Heal Quickness Troubadour spins dramatic ballads and tales as their words weave magic and music to raise allies’ spirits and demoralize their foes.
[&DQcXKi06SRptAW0BUx2AAQAAagEAAIIBAADtEgAAAAAAAAAAAAAAAAAAAAADWQBWAGYAAA==]Heal Quickness Troubadour spins dramatic ballads and tales as their words weave magic and music to raise allies’ spirits and demoralize their foes.
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Since Rifle already covers all of your needs, your secondary weapon set is completely flexible. You might want to consider the following options:
If all the options intimidate you then Spear is a very solid default secondary weapon for its versatility and flexibility!
Check the detailed section on each weapon below!
You can replace
菲勃古物, if you do not need or solve Swiftness in another way, with other notable relics:
群聚古物 for additional safety.
林居古物 for high additional Defiance Break on elite cast.
巫师塔古物 for additional Defiance Break and Reflect on elite cast.
术士古物 to cover more Vulnerability as a healer.You can replace
恢复咒语 with
次子传说 for burst healing.
Your utility and elite skills are very flexible and you should consider all options. Note that Mantras and Tales will additionally heal via
咒语回复 and
娓娓道来.
斥力穹窿 for reflecting projectiles.
专注咒语 for Aegis and Stability.
传送入口 for group mobility.
坚定咒语 to Cleanse Conditions.
侠盗传说 to provide Aegis, Superspeed and Endurance
闪光传送 for mobility to deal with mechanics.
幻象纹章 to reset all your instruments for additional Defiance Break, Healing, Distortion or more boons.
尊后传说 for a 5-man Distortion for 2 seconds.For Defiance Break options, please refer to the Crowd Control section at the bottom of the page.
Notable Chaos Change: paired with can be useful to run past insignificant foes.
Notable Inspiration Changes:
4 more frequently.Notable Troubadour Changes:
The three grandmasters are very flexible:
You can also take over for slightly more Defiance Break at the expense of some Healing and making Protection tighter to upkeep.
This sequence provides your group with the most important boons at the beginning of combat.
You can skip
音浪渐强 in the opener if you have
魂守传说.
You can obviously change the opener based on the encounter or your individual skill choices - just make sure you apply Quickness, Fury, and 25 Might as quickly as possible.
Build Notes, in particular by casting the following skills.
跋山涉水 2 additionally grants Regeneration.
幻影狙击 4 stuns foes.
恢复咒语 → 2x
强力恢复 additionally heals, and grants Regeneration and Swiftness.
魂守传说 while
活跃琵琶 F1 is playing.Spend Notes to play Instruments as soon as they recharged:
活跃琵琶 F1 for Might and Quickness.F2 for Protection and Vigor.F4 for healing.Cast your remaining skills as follows:
F5 while as many Instruments as possible are active. F5 will grant boons, as well as healing and granting barrier to you and your allies. With your F5 will gain an additional effect depending on the instrument you used before casting it. As a healer we are mainly interested in the additional effect of F3, which provides more Defiance Break, or F4, which provides more Healing.3 grants Fury and Might and you should therefore cast it off cooldown. It's sequence skill, , instead heals allies for a large amount, cleanses conditions, and blinds foes — cast it only when you need to save your allies.5 grants Barrier and Resistance to allies. You can reactivate it to open a portal from its location, but that will increase the Cooldown.Rifle is your primary weapon, which you will use most of the time.
2 generates a note, grants Regeneration, and heals allies for a small amount. Cast it as often as possible.
3 grants Fury and Might and you should therefore cast it regularly. Its sequence skill, , instead heals allies for a large amount, cleanses conditions, and blinds foes - cast it whenever you need to save your allies.
4 deals moderate Defiance Break.
5 grants Barrier and Resistance to allies. You can reactivate it to open a portal from its location, but that will increase the Cooldown.
Spear is versatile weapon that has access to Evades, condition cleanse, Boon Strip, Defiance Damage and Movement.
2 grants a note and gives Clarity.
Skills will consume Clarity and get empowered in various ways.
3 Evades attacks, cleanses conditions on yourself and Heals you if you successfully Evade an attack.
Clarity empowers the self-healing portion.
4 summons a Phantasm (two with Clarity) and lunges you forward 450 units while stripping boons from any potential adversary in your path. It also grants Swiftness to the caster, while being a leap finisher.
The phantasm will Cripple, or if used with Clarity will also Immobilize.
5 teleports you a distance of 600 towards your target and if cast with Clarity also Stuns for 2 seconds.
Additionally, it resets 2 and is a blast finisher.
Sword is flexible weapon with access to boon strip, mobility and Evades.
The last part of the Sword auto-attack chain will strip boons.
2 is an Evade on a short cooldown.
3 leap (600 units) forward with your sword while leaving an anchor from the initial leap position, reactivate the flipover skill 3 to return to the anchor!
This is effectively a 1200 range movement skill if utilised well.
Upon hitting your target with the Sword you gain a note.
Scepter is a defensive weapon with access to a short-cooldown Block and lots of note generation.
The last part of the Scepter auto-attack chain generates a note.
2 blocks incoming attacks and generates 2 notes. Alternatively, you can use the recast to generate a singular note.
Focus is mainly used for the powerful Pull in 4 → 4 but also has use in Projectile Destruction.
4 places a wall of energy that grants Swiftness to allies who pass through, and conversely, inflicts Cripple on foes who pass through it.
Its flipover - is a powerful Pull with a large Radius of 600.
5 summons a Phantasm that generates a small protective field which will destroy any projectile that touches it.
makes it so both the wall from 4 and the field from the 5 Phantasm reflect, which makes it a very good situational trait.
Pistol mainly sees use due to the strong Defiance Break in
4 inflicts Cripple and summons a Phantasm.
5 shots a bouncing bullet, the first bounce will Stun for 2.5 seconds, the second Dazes for 2 seconds, and the third Blinds.
Shield is a strong defensive offhand with access to additional Might and Swiftness
4 blocks incoming attacks and summons a Phantasm that grants Protection. If you blocked an attack, you can cast its sequence skill, , which has the same properties.
5 can stun foes twice to deal high Defiance Break. It's also useful for granting additional Might and Swiftness.
| Skill | Type | Source |
|---|---|---|
F2 | 100 (130) | Instrument |
F3 | 100 (130), 200 (260), or 200 (260) | Instrument |
F3 Empowered F5 | 300 (390) | Shatter |
4 | 200 (260) | Rifle |
| 300 (390) | Alternate Utility Skill | |
| → | 150 (195) per Charge | Alternate Utility Skill |
| 300 (390) | Alternate Utility Skill | |
| 350 (455) | Alternate Elite Skill | |
| 300 | Alternate Relic |
| 150 | Alternate Relic |