Heal Skills
There are two alternate options for a heal skill worth considering.
- will provide a short Block along with a larger up front Heal.
- provides Condition Removal to you every few seconds. It is a good choice on fights with high condition pressure.
Group Utility
Nearly all of your skill slots are open to fill the needs of your party. Mitigating mechanics will allow you to keep swinging, so take what will best help each encounter. Some noteworthy skills to know about:
- provides a lot of Stability and a little Resolution to your subroup, allowing you to ignore many mechanics. As a Shout, it is instant-cast and will not interrupt other skills.
- provides more Resolution and pulsing Stability to your subgroup with a longer Cooldown and 1 second cast time. Bring this over to help maintain your Resolution uptime if you are not getting enough from your supports.
- provides Aegis to your party with 2 Ammunition. This will not only Block powerful attacks, but will also trigger .
- provides protection from ranged attacks, but more importantly a massive amount of Defiance Break over 5 seconds.
- provides pulsing Condition Removal to your allies while applying Burning to enemies in the Fire Field.
Traps
Traps are versatile skills that provide great damage and utility. Using will provide a noticeable damage increase. If you choose to slot it in, use it after the two Greatsword skills:
-
4
-
2
- if available
- Fill with Auto Attacks
You can also take and use it every other loop for good damage while providing additional Defiance Break.
You can also swap to in the Dragonhunter Trait Line for personal Aegis. This can allow you to avoid mechanics and keep swinging!