Troubadour - Power Troubadour
This is a test build. You may comment and rate it.
Focused on: Strike damage
Designed for: Open World and Open World General
Overview
Quickness support power troubadour build for open world. Troubadours can provide
Quickness and
Fury to themselves and nearby allies. Much like virtuoso, troubadours do not use clones nor shatters, replacing them for notes and instruments. As a downside, you no longer have clones that could distract and ocasionally tank enemies for you, and your instruments are melee range.
Template Code
Skill Bar
Weapon Variants
Usage of
Spear requires Janthir Wilds. Usage of
Dagger requires Secrets of the Obscure. Other weapon options you can consider are:
Sword +
Sword
Sword +
Focus
Greatsword
Skill Variants
Heal skill
We default to , an offensive heal that resets your Phantasm skills for much higher burst damage. As a downside, you lack a heal on demand, as the Signet becomes part of your damage rotation. Other alternatives are:
- - trades damage and note generation for more healing and condition cleanse. Generally not worth it.
Utility skills
We suggest:
for boons and note generation. Don't replace it.
for damage and note generation. Can be replaced if really needed.
as a generic stun break and mobility skill. Can be easily replaced.
Other skills can be considered:
- - more damage.
- - stunbreak and stability.
- - condition cleanse.
- - situationally useful.
Elite skill
We default to as it activates all instruments, activating and . In specific situations, another skill can be considered:
- - situational, if crowd control is required.
Specializations
- Variants
- - if using greatsword.
- - if playing in a group and someone else is already providing
Quickness.
Equipment
Ascended gear is not required.
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
If you are gearing this character from zero, start with exotic quality gear. Search the trading post for "Zhed" armor, "Uzoku" dagger, "Bonetti" sword, "Impaler" spear, and "Ebonblade" greatsword. Upgrade to ascended gear as you progress. See also: Guide:How to Gear a Character.
- If you don't have access to land spear with Janthir Wilds, replace it with
Focus or
Greatsword. - If you don't have access to dagger with Weaponmaster Training from Secrets of the Obscure, replace it with
Mainhand sword. - Note that you get extra attributes from . In open world, it isn't realistic to have all four instruments playing all the time, but we default to the same gear set used for group content for simplicity and monetary reasons. If you have the resources for a gear set tailored for open world, increase your Precision by using 2
Assassin accessories and your concentration by eating . - Other relic options include for an easier to use damage relic, or to trade a minor amount of damage for sustain.
- For defense, equip the highest tier Jade Core you can afford.
Consumables
Budget consumables are acceptable for use in open world.
DPS
- Prioritize Steak Ascended food.
- /
- /
Defense
Farming
- Prioritize Steak Ascended food.
- /
- (and variants)
Usage
Notes and instruments
As a troubadour, clones are replaced by notes, so you no longer have those NPCs that would ocasionally tank an attack for you. In exchange, you can expend your notes to cast Instruments, which replace your Shatters. Unlike Shatters, Instruments have a cast time, so be careful with that, although F4 does provide its Distortion instantly.
After using an Instrument skill, a phantasmal Instrument continues to play on the background, providing you with passive bonuses due to . These Instruments playing in the background buff the damage of , and all your attributes due to . As a power build, you are going to focus on F1, , for its damage and its damage increasing buff.
Damage
Always cast off cooldown with three notes. Spend extra notes on for damage and crowd control. Remember crowd control triggers and .
Cast off cooldown for boons and notes. You should always cast it with the Lute playing, and 0 or 1 notes, as it generates 2 notes when cast while the Lute is playing.
Cast and one after the other. This generates 1 note. Be careful with spending notes on the Flute if the Lute is coming off cooldown.
Cast off cooldown for boons and damage. It also generates 1 note every second for five seconds.
Due to , casting a phantasm provides 1 note. When the phantasm expires, it provides another 1 note as normal.
Dagger/Sword
On dagger/sword you want to spam all your skills except which should be saved for blocking.
If using sword instead of dagger, deals no damage and should only be used if you're missing a third note before playing an instrument.
Spear
On spear, try to always hit your target with the outer edge of to deal more damage, if you hit with both the outer and inner halves it will count as an outer edge hit, so it's easy to always deal empowered damage. Hitting with gives you
Clarity, which empowers your next spear skill. You want to always cast empowered by Clarity. should be saved for an extra dodge or to cleanse conditions.
If using greatsword instead of spear, use all skills except which should be saved for defiance bars.
Quickness
You provide quickness with and due the trait . Remember that increases your concentration for more boon duration, but in open world it's not realistic to have four instruments playing all the time, so you might considering using more boon duration such as by consuming .
You provide
Fury with , and Fury and
Might with .
Defense
- - distortion.
- - distortion with a cast time.
CC
- ⇒
- when empowered by
Clarity.
Ratings
Comments
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