Specter - Alacrity Support Healer
The community gave this build a rating, making it second-tier: Good
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
Regeneration, but the other two skills can be swapped out:
Protection uptime, but using it stealths allies. This will mess with deadeyes in your group and so should be avoided if they are present.
is the easiest way to high - heals thanks to its shadowstep, offers CC and is a rare source of condi cleanse.
Other alternatives include:
Protection uptime, but could replace on encounters without condi cleanse.
- The most potent utility skill for healing. Comes with the same caveats as , and offers worse - For more frequent breakbars, you may find valuable.
Template Code
Specializations
- is a good option for more initiative.
Plaguedoctor stats variant.
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
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 Alacrity at 1200 range, making it very effective at handling mechanics. 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
Your main source of Protection is from the combination of and , and topped up with ally-targeted .
If stealthing allies is a problem, then
can be used to provide additional uptime.
Regeneration
Your main source of Regeneration is , and topped up with ally-targeted or .
Stability
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:
- ⇒ (Sword). and heal on every shadowstep, which applies to all your wells, (Sceptre/Pistol) and
Barrier to allies that you
Stealth.
and heals and provides - Thanks to , all your Shadow Shroud skills heal allies near your tethered target.
- If using
Barrier) when you .
, your remaining Shadow Force is converted into healing (and overhealing into Barrier for good measure via .
has inherent healing, plus the shadowstep healing, plus some Barrier when targetting allies.
and (Sword/Pistol) provide healing and barrier, respectively, to allies they target. (Sceptre), (Sceptre/Dagger) and your Sceptre autoattack also provide a small amount of
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 and .
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 pulse around that player as long as they remain within range (or until you target another player manually with ). Ideally this will be a player that can be relied upon to be on the 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
Stability will be needed shortly, and it won't be off cooldown every loop.
- 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 - 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 allied-targeted
- Use
Stability).
off cooldown (you can delay slightly if needed for - Other wells can be used situationally, but it is handy to use one just before entering shroud.
- Use
Regeneration.
off cooldown. Outside of the opener, follow it up with an ally-targeted to maintain - 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
Protection. ⇒ can be used to provide direct healing to allies that need it.
as you'll need to use this on allies to maintain - 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).
Daze when targeting enemies.
is a 1s Daze.
is a 2s - 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.
Fear.
inflicts 1s of Stun.
is a 1.5s Daze, and can be spammed as long as you have initiative.
is a 2s
Ratings
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![5 stars](/wiki/images/d/dd/5-star.png)
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![5 stars](/wiki/images/d/dd/5-star.png)
Comments
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