|Note: This article is geared towards new players. Please keep its contents to those which new players can reasonably understand and use.|
A healer is a character who focuses on restoring and/or preventing health loss in others. Additionally, healers are expected to deal with other maladies affecting teammates, such as conditions and hexes.
As such, it's a basic concept not only in Guild Wars, but in most CRPGs.
Most combats come down to a contest between a team's ability to deal damage and their opponents' ability to heal or prevent it. Because winning usually requires a team to kill the opposing team, attempting to simply out-heal the opponents' damage will result in failure. In addition, sometimes it pays greater to protect key targets, rather than simply heal them. Thus, good healing relies on preventing damage as well as restoring health; allies can also help mitigate damage against themselves with techniques such as kiting and the use of defensive stances, and help to heal themselves via self heal skills.
Most commonly, healing is done via effects in the Restoration Magic (Ritualist) and Healing Prayers (Monk) lines, although some effects in Protection Prayers (Monk), Wind Prayers (Dervish) and Motivation (Paragon) also heal. All classes have additional self-only healing effects.
While there is no general equipment dedicated to this, there are a large number of skills dedicated to this purpose. Most Monk skills and almost all Restoration Magic skills fit here, making Ritualists and Monks seen as healer professions. Paragons have a large selection of suitable skills too, but can only fulfill some aspects of the role. Dervishes, Elementalists and Rangers also have skills related to healing, but they are not considered healer professions. Mesmers don't have effective heals, but have good hex removal.
- Spike healing skills typically deliver poor efficiency (health gain per energy), but can heal a large amount very quickly and are used to catch spikes, making it the best choice when you expect intermittent, but massive damage.
- Example: Infuse Health
- Party healing skills provide very good efficiency if many people in the party need healing, but are often slow and do not deliver much health to any one target. A team lacking this is vulnerable to party-wide pressure from degeneration or massive AoE.
- Spot healing skills provide efficient yet spammable healing on a single target, and are used in conjunction with prots to save single targets under sustained attack.
- Burst healing skills utilize variable "burst effects"; ranging from "wasteful healing" to insanely "massive healing" in terms of cost-effectiveness.
List of staple healing skills
- Cure Hex (also removes a hex)
- Dismiss Condition (also removes a condition)
- Dwayna's Kiss
- Gift of Health
- Healing Burst
- Heal Party
- Infuse Health
- Life Sheath (also removes a condition)
- Patient Spirit
- Restore Condition (also removes all conditions)
- Reversal of Fortune
- Seed of Life
- Signet of Rejuvenation
- Word of Healing
- Angelic Bond
- Ballad of Restoration
- Cautery Signet (usually used with Remedy Signet)/ Song of Purification/ Purifying Finale
- Hexbreaker Aria (adrenaline shout for energy)
- Mending Refrain (echo--keep up with shouts)
- Signet of Synergy (heals self)
- Note that the Paragon has few staple skills due to the fact that the build must be constructed to match the team it is playing in.
Healing skills in nonstandard professions
|Guide to making a build • Team|
|Type||General team roles||Particular templates||Hero-only builds|
|Damage||Pressure • Spiker • Nuker||Barrage ranger • Beast master • Bloodspike • Bomber • Dagger spammer • Touch ranger • Starburster • Trapper||Discordway|
|Support||Healer • Protection||Battery • Bonder • Flag runner • Imbagon • Infuser • Orders||Sabway|
|Control||Lineback • Shutdown • Tank||Cripshot • Hexway • Minion master • Perma • Spirit spammer|
|Utility||Caller • Toolbox||Gimmick • Balanced • -Way|