred Inscriptions, any signet will also provide Aegis Aegis.
  • Feedback provides a long-duration reflect.
  • Portal Entre if you need a portal.
  • Mimic 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 Portal Entre.


Elite

  • Time Warp 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.
  • Signet of Humility - your biggest and fastest CC.


Template Code

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Specializations


Trait Variants

  • Warden's Feedback can be taken if running Focus and the reflect will be valuable.
  • Blurred Inscriptions gives you greater access to Distortion and Aegis Aegis, but you lose a major source of healing.
    • If taking this, you can constantly spam Mantra of Pain to trigger Restorative Mantras as your sustained healing instead.
  • Both Fortissimo and Altered Chord 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 Sigil of Superior Sigil of Concentration to account for the extra boon duration from Fortissimo.

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Minstrel
Feet
Harrier
Backpiece
Minstrel
Accessory
Harrier
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Scepter
Harrier
Shield
Harrier
Sigil
Sigil
Rifle
Harrier
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Gear Variants

  • If not running Fortissimo, replace the Sigil of Superior Sigil of Paralyzation with a Sigil of Superior Sigil of Concentration.
  • If toughness isn't desirable, you can run full Harrier stats Harrier stats.
    • You will overcap boon duration with this setup, so some pieces can be swapped to Magi stats Magi stats if desired.
  • If you want more toughness, you can use as many Giver stats Giver stats pieces as desired.


Relic Variants

  • Relic of Febe provides you with the main boon you struggle to provide - Swiftness 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:

  • Fortissimo 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.
  • Call and Response is effectively useless for a healer as the supportive components of instrument skills are not considered to come from the instrument.
  • Altered Chord adds additional effects to crescendo based on the last instrument used, and lowers the cooldown of Crescendo. The extra CC or healing can be potent if planned for, and more accessible Crescendo is nice, if not really deserving of grandmaster level.


Boons

Quickness, Might and Fury
Quickness Quickness and Might Might are generated via Life of the Party by using Lively Lute or Crescendo. Additional uptime is provided by Tale of the Soulkeeper. Crescendo and Tale of the Soulkeeper also provide permanent Fury Fury.


Protection
Thanks to Raconteur, each Tale provides 25-35% Protection Protection uptime depending on cooldown. Your other main source is Illusionary Defense, 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 Protection can come from Echo of Memory/Deja Vu.


Regeneration
Regeneration Regeneration can be permanent from Journey alone, but you generate more on heal via Metaphysical Rejuvenation, with Flustering Flute via the combination of Illusionary Membrane and Chaotic Transference, and with Harmonious Harp via Bountiful Disillusionment.


Resistance, Swiftness and Vigor
You generate some uptime of these boons, but not enough to be permanent:

  • Resistance Resistance - Singularity Shot and Tale of the Valiant Marshal (if using).
  • Swiftness Swiftness - Tides of Time or Temporal Curtain. You can combine this with Relic of Febe for permanent uptime if desired.
  • Vigor Vigor - Flustering Flute via Bountiful Disillusionment.


Aegis and Stability
Inspiring Distortion causes Harmonious Harp to provide other allies (i.e. not yourself) Aegis Aegis. It it will do the same whenever you give yourself distortion, but generally your only other source of this is Tale of the August Queen. Aegis Aegis can also be provided by Tale of the Honorable Rogue or by channelling Mantra of Concentration - though the cast time makes the latter difficult to use.

Bountiful Disillusionment causes all instruments to provide you with Stability Stability, but Crescendo applies it to allies too. Tale of the Valiant Marshal and Mantra of Concentration can be used if you need more.


Healing

In addition to the heal sources listed below, you want to maintain an active Lively Lute as it provides you with a 10% healing boost via Symphonic Resonance.

Illusionary Inspiration 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

  • Lively Lute heals when summoned.
  • Harmonious Harp pulses healing four times during the cast.
  • Crescendo provides a large barrier to allies. If using Altered Chord, it will also do a large heal if Harmonious Harp was the last instrument you used.
  • Restorative Illusions heals whenever you summon an instrument or use Crescendo, scaling with the number of notes consumed.


Healing from weapons
Rifle is the only weapon that has healing beyond illusion/note generation:

  • Friendly Fire.
  • Journey.
  • Inspiring Imagery Abstraction - you don't rely on this skill at all for boons, so you can almost always detonate it.
  • Singularity Shot provides barrier.


Healing from skills

  • Restorative Mantras heals whenever you use a mantra charge.
  • Relic of the Flock heals in an AoE whenever you use a heal skill - there is a 10-second cooldown, but this is only relevant for Mantra of Recovery.
  • Charging Mantra of Recovery - the cooldown on this is shorter than the charge refresh, so feel free to consume all charges.
  • Tale of the Second Scion heals and also increases allies incoming healing for a short duration.
  • All Tales heal via Raconteur, 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 Lively Lute off cooldown with at least one (preferably two) notes to ensure it is always active and to maintain Quickness Quickness and Might Might
  • Use Flustering Flute off cooldown with three notes, to maintain Protection Protection.
  • Use Tale of the Soulkeeper off cooldown to maintain Quickness Quickness, Might Might, Fury Fury and Protection Protection.
  • Use Journey off cooldown to maintain Regeneration Regeneration and provide consistent note generation and healing.


Additionally, you can go a long way by just using rifle skills 2-4, Harmonious Harp (with three notes) and Crescendo 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 Lively Lute for the bonus from Symphonic Resonance. Extra instruments increase your stats, and if you maintain three, your boon duration will be at 99%. If using Altered Chord, it is beneficial to use all your instruments with at least one note to reduce the cooldown of Crescendo, but Deafening Drum 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 Illusionary Inspiration 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 Harmonize, and another when it would turn into a clone.
  • Each Tale generates notes if a certain instrument is playing.
  • Fortissimo 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 Mantra of Resolve, plus the channel, creates a note via Ego Restoration.

The accessibility of Mantra of Resolve 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 Altered Chord, 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 Crescendo are worthless, so you want to make sure either Deafening Drum or Harmonious Harp is the last instrument used before Crescendo. 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 Quickness and Might Might up quickly. It is ideal to start with three notes, but failing that start with Mantra of Resolve charged and spam it as soon as you enter combat to reach at least two notes.

  1. Tides of Time (optional) - This can be nice to start with Swiftness Swiftness, and you could even cast it when running in as it will not be removed by the boonstrip.
  2. Weapon Swap Weapon Swap
  3. Inspiring Imagery - let this explode automatically for boons
  4. Power Return - even if you are at full notes, this will quickly give you Regeneration Regeneration for Chaotic Persistence
  5. Lively Lute
  6. Journey
  7. Tale of the Soulkeeper - refunds two notes if Lute is playing
  8. Flustering Flute

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:

  • Illusionary Counter - a two-second channel that blocks an attack and causes you to evade afterwards. Also generates two clones so you are immediately healed via Illusionary Inspiration. The cooldown is very short so you can use it liberally even if you're not tanking.
  • Echo of Memory - A lengthy channelled block that will provide AoE Protection Protection after use, as well as triggering Illusionary Inspiration twice from the phantasm. If you block an attack, it flips to Deja Vu for 10 seconds, allowing you to repeat the skill.
  • Distortion - two seconds from Harmonious Harp, Tale of the August Queen, or any signet via Blurred Inscriptions (though the latter requires giving up a healing trait). This allows you to completely ignore the majority of attacks. Activating one also provides Aegis Aegis in an AoE.


Crowd Control

Always have:

  • Deafening Drum - Daze Daze. You shouldn't need to use this for boons, and so can save it for CC.
  • Crescendo - if using Altered Chord and Deafening Drum was the last instrument used.
  • Phantasmal Sharpshooter - Stun Stun

On off-set:

  • Tides of Time - Stun Stun (shield)
  • Temporal Curtain Into the Void - Pull Pull (focus)
  • Illusionary Wave - Knockback Knockback (greatsword)
  • Chaos Storm - Daze Daze (staff)

Optional utility:

  • Tale of the Tortured Mastermind
  • Mantra of Distraction
  • Signet of Domination
  • Signet of Humility


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