The Heal – is one way to provide the group with along with the . This class also acts as a strong healer, which can also distribute boons like .
The special thing about the – is that thanks to the &B4YIAAA= feature, the is always distributed to ten people in a very large radius. This makes this build a very reliable source for this boon.
Just as the strengthens its subgroup with &B/gDAAA=, the – also has extremely strong damage buffs for its subgroup through the &B/oGAAA= trait and the elite ability &Bs2yAAA=.
Even against the – is extremely well established by the abilities &BjJxAAA= and &BgShAAA=.
The maximum boon duration of 100% is not normally required to maintain , but can provide a general buffer for the unexpected for inexperienced groups, for example.
This build has a little more boon duration than necessary to permanently maintain . This provides a buffer in case someone misses a pulse . The increased boon duration is useful if you need a Healing outside of organized groups, or if you cannot be sure that all group members will always get all pulses of from &BuGxAAA=.
This build only makes sense if everyone in your squad always gets all pulses of from &BuGxAAA=.
This is the default build for the Healing – as it provides the greatest possible healing.
The Invocation specialization can be played when a little less healing is needed because you give up some healing sources and modifiers. However, this will allow you to keep &Bs2yAAA= up longer, increasing the damage to your DPS players even more.
You can take &BxcHAAA= with you if you can use the healing orbs more than the general increase in healing.
This build has no strict rotation.
As a Heal – you do not have a proper rotation. Just make sure to keep &BuGxAAA= always on cooldown. Otherwise your behaviour is rather reactive. The best healers are those who can predict damage and heal immediately before the group is destabilized. Try to get there, it will help your party a lot!
Since you usually play without Invocation, you don’t necessarily have to change Legends at less than 10 energy. However, it’s always a good idea to use all of your energy instead of just wasting it. Keep in mind, however, that your Legends change will give you a 10-second healing boost (&BxoHAAA=) and you want to keep it up as much as possible!
The skill &BuGxAAA= pulses around you for 6 seconds. Try to keep all teammates in the area of effect during this time.
Use &BiysAAA= at the beginning of the fight (or as needed, for example if you need to split up) to help out with the Might generation, especially if part of your team is separated from the primary Might generation.
Your healing skill &BnayAAA= heals allies strongly and reduces damage from conditions on them. Also, this skill only costs five energy. It is therefore highly recommended that you use it at the appropriate times. Note, however, that it has a 30-second cooldown, so it should not be wasted.
With &Bs2yAAA=, you can heal your teammates in no time at all by stealing lives, as long as they attack.
The &Bs2yAAA= skill is more effective the more hits your teammates currently get. The skill is therefore extremely effective in the burst phases of the different professions. Try to adapt to them if possible and set the elite skill at the best possible times.
Use &BiWeAAA= for if needed. Using &B9oGAAA= will also give you a tremendously powerful self-heal when causing .
Your third auto-attack on the staff will cause healing orbs to appear. These are especially useful for maintaining the scholar rune buff, as it heals 3 allies around the healing orb as soon as someone steps on it. If you do not currently need healing, you can switch to Sword, but you will not do much damage.
Apart from these orbs, your main source of healing can be found in the &BpFpAAA= and to a lesser extent &BgtvAAA=. Strong healing, but with a high cooldown, is caused by &BnayAAA=.