This build relies on 180 Radius Might from . As such we strongly advise using the Dagger/Warhorn variant on moving bosses, whilst tanking or when the party has to spread out a lot.
Rotation Concept
Alternate between and for Might, Alacrity, Regeneration, Vigor and a good chunk of Protection.
Inbetween overloads you want to dip into and use to upkeep Swiftness.
Cast off Cooldown and use and to Blast and for Might and Fury. Since Blasting requires you to go into , you'll simultaneously be providing most of your Protection due to .
Sustain Healing
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Regeneration provided by , , and entering due to .
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which is strengthened by and can be provided by entering . This effect is applied every 3s whilst in and lingers for 10 seconds.
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Staff: will provide some Healing around your target whilst you're chilling in .
Burst Healing
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, the heal will happen around yourself and does not have a cast time which means you can cast it during any other skill without interrupting them.
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Entering due to .
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Dodging in due to which can be combined with the previous point as only checks your attunement at the end of the dodge. This allows you to swap to during the Dodge to proc both and .
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Using Blasts to proc Area Healing or with one of the following skills
- Staff:
- Staff:
- Staff:
- Dodging in due to
Crowd Control
You'll mostly be using the following Defiance Damage skills. For a full list of available Defiance Damage skills check the Gameplay Guide.
Skill | Defiance Damage | Source |
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150 | Staff | |
200 | Staff | |
200 | Staff | |
200 | Utility | |
300-400 | Utility | |
150 | Utility |
will increase the duration of Stuns and Dazes you apply. will increase the duration of Stuns you apply (for more info on the Air Trait Line check out the Gameplay Guide).