Heal Paragon

A Minstrel's Paragon — Staff and Sword/Warhorn, healing and barrier out of Command skills, with Might and banners underneath.

This is the Warrior that keeps a squad standing: chants, echoing commands, and stats that do nothing but keep other people alive. It brings no boon strip at all.

Why these traits

The utility bar is Commands, and every one of them has an Echo — a second application after an interval, or sooner if you use a burst. Reverberation lets that echo fire a second time, so pressing your chants (which are bursts) is what times the extra heal, barrier and boons. Feverish Pulse makes each chant cut the recharge of your other chants and hand boons to the allies it hit, and Calming Tongue adds condition removal to Chant of Recuperation on top of its barrier.

Roaring Reveille is a Warhorn trait — extra boons on those two skills, plus flat concentration — which is why the warhorn is in the offhand. Stalwart Focus raises both the healing you receive and the healing you give. Heightened Focus is a burst trait, not a banner one: quickness and a burst reset on low-health foes, and more outgoing healing after a burst strike. Doubled Standards is the banner trait — Banner of Tactics and Battle Standard pulse their boons for longer.

Empower Allies and Phalanx Strength give the squad Might — might, not power. That is the Warrior package underneath the healing.

Gear reasoning

Minstrel's and Giver's with concentration infusions: healing power, boon duration, and enough armour and vitality to keep casting inside the pile. Water adds healing power and more boon duration, and Transference raises healing to other allies specifically.

Flock fires off your heal skill — "We Shall Return!" — and heals everyone near you, converting the overflow to barrier, which stacks with the barrier "Brace Yourselves!" is already applying. Energy gives you a dodge on weapon swap.

Life and Frenzy both only pay out when you personally kill something, which a healer in a zerg rarely does — they are the loosest part of the set.

When not to run it

There is no strip here, and no damage worth counting. If the fight is decided by whose boons come off first, this is the wrong Warrior — Boon Spellbreaker brings Winds of Disenchantment from the same support slot and still shares Might.

It also does nothing on its own. Every button in the bar targets allies around you, so if you are not glued to the squad you are not playing the build.

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