The main task of the is to supply the squad with as many damage-enhancing buffs as possible. Here plays a special role, because the is able to maintain 25 stacks on its own.
Other important buffs are &B/gDAAA=, &BtEwAAA= and &BtIwAAA=, as well as , , , and .
Healing is more of a side job for the . Because again, the focus is on maximizing the group DPS. Dead or downstate players do not do any damage. Furthermore, the &AgEEYQAA and the &AgHnHQEA-uptime are important for power classes.
Furthermore, the often takes on special roles in a fight which do not require DPS. e.g. kite at / or pushing Tormented Dead at etc.
As you take a CC-pet and a DPS-pet with you most of the time. If you lack -damage you can take both CC-pets with you.
Tip: Jump finisher deal 1 second , so 100 -damage, in a lightning field. E.g.: This can be used as with your greatsword 3 &BngjAAA=.
Always keep in mind that, if you want to change your pets, you have to remove a pet from your build. Generally, if you need more -damage, you can remove the DPS-pet, otherwise remove the CC-pet.
DON’T CAMP ON STAFF!
Why? With the knowledge that we want to increase the damage of our group, we take a look on following skills:
The axe/warhorn weapon set gives our group everything we have to provide as our main task. Especially warhorn 5 (&Bk0xAAA=) is extremely strong and important. You should only change to your staff if you need burst heal and your &Bn18AAA= is not ready right now.
Due to the grandmaster trait in the traitline &BwkIAAA= you will generate with every &Bn18AAA= skill. Especially &BpZ8AAA= and &Bg97AAA= distribute much.
When you leave &Bn18AAA= you will lose 30% of your “astral power” and the skill will be on cooldown for 10 seconds (7,5 seconds with
Your &Bn18AAA= will recharge, if you attack an enemy or -more effectively- heal your teammates (pets and spirits also count).
&Bt57AAA= and &BpF8AAA= will generate “astral power” for you without any problems.
Even with a second healer in your squad, you shouldn’t have any problems, in most bossfights, regaining your &Bn18AAA= in time, so you can use it after the 10 seconds cooldown.
Spirits are an unique mechanic of the . These must be placed on the field and provide special buffs to your group in a range of 900. The spirits of the lose 5% every 3 seconds. As long as you heal the spirits they can remain for eternity. The spirits are an enormous bonus for your squad. Therefore you always want to take the DPS enhancing spirits with you. Even on bosses where you don’t need from the you want to take those spirits with you. In the form of a or as .
&Bg1VAAA=: is your main healing skill. He enables you to provide your whole squad and heal them a little bit.
&BtEwAAA=: provides a 5% DPS bonus on power attacks. So this one should be with you in every power based teamcomposition. Additionally, the &BtEwAAA= provides a little bit of .
&BtIwAAA=: your teammates will generate -stacks on the enemy with auto attacks. As these scale with condition duration of the attacking person this spirit is mandatory in a team with condition DPS-classes. Additionally the spirit provides when you activate it.
&Bs8wAAA=: is the spirit to go if your group lacks .
&Bs0wAAA=: is needed if you don’t have a source. Generally , , or condi can stack on the boss permanently. If you have one of these classes in your squad the &Bs0wAAA= will be unnecessary. If you don’t have a source this spirit will be a must go for your squad. Additionally this spirit inflicts 100 -damage and generates
&BhkxAAA=: the “Spirit of Nature” has a moderate passive healing. Additionally he provides a stack of , removes a condition and revives up to 5 teammates, if you activate it. &BhkxAAA= loses 20% of his for every teammate resurrected. This is your basic elite-skill and should be used to resurrect many downstated teammates at once.
Rule: you should use the &BhkxAAA= if you have to revive 3 or more players or if it is really difficult to revive a temmate.
Note: Because spirits can also die you should only use the &BhkxAAA= of you can ensure his survival. Otherwise you should only use it to resurrect your team.
&BskwAAA=: is your main alternative to &BhkxAAA=. She will be used in bossfights where your team will face a lot of conditions. The &BhkxAAA= not only has a moderate healing but also a strong condi cleanse as long as it is active.
Should you take &BhkxAAA= with you, you have to exchange &By0EAAA= for &BzMEAAA=.
The function of the glyphe changes for the depending on if he is in &Bn18AAA= or not.
&BvB2AAA=: in the normal for the &BvB2AAA= is a and in your &Bn18AAA= form a .
&BgWGAAA=: this skill pulls a downstated teammate to your position and your pet will start to resurrect him.
&BiQxAAA=: will be used in many bossfights (e.g. “Seeker” at or “Rigom” at ). Most of the time it is your job as . One of your strongest skills is &BiQxAAA=. This skill enables you to up to 5 enemies at once in a range of 600 for 10 seconds.
&BgbXAAA=: As with the &BvB2AAA= the &BgbXAAA= also has 2 different abilities.
in the normal form you remove conditions from your team and your team can’t be effected from new conditions in this time. This is useful to prevent attacks that would stack a lot of conditions on your team. e.g. s “Shake”, s “Ground Slam”.
In your &Bn18AAA= the &BgbXAAA= prevents downed teammates from losing more . Additionally they will be healed from the downstate and all players will gain , and .
&B/gDAAA=: +100 precision on 5 people
&BzMEAAA= instead of &By0EAAA= if you take &BskwAAA= with you.
&BzMEAAA= instead of &B2AHAAA= if you need more healing or .
&B9IDAAA=: more healing power
&B8QDAAA=: less cooldown on warhorn skills + these also give
&Bw4EAAA=: boost on all spirits. More boons, less life loss, more range + 10 man effect.
&ByQEAAA= instead of &B9IDAAA= if people or downed frequently.
&B8UDAAA= instead of &B8QDAAA= if you dont have a warhorn with you.
&BwUIAAA=: gives and when you leave &Bn18AAA=.
&BwkIAAA=: the reason why is played in nearly every squad. With this trait every &Bn18AAA= skill gives .
&B48HAAA= instead of &B+AHAAA= if more CC is needed. &B48HAAA= activates when you enter &Bn18AAA= and deals 100 damage.
&B9EHAAA= instead of &BwUIAAA= to lower the cooldown if you take a glyphe with you.
&BwoIAAA= instead of &BwkIAAA= if you play in a boon- group and don’t have to generate
Caution: remember to change back to &BwkIAAA= after the fight.
Activate “Thick Party/Squad Health Bars”, deactivate “Show All Player Names” and zoom out as much as possible, to have a good overview.
Your positioning is important aswell. The main priority of your heal will always be your own subgroup. If players are behind you, but they are not in your subgroup they won’t profit from the healing.
So place behind your teammates. &Bt57AAA= will profit aswell.
Although the doesn’t have a steady rotation, there is a skill sequence, you can play to accomplish your task as good as possible. If you play &Bn18AAA=:
Maximal burst heal:
Maximal condi cleanse / ranged :
Due to the low cooldown from &BjR8AAA= and &Bq56AAA= im &Bn18AAA=, you can press them pretty fast in a row. With this you get a strong condi cleanse, moderate healing and acceptable generation, if only ranged is possible.
Always use &Bn18AAA= on cooldown to keep the up for your group. This is just a general rule. On some bosses you have to adjust your skills to play mechanics or to outheal DPS-spikes.
&Bk0xAAA= should be used on cooldown.
&Bgh7AAA= for the waterfield + &Bi97AAA= for a blast finisher in the water field. You can also use this with the waterfield from &BskwAAA= and every other blast finisher. When using &BskwAAA= you should keep in mind that it only triggers if a player falls below his maximal . As soon as the trap triggers you can blast the waterfield to heal your squad.
Spirits have to be kept alive and be pulled to your group if they move. In “Hall of Chains”, “Mythwright Gambit” and the “Key of Ahdashim” you have to keep in mind that your spirit die when you use a mount and fall on a 20 second cooldown.