Difference between revisions of "Herald - Quickness Support Healer"
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* {{Skill|Legendary Dragon Stance}} - absolutely key to the build, this is your source of almost all your non-{{tooltip|Quickness}} boons. It also increases the duration of boons your subgroup provides by 20%. Note this effect does not actually increase Concentration, it increases Boon Duration (and is not shown in the Hero Panel), so a build with this effect and 100% Boon Duration would provide boons lasting 120% longer. | * {{Skill|Legendary Dragon Stance}} - absolutely key to the build, this is your source of almost all your non-{{tooltip|Quickness}} boons. It also increases the duration of boons your subgroup provides by 20%. Note this effect does not actually increase Concentration, it increases Boon Duration (and is not shown in the Hero Panel), so a build with this effect and 100% Boon Duration would provide boons lasting 120% longer. | ||
− | * {{Skill|Legendary Centaur Stance}} is your primary heal source and also offers some {{tooltip|Vigor}} and {{tooltip| | + | * {{Skill|Legendary Centaur Stance}} is your primary heal source and also offers some {{tooltip|Vigor}}, {{tooltip|Resistance}} and {{tooltip|Stability}} if desired. It provides projectile block through {{Skill|Protective Solace}}, condition cleanse through {{Skill|Purifying Essence}}, CC through {{Skill|Energy Expulsion}}, and a very weak heal through {{Skill|Facet of Nature}}—Centaur. Can be swapped out if necessary for one of the options below. |
* {{Skill|Legendary Dwarf Stance}} provides your squad with {{Skill|Facet of Nature}}—Dwarf which reduces damage taken by 10%. You can provide {{Tooltip|Stability}} through {{Skill|Inspiring Reinforcement}}, CC through {{Skill|Forced Engagement}}, and reduce personal incoming strike and condition damage by 20% with {{Skill|Vengeful Hammers}}. If needed, it can also reduce incoming strike damage to your subgroup by 50% with {{Skill|Rite of the Great Dwarf}}. | * {{Skill|Legendary Dwarf Stance}} provides your squad with {{Skill|Facet of Nature}}—Dwarf which reduces damage taken by 10%. You can provide {{Tooltip|Stability}} through {{Skill|Inspiring Reinforcement}}, CC through {{Skill|Forced Engagement}}, and reduce personal incoming strike and condition damage by 20% with {{Skill|Vengeful Hammers}}. If needed, it can also reduce incoming strike damage to your subgroup by 50% with {{Skill|Rite of the Great Dwarf}}. | ||
− | * {{Skill|Legendary Demon Stance}} should never be played in bosses, but it offers a pull with {{Skill|Call to Anguish}} which may be useful when fighting trash mobs if your group does not have pulls. | + | * {{Skill|Legendary Demon Stance}} should (almost) never be played in bosses, but it offers a pull with {{Skill|Call to Anguish}} which may be useful when fighting trash mobs if your group does not have pulls. |
− | ** It can also be used in fractals to remove the boons from No Pain, No Gain if no-one else is able to. | + | ** It can also be used in fractals to remove the boons from ''No Pain, No Gain'' if no-one else is able to. |
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===Rotation=== | ===Rotation=== | ||
As with most healers, there is no need for an exact rotation, however the following guidelines may be useful: | As with most healers, there is no need for an exact rotation, however the following guidelines may be useful: | ||
− | * You will need to start in | + | * You will need to start in {{skill|Legendary Centaur Stance}} and swap to {{skill|Legendary Dragon Stance}} to trigger {{trait|Invoking Harmony}} and start providing boons. |
+ | * Ideally you would also start on '''Mace''' to blast some initial {{tooltip|Might}}. | ||
* Each facet should be activated and consumed once before swapping. | * Each facet should be activated and consumed once before swapping. | ||
** It is recommended to maintain {{Skill|Facet of Strength}} until your group hits 25 {{tooltip|Might}} | ** It is recommended to maintain {{Skill|Facet of Strength}} until your group hits 25 {{tooltip|Might}} | ||
* Consuming {{Skill|Facet of Nature}} while in Glint will extend boons in your subgroup, but maintaining it provides +20% boon duration to your subgroup, so both have their merits. | * Consuming {{Skill|Facet of Nature}} while in Glint will extend boons in your subgroup, but maintaining it provides +20% boon duration to your subgroup, so both have their merits. | ||
− | * | + | * If on '''Mace/Shield''', combo {{Skill|Searing Fissure}} {{to}} {{Skill|Echoing Eruption}} to blast some extra might. |
− | |||
− | |||
[https://youtu.be/02LEIebeY9M Video example] | [https://youtu.be/02LEIebeY9M Video example] |
Revision as of 18:07, 28 July 2023
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
A heal Herald build that provides permanent Quickness, Fury, Swiftness, Regeneration, Protection, and 25 Might to its subgroup. It also provides to your group, increasing boon duration while channelling Glint.
It can also provide other utilities depending on the second Legend chosen, such as Stability or damage reduction.
Template Code
Skill Bar
- Your choice of mainhand weapon is somewhat irrelevant. Mace is chosen to allow for faster Might generation, but Sword could work as well.
- Your second Legend defaults to . Read the Legends section below to see other alternatives.
Specializations
- The first trait in Invocation and second trait in Salvation are up to personal preference and can be adapted to what you're most likely to need in a given encounter.
Equipment
Minstrel
Harrier
Harrier
Harrier
Minstrel
Harrier
Cleric
Minstrel
Cleric
Minstrel
Cleric
Minstrel
Harrier
Harrier
Harrier
x6
x18
- This setup is intended to cap boon duration with +70 concentration food. If you are using +100 concentration food, swap the head piece to Harrier stats and the chest piece to Minstrel stats.
- If you find yourself camping one weapon set, then you could put on the other to benefit from the burst healing should you need to swap.
and are very similar amounts of healing. was chosen as they are significantly cheaper and the more frequent healing is likely to be more effective.
No-toughness variant
The recommended setup has 1665 toughness. Herald is an excellent choice to tank on many encounters due to the self-sustain and large range of its boons, but if you don't wish to tank, the setup below has no toughness.
Harrier
Harrier
Harrier
Harrier
Magi
Harrier
Magi
Harrier
Magi
Harrier
Magi
Magi
Harrier
Harrier
Harrier
x6
x18
Consumables
Food
- or ascended healing food
Utility
Usage
Quickness
You apply Quickness through the trait . This pulses healing and Quickness whenever you are using upkeep energy of six or above. Fortunately, all of your non- legends have a skill that uses exactly six. Thus while in these legends you want to maintain the skill in question for almost the entire time. Glint is a little trickier as all the skills use upkeep, but and combined are six energy, so these two are maintained together.
Legends
- Quickness boons. It also increases the duration of boons your subgroup provides by 20%. Note this effect does not actually increase Concentration, it increases Boon Duration (and is not shown in the Hero Panel), so a build with this effect and 100% Boon Duration would provide boons lasting 120% longer. - absolutely key to the build, this is your source of almost all your non-
- Vigor, Resistance and Stability if desired. It provides projectile block through , condition cleanse through , CC through , and a very weak heal through —Centaur. Can be swapped out if necessary for one of the options below. is your primary heal source and also offers some
- Stability through , CC through , and reduce personal incoming strike and condition damage by 20% with . If needed, it can also reduce incoming strike damage to your subgroup by 50% with . provides your squad with —Dwarf which reduces damage taken by 10%. You can provide
- It can also be used in fractals to remove the boons from No Pain, No Gain if no-one else is able to.
should (almost) never be played in bosses, but it offers a pull with which may be useful when fighting trash mobs if your group does not have pulls.
Healing
A lot of your healing is essentially passive - you have no trouble maintaining Regeneration (boosted by ) and grants additional healing every second.
One downside of this is that no healing will overflow into the second subgroup of a squad (as it is applied via boons, which will always prioritise your own subgroup). The easiest method to apply extra healing is to autoattack on staff: The final attack of the auto chain applies healing in an area, and
is one of your most energy-efficient healing skills.Other sources of passive healing:
- If you maintain in then it will pulse healing every three seconds.
- makes your legend skill activations heal. This is most relevant in as there is otherwise no inherent healing on these skills. Be aware that the heal only applies when you consume a facet, rather than activating it.
In many encounters, your passive healing will be insufficient, so you should always be ready to spend energy on burst healing if required. Your burst heals, in order of energy efficiency, are:
- Protection. The only downside is being locked out of Staff for 10 seconds, so your average healing will drop. (Shield) - a strong, cheap heal that also applies
- (Staff) - this is cheap and has a low cooldown so you can use it any time your team's health dips.
- (Ventari) - an enourmous, but relatively costly heal. If empowered, it heals even more and regenerates endurance to affected allies.
- (Staff) - heals about the same amount as Envoy of Exuberance but costs twice as much. This is most valuable as a condi cleanse.
- Stability to allies. Its multi-functional nature means you're unlikely to use it for healing, but it's a nice bonus. (Ventari) - A big, but expensive heal that also cleanses conditions and does CC. When empowered it provides lots of
Rotation
As with most healers, there is no need for an exact rotation, however the following guidelines may be useful:
- You will need to start in and swap to to trigger and start providing boons.
- Ideally you would also start on Mace to blast some initial Might.
- Each facet should be activated and consumed once before swapping.
- It is recommended to maintain Might until your group hits 25
- Consuming while in Glint will extend boons in your subgroup, but maintaining it provides +20% boon duration to your subgroup, so both have their merits.
- If on Mace/Shield, combo ⇒ to blast some extra might.
Ratings
Comments
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