Heal Alacrity Willbender
Skill Priority
Spear
Symbol of Luminance
Gleaming Disc
Solar Storm
- Fill with
between skills until Weapon Swap
Staff
- Fill with autos
Weapon Swap
Notes
when off CD andFlowing Resolve
when off CD
Target Stats















Introduction
Heal Alacrity Willbender offers plenty of utilities, CC, and boons, similar to its brother Heal Quickness Firebrand. It provides permanent
It’s important to remember that this build has a lot of movement skills and animation locks, so it’s less recommended for tanking roles, unless you’re very experienced with the fight.
Build Fundamentals
This build’s loop is quite simple. Start in Spear in order to start giving
andFlowing Resolve
to immediately give , and 3 stacks of . use this off cooldown and at the start of the opener to give and . This skill is insta cast, meaning that it won’t interrupt other skills when it’s casted. places a Symbol on the ground, givingSymbol of Luminance
and the effect. This last effect is very important as it empowers your other Spear skills for the next 6 seconds, which both boosts your output and provides additional uptime from .Gleaming Disc
to provide 6 stacks ofGleaming Disc
and if under the effect of it provides . to provide additional protection and self mobility.
While on Staff, you should follow this priority:
and to provide and Healing. You can do this twice per loop before .Weapon Swap
to provide 9 stacks of .
TheSolar Storm
Gleaming Disc
more healing. generation ofGleaming Disc
. It’s important to use this skill always under the effect of . more shards and additional healing during cleanses with this skill.Solar Storm
Build Specifics
Important note on
Consider taking
Healing
Your healing comes from Symbols you place on the ground (due to
to empower Spear skills, then useSymbol of Luminance
through allies or close to them. can be stacked and used twice. is your autoattack and heals allies in front of you on each strike. This skill can’t be empowered, but it’s still good to use to keep your team topped up. heals and provide condition cleanses on allies. If empowered withSolar Storm
, it will also heal allies for each condition cleansed.
When on Staff, you have even more options:
and always use these skills together, as both skills provide healing themselves, and in addition you proc for a bigger amount of healing via executing combos. You could use this combo twice per loop. provides healing on each pulse, and a final healing burst at the end for allies around you. You can also use your dodges before casting this skill to provide healing around you through and then cast to heal and recharge Endurance via the trait, allowing you to dodge again afterwards. you can pick this skill if additional healing is needed. This skill can stack and be used twice. consider this option to grant additional passive/active sustain to your team. It heals allies every three seconds, and when you cast it, it provides , and while giving an huge amount of healing around you.
Dodge
Condition Cleanses
You have multiple ways to cleanse conditions from allies:
cleanses 2 conditions from allies around you.Solar Storm
cleanses 3 conditions from allies around you thanks toFlowing Resolve
. if you equip this trait instead of , take some Shout skills with a low cooldown ( and can be stacked and used twice in a row without interrupting other skills), and on each activation you will convert one condition into a boon for your allies. consider this option if extra cleanses are necessary. You need to use a Shout skill to make this work. cleanses multiple conditions from allies inside the ring. - Almost all the fields made by Guardians are Light Fields, meaning that Combo Finishers such as Blast and Whirl will cleanse the conditions from allies.
Crowd Control
huge CC skill. short CD and can be used twice in a row. huge amount of CC from your elite.
Alternatives
Utilities
Feel free to swap any skill except
to apply 5 stacks of to allies around you. This last for 12 seconds with 100% boon duration. to apply and to allies around you. anytime you need projectile reflection, such as Matthias encounter. for projectile block and a huge amount of CC – but its cooldown is quite high. to apply on each pulse. Remember that each stack of doesn’t last particularly long so it’s better to stay inside it during all this time when you need it. for more passive healing sustain and providing additional around when cast. The passive effect is lost when the skill is on cooldown. for extra condition cleanses. for extra CC and a Blast Finisher. for additional , and uptime.
Gear
Feel free to add Magi’s gear instead of Harrier’s if you need more Healing Power. As long as you have more than 80% boon duration with this build, your boon uptime will be pretty good.
For Tank setups, It’s enough to swap Harrier’s to Giver’s. Minstrel’s is also a good option, but it lowers your boon duration, so try to find a good balance with your Healing Power and high boon duration.
Sigils
Relics
You can swap
additional condition cleanse on Shout skill use. if you prefer over just healing. general healing increased from all sources.