Can easily cover a large amount of Might for your group at a minor personal DPS loss. This build can't generate any stacks so the dps loss comes only from the time you need until your own might ramps up. | |
Provides a bit of tankiness in the form of extra vitality for minimal DPS loss. |
Skill | Damage |
---|---|
Hammer | |
150 with Stun | |
200 with Knockdown | |
50/s with Immobile | |
33/s with Chilled | |
250 with Float | |
Scepter | |
150 with Stun | |
33/s with Chilled | |
33/s with Chilled | |
Warhorn | |
150 with Pull | |
150 with Knockback | |
20/s with Blinded | |
Focus | |
400 with Knockdown | |
15/s with Crippled | |
33/s with Chilled | |
200 with Daze |
Heal | |
An additional Might source from blasting fire fields. Overall provides less healing than . | |
A stronger alternative healing skill when you need to restore a large amount of health very quickly. | |
Another alternative healing skill affecting allies close to the target you strike. | |
Offensive | |
A stronger alternative to but relies on rng and works better in fights with longer phases. | |
Defensive | |
A stun break with the addition of 3 blocks. | |
Another stun break that provides extra Protection and Stability. | |
A strong skill providing a lot of barrier and extra Stability. | |
Yet another stun break with the addition of evade frames. | |
Utility | |
A 900 units teleport for easy repositioning. | |
You can sacrifice some DPS for a powerful insta rez, can be very useful during "Dancing with Demons" runs. |