Healer build: attack power is your healing number
✍️ Alice・愛麗沙
Everything below is Taiwan-server data — there is no official English service, so English pages here show what Taiwan has and label it. Start with the formula, because it rewrites the whole sheet: Healer’s healing output scales off attack power, which is why a support class ends up wearing damage runes. Weapon Thousand Swords; armour Sacred Discipline / Rock Giant / Dirty Blow / Stability+ / Giant’s Arm; accessories the overheal trio — Wave (skill 3), Suppression (skill 2), Embrace (skill 4); emblem Wisdom, not Brilliance, because for this class cooldown is healing. Level-30 enhancement goes to skill 3 first (the Korean sheet writes it as mandatory), and Healer is the only class on this site whose reforge priority puts cooldown reduction above every damage line.
One formula explains every odd choice on the sheet
Read “attack power equals healing” into the loadout and the strange entries stop being strange.
Why does a healer wear Dirty Blow (attack +24% after a counter-hit) and Stability+ (attack +11% above 75% HP)? Because an attack buff is a healing buff. And Healer’s own health bar sits safely high almost all the time, so Stability+ is effectively unconditional for this class specifically.
Sacred Discipline is the soul of that column: using a support skill grants attack power and allied recovery +4% each, stacking three times. Healer’s entire kit is a trigger for it — and this rune has no lower-grade version at all. It is the healer line’s identity card, not an upgrade path.
Giant’s Arm (applies armour break) is the party-facing slot, and it carries two rules that are easy to miss. First, its armour break does not stack with Soul Harvester’s, so the weapon and armour choices interact. Second, Giant’s Arm is half of a pair with Hungry Blade — only with both equipped do broken targets take doubled direct damage; with Giant’s Arm alone you get the break debuff and nothing else.
That makes the break chain a genuine three-way choice: run Giant’s Arm solo (you give the party a debuff), complete the pair (you take damage from it too), or run Soul Harvester on the weapon and give up the armour slot. Decide by whether anyone else in your group brings break — not by rune rarity.
On weapons, the Taiwanese board’s own line is quotable: “S0 healers, use Thousand Swords.” When asked for an alternative, the answer is Soul Harvester — which requires a spirit-attribute pet, cannot be bought at a price, and is reportedly better than Thousand Swords in solo play. Thousand Swords keys off your character, not your weapon, so a staff-carrying healer gets the full value. That question has been asked and answered.
The sheet, slot by slot
| Slot | Rune | Notes |
|---|---|---|
| weapon | Thousand Swords (Legend★6) | Each sword-using class that reaches class level 40 adds 4% ATK, stacking up to 6 times. |
| hat | Sacred Discipline (Legend★6, prototype) | Using a Support skill raises ATK and the healing power you give allies by 4% each for 10s, stacking up to 3 times. (Healer-line classes only) |
| top | Rock Giant (Legend★6) | Smash hits raise ATK by 3%, stacking up to 3 times. At 3 stacks, all are consumed for +20% ATK for 5s. |
| Bottoms | Dirty Blow (Legend★6, prototype) | A counter-attack hit raises ATK by 24% for 4s. |
| gloves | Stability+ (Legend★6, prototype) | At 75% HP or more, ATK +9%. |
| shoes | Giant's Arm (Legend★6·Raid) | When a Rune of Ruin attack hits, deals (ATK×?%) damage to the target and enemies within 2.5m, applies debuff: Armor Break (damage taken +10% for 10s), and also applies Broken Armor. When Broken Armor expires, an enemy carrying debuff: Bound Blade takes an extra (ATK×?%) damage. Armor Break does not stack. (cooldown 10s) |
| necklace | Wave+ (Legend★6) [Skill Modification 3] | Changes the Healer's Pulse of Life skill. Its maximum stacks increase and it heals or damages more allies and enemies. When Pulse of Life transfers Life Link's effect, the buff it gives nearby allies is stronger. |
| ring 1 | Suppression+ (Legend★6) [Skill Modification 2] | Changes the Healer's Phantom Pain skill. A mana orb of condensed life force travels between enemies and allies, exploding several times. |
| ring 2 | Embrace+ (Legend★6) [Skill Modification 4] | Changes the Healer's Protection skill. Damage taken is reduced further for a short time. |
| emblem | Wisdom (Legend★6) | The cooldown of all skills -18%. |
This table is generated from the site database at build time. Full loadout: Healer
| Slot | Endgame rune | Mid-budget swap | Free-to-play swap |
|---|---|---|---|
| weapon | Thousand Swords(Legendary) | Duel(Epic) | Confrontation(Elite) |
| hat | Sacred Discipline(Legendary) | Sacred Discipline(Legendary) | Sacred Discipline(Legendary) |
| top | Rock Giant(Legendary) | Rock Giant(Legendary) | Relief(Elite) |
| Bottoms | Dirty Blow(Legendary) | Ambush(Epic) | Ambush(Epic) |
| gloves | Stability+(Legendary) | Stability(Epic) | Relief(Elite) |
| shoes | Giant's Arm(Legendary) | Enlightenment(Legendary) | Beginning(Elite) |
| necklace | Wave+(Legendary) | Wave(Elite) | Wave(Elite) |
| ring 1 | Suppression+(Legendary) | Suppression(Epic) | Vow(Elite) |
| ring 2 | Embrace+(Legendary) | Embrace(Elite) | Embrace(Elite) |
| emblem | Wisdom(Legendary) | Wisdom(Legendary) | Alacrity/Might(Elite) |
The same loadout sheet read across all three budget tiers, slot by slot. A cell marked "no source found" is a real gap in the research, not a missing entry.Full loadout: Healer
The accessory trio is what the Korean sheet calls the current mainstream: overheal. Wave raises skill 3’s stack count and target cap; Suppression turns skill 2 into a multi-hit that bounces between allies and enemies; Embrace adds damage reduction to skill 4.
A second line — 1·3·5, using Vow / Wave / Halo — is still on the sheet as the older mainstream. Note what both share: Wave. Skill 3 is Healer’s fixed axis in either build, which is why level-30 enhancement goes there first (the sheet writes “must”), with skill 4 second because cooldown investment brings it down to roughly a 9-second cycle.
What Taiwanese players have already proven
There is a very good field report on the board: a 26,000-CP Healer solo-cleared hard Glas Ghaibhleann, and the author’s own conclusion was not about runes — it was about reforging. Weapon and accessories rolled to crit plus multi-hit enhancement; armour and emblem rolled to crit plus recovery; then the blacksmith used to move a legendary item’s “+2 to three skills” onto the three skills that actually mattered. (His locked trio differs from the Korean sheet’s 2·3·4; both records are kept side by side rather than one being declared wrong.)
The comment thread added a useful sense of scale from the Korean S0/S1 era: crit around 2,000, multi-hit around 1,500, follow-up around 1,100 is enough.
A second record is more startling. In a solo-challenge thread, a Healer cleared hard small Glas fully automatic in three minutes. That follows from the mechanics above — almost all of Healer’s buff conditions trigger on simply using skills, so the AI does not drop conditions. Among the support classes, Healer retains the most of its output under auto-battle.
Cards, reforge and prisms: the only cooldown-first class
Upgrade cards: ATK → INT. Healer is a single-primary-stat class (INT at ×1.5 scaling), so the primary-stat card outranks what it would for a dual-stat class. “Attack card equals healing” applies here as everywhere; defence and HP cards get replaced exactly as they do on a damage dealer.
Reforge is where Healer stands alone: support (cooldown reduction) and multi-hit (cooldown reduction) far outweigh every damage line. The bottleneck on healing output is skill turn rate, not the size of a single tick. That is the same reason the emblem is Wisdom (all cooldowns −18%) rather than Brilliance, with Goddess’s Might (attack +13% when healing an ally, obtained on Hell difficulty) as the alternative. Prism order: recovery > crit / multi-hit enhancement / fast skill > skill power.
Gems, for scale: one starprism line is worth roughly +2% tag damage, and the community consensus is one line at low investment, two at medium. Reaching two lines costs on the order of a hundred-plus carving tools; three lines runs past five hundred. Because Healer’s returns concentrate in cooldown rather than damage tags, the marginal value of pushing to three lines is the lowest of any class — spend that budget on enhancement instead.
What Korea did next
Korea’s Season 1 (2025-09-25) gave Healer two new accessory runes — a halo type and a bloom type; no English names are registered for them yet, and this site does not invent one. The Taiwanese player quoted above had already predicted both at the end of his own post. When they arrive, Taiwan’s overheal trio gets reshuffled.
Korea’s 2026-08-12 stream carried one Healer-specific change: the healing-total leaderboard now accumulates only during combat, with the cap moved from 300 to 120 (Korea; player-relayed). That is a ranking-measurement change, not a combat nerf.
One year on, Korea’s settled read of the two support classes is Healer = steadier area sustain, Priest = burst healing plus real damage, with Priest preferred at the hardest tier. But mind the time gap: back when Korea was running hard Glas Ghaibhleann in its own S0, the standard composition was two healers (Korean data, 2025-05) — and that is exactly where Taiwan is now.
Our verdict
Healer is Taiwan S0’s cheapest ticket into a raid group and its most underrated ceiling: the support seat is permanently short-staffed, the gearing logic is shared with damage dealers so nothing you farm is wasted, and it holds more of its output under auto-battle than any other support class.
Our recommendation: if you want reliable 8-player raid invitations without maintaining two gear sets, play Healer. If you are chasing burst healing for hard-mode min-maxing, look at Priest instead. On gear there is exactly one iron rule — emblem and reforge follow cooldown, and Brilliance belongs on your damage alt.
A claim you can overturn: on Taiwan S0’s hard Glas Ghaibhleann, at comparable combat power around 25,000, a Healer’s solo clear time is shorter than a Priest’s. If someone posts a same-CP head-to-head that says otherwise, this article’s positioning section and the Priest article get rewritten together. Cross-class ranking lives at /en/tierlist/; the full slot-by-slot source rows are at /en/meta/healer/.