| 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. |
