Role : huge condi cleanse potential, short range healing, auras, boon generation
Difficulty : medium

Gear variants

Warhorn instead of focus for extra CC and utility at the cost of condition cleanses.
Dagger off-hand instead of focus for a slightly different toolset and a more nuanced rotation and similar results.
Staff for long-range CC, spammable heal skill and some protection generation at the cost of might and blindness generation.
Generally it’s not the choice of weapon that determines the result but the player themselves, so be sure to read the guide and understand how the build works and what the skills do.

Sigils

The stacking bonuses from will persist on your character if you first accumulate those, then swap to a weaponset with when out of combat. Don’t forget to also slot another into the underwater weapon set or the stacks will disappear upon entering water.

Trait variants

Following the nerfs of , lowering the number of affecting targets from 10 to 5, the trait is not as powerful and, depending on the group composition and personal preference there’s some leeway.

  • — default and go-to variant, helps maintaining might and mitigating incoming damage in close quarters. Might stacking should never be overlooked.
  • — provides party with extra sustain through decent uptime of regeneration and vigor.
  • — selfish variant that may see some use if the subgroup is severely lacking stability. Ideally should not be used.

Armor

Weapons

Consumables

Trinkets

18x
1st Ring: minstrel
1st Accessory: minstrel
Amulet: minstrel
2nd Ring: minstrel
2nd Accessory: minstrel
Back: minstrel

Main Specializations

Skills

Skill Variants

build code