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    Heal Alacrity Willbender
    February 2025

    Group PvE
    Support
    Weapon Mastery icon Weapon Mastery

    Traits

    Armor

     Helm
     Shoulders
     Chest
     Gloves
     Legs
     Boots

    Weapons & Sigils

     Staff
     Spear

    Trinkets

     Backpiece
     Accessory
     Accessory
     Amulet
     Ring
     Ring

    Food

    Infusions

    20 x

    Weapon Skills

    Utility Skills

    copied

    Skill Priority

    Spear

    1. Symbol of Luminance
    2. Gleaming Disc
    3. Solar Storm
    4. Fill with between skills until Weapon Swap

    Staff

    1. Fill with autos
    2. Weapon Swap

    Notes

    1. when off CD
    2. Flowing Resolve and when off CD

     

    Target Stats

    10001000100010000000
    1000159225%150%00%0%

    Introduction

    Heal Alacrity Willbender offers plenty of utilities, CC, and boons, similar to its brother Heal Quickness Firebrand. It provides permanent , , , , and 25 stacks of . On demand and in rotation you can provide , and for your squad. You have access to all the Guardian utility skills, which make you able to choose what would be best in any fight.

    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 alongside with , ,  and , then swap to Staff to give additional and . Below is what specifically generates the boons, starting with Spear:

    • Flowing Resolve and 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.
    • Symbol of Luminance places a Symbol on the ground, giving 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.
    • Gleaming Disc to provide 6 stacks of 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 .

    The buff empowers your Spear skills. You can get this buff through using either Solar Storm, Gleaming Disc or , and it will work on one of them on the next use. These empowers provide:

    • more healing.
    • Gleaming Disc generation of . It’s important to use this skill always under the effect of .
    • Solar Storm more shards and additional healing during cleanses with this skill.

    Build Specifics

    Important note on : once activated, you gain a personal buff for the next 6 seconds. While affected by this buff, every 5 attacks on the target will increase the duration of and on you.

    can be used to gain self boons and provide and to nearby allies. As this skill is also a shadowstep, it can additionally be used this skill to reposition yourself in a fight.

    Consider taking instead of if your squad needs extra .

    reduces the recharge of Staff skills, gives120 concentration, and gives 50 endurance to your team while casting .

    Healing

    Your healing comes from Symbols you place on the ground (due to ), some Spear skills, some Staff skills and Combo Fields plus Blast Finishers. Here’s some healing combos starting with Spear:

    • Symbol of Luminance to empower Spear skills, then use 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.
    • Solar Storm heals and provide condition cleanses on allies. If empowered with , 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.

    is your biggest healing skill. It heals allies in front of you, and at the end of the cast it places a on the ground, giving and more healing through .

    heals allies around you at the end of Dodge.

    is a good pick if you like to have something to insta revive a downed ally when you target it.

    Condition Cleanses

    You have multiple ways to cleanse conditions from allies:

    • Solar Storm cleanses 2 conditions from allies around you.
    • Flowing Resolve cleanses 3 conditions from allies around you thanks to .
    • 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

    is the only skill you should not replace unless necessary, then you can take any of these CC skills:

    • 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 , unless absolutely necessary, with one of the following:

    • 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

    is a good option to increase your CC power if needed.

    Relics

    You can swap for any of the following Relics if necessary:

    • additional condition cleanse on Shout skill use.
    • if you prefer over just healing.
    • general healing increased from all sources.

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