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Troubadour - Quickness Support Power DPS

This is a test build. You may comment and rate it.

Focused on: Direct damageSupport and Utility

Designed for: Raids

Expansions required: Visions of Eternity buildsSecrets of the Obscure buildsJanthir Wilds builds

Difficulty:
Normal

This build was last updated on January 09, 2026.

Overview

Power Quickness Troubadour plays pretty similarly to Chronomancer, with the notable advantage that it easily provides 25 Might Might and permanent Fury Fury in addition to Quickness Quickness.


Skill Bar

Dagger/Sword
Spear
Utility


Weapon Variants

  • Sword is the best mainhand weapon for players that don't own Secrets of the Obscure.
  • Greatsword is the best replacement for Spear for players that don't own Janthir Wilds. This also makes the build fully ranged (assuming Dagger mainhand), which could have niche use.
  • Taking both Greatsword and Spear is also an option. It deals around the same damage as Dagger/Greatsword, but has higher boon generation as both phantasms trigger your boon trait twice.
  • Offhand Sword can be replaced by a Shield for tanking and extra boons, or Focus if you need Temporal Curtain to pull adds.


Skill Variants

Heal

The choice of heal skill is free, as Signet of the Ether is a DPS loss to cast, and you don't rely on phantasm casts for boons.


Utility

You don't want to swap out either of your Tale skills, as Tale of the Soulkeeper is essential for boons, and Tale of the Tortured Mastermind helps with Relic of the Claw uptime. Both skills additionally generate extra notes.


You can easily replace Mantra of Pain, depending on whether utility or DPS is more important.

  • Signet of Illusions deals similar damage to Mantra of Pain and boosts your boon uptime by allowing an extra use of Lively Lute. This requires a different rotation.
  • Feedback provides a long-duration reflect.
  • Mantra of Concentration provides Stability to your group.
  • Mantra of Distraction for encounters that require heavy CC.
  • Signet of Domination offers more CC than Mantra of Distraction but on a longer cooldown, which may be more suitable for some encounters.
  • Portal Entre if you need a portal.
  • Mimic allows you to get a second use out of a key skill if you'll need it more often than the cooldown. Often used together with Portal Entre.


Elite

  • Time Warp if you have doubts about your Quickness Quickness uptime.
  • Signet of Humility for CC.


Template Code

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Specializations


Trait Variants

  • Use Bountiful Blades when running Greatsword.


Equipment

This uses the same gear as virtuoso/chronomancer for convenience.

With four instruments playing, this is sufficient to reach 100% crit chance. This should be the case for most of the rotation, but there are sections where there are only three, and if you make mistakes this is likely to occur more frequently. If you want to optimise around only three instruments, you can run full Berserker stats Berserker stats gear, and Rune of Superior Rune of the Pack.

While you can technically maintain Quickness Quickness without any boon duration, in practise you want some. Easy options are:

  • Replace Sigil of Superior Sigil of Force with Sigil of Superior Sigil of Concentration
  • Rune of Superior Rune of Fireworks
  • Rune of Superior Rune of the Pack with the setup mentioned above.


Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Assassin
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Dagger
Berserker
Sword
Berserker
Sigil
Sigil
Spear
Berserker
Sigil
Sigil
Rune
x6
Infusion
x14
Infusion
x4
Relic


Consumables

Food

  • , or ascended alternatives


Utility

  • or alternatives


Usage

Boon generation

Thanks to Life of the Party, Lively Lute and Crescendo each generate AoE Quickness Quickness and Might Might when used, irrespective of the number of notes consumed.

Additional boon uptime comes from Tale of the Soulkeeper, which generates more Quickness Quickness and Might Might, along with some Fury Fury. Fury Fury uptime is made permanent via Master Fencer.

And that's it! Tale of the Soulkeeper generates such a large portion of your boons that you never want to remove it, and the combination is sufficient to maintain 25 Might Might, which is rare for a DPS support.


Otherwise, you don't provide any utility by default, though you can bring some on-demand defence if necessary:

  • Aegis Aegis can come from Tale of the Honorable Rogue. This is an ammo skill, so it can be used in quick succession if needed.
  • Stability Stability can come from either Tale of the Valiant Marshal or Mantra of Concentration. Tale of the Valiant Marshal provides more stacks and generates a note, but Mantra of Concentration is an ammo skill and has a much shorter cooldown if you use the last charge and rechannel it, making it the more effective skill in general.
  • Though not a boon, Tale of the August Queen provides AoE distortion, which is very powerful as there are some mechanics that can only be skipped with invulnerability.
    • This skill also causes all instruments to play in the background for a duration, but note that this does not count as summoning them and does not trigger their skills.


Instrument usage

Troubadour is somewhat similar to Virtuoso, in that it does not generate clones. Instead, any time a clone would be created you instead generate a Note. Unlike other Mesmer elite specialisations, the number of notes consumed when summoning an instrument does not affect the strength of the skill, but rather the duration that the instrument continues playing for - this is relevant for Symphonic Resonance and Fortissimo


Note Sources
The following skills create notes:

  • Bladecall (mainhand Dagger)
  • Illusionary Leap (mainhand Sword)
  • Illusionary Riposte (offhand Sword)
  • Mind the Gap (Spear)
  • Mirror Blade (Greatsword)
  • Every Tale skill generates a note, except for Tale of the Soulkeeper and Tale of the August Queen, which generate two and zero, respectively
  • Fortissimo generates six notes at a rate of one per second after using Crescendo


The following skills summon phantasms that later become notes:

  • Phantasmal Swordsman (offhand Sword)
  • Phantasmal Lancer (Spear) - two phantasms are summoned if empowered with Clarity Clarity)
  • Phantasmal Warden (Focus)
  • Phantasmal Berserker (Greatsword) - two phantasms are summoned with Bountiful Blades
  • Harmonize additionally creates a note when the phantasm is summoned


Shatter Usage
As mentioned before, your Instrument skills don't have their effectiveness increased by consuming notes, the more important thing is the duration. Fortissimo and Crescendo only care about the number of instruments playing, and by far the most significant effect from Harmonize is that provided by Lively Lute. Fortunately, Lively Lute only has a cooldown of 12 seconds (9.6s with Alacrity Alacrity). This means that to maintain the buff, you only need to consume a single note with each use if you use it off cooldown.

This leaves you free to use notes on the other instruments. You can maintain Flustering Flute by consuming three notes each time, but this will not quite be enough to maintain Deafening Drum or Harmonious Harp. Using an instrument again while it is still playing resets the duration if the new duration is longer than the remaining duration. Note that you still want to use Lively Lute nearly off cooldown to generate boons.

The priority of other instruments is:

  1. Deafening Drum
  2. Flustering Flute
  3. Harmonious Harp


Rotation

Deafening Drum and Harmonious Harp fit neatly into the loop and so are included here. Other skills do not fit neatly, and so are used off cooldown instead outside of the opener):

  • Lively Lute - Make sure to always have at least one note
  • Tale of the Tortured Mastermind Tale of the Soulkeeper Flustering Flute - these three skills have the same cooldown, and assuming you're maintaining Lute and Flute, the first two skills will generate three notes to ensure that Flustering Flute is always cast with the maximum duration
  • Crescendo - can delay slightly if you'd get an extra instrument playing


Opener

  1. Unstable Bladestorm
  2. Phantasmal Swordsman
  3. Lively Lute
  4. Tale of the Tortured Mastermind, and Tale of the Soulkeeper during the cast - the latter has no cast time so you can use it any time
  5. Bladecall
  6. Weapon Swap Weapon Swap
  7. Mind the Gap
  8. Phantasmal Lancer
  9. Flustering Flute
  10. Crescendo
  11. Imaginary Inversion
  12. Deafening Drum
  13. Mind the Gap
  14. Mental Collapse
  15. Mind the Gap
  16. Autoattack, and use Lively Lute when you reach three notes
  17. Phantasmal Lancer
  18. Mind the Gap
  19. Weapon Swap Weapon Swap


Dagger
If using Relic of the Claw, you should use Illusionary Riposte Counter Blade if the buff would expire.

  1. Phantasmal Swordsman
  2. Bladecall
  3. Unstable Bladestorm
  4. Harmonious Harp - you can stow weapon to cancel the animation as soon as the instrument appears, as it does no damage
  5. Autoattack, and use Bladecall when available
  6. Bladecall
  7. Phantasmal Swordsman
  8. Unstable Bladestorm
  9. Weapon Swap Weapon Swap


Spear

  1. Phantasmal Lancer
  2. Mind the Gap
  3. Deafening Drum
  4. Imaginary Inversion
  5. Autoattack until Mind the Gap is available
  6. Mind the Gap
  7. Mental Collapse
  8. Mind the Gap
  9. Autoattack until Phantasmal Lancer is available
  10. Phantasmal Lancer
  11. Imaginary Inversion
  12. Mind the Gap
  13. Weapon Swap Weapon Swap
  14. Return to start of Dagger section


Crowd Control

  • Deafening Drum - daze.
  • Mental Collapse - stuns if used with Clarity Clarity, but generally you won't want to do so.
  • Illusionary Riposte Counterblade - daze.
  • Temporal Curtain Into the Void - pull (focus only).
  • Tides of Time - stun (shield only).
  • Illusionary Wave - Knockback.
  • Tale of the Tortured Mastermind.
  • Signet of Humility - daze.

If you need more CC remember you can take Signet of Humility, Mantra of Distraction, or Signet of Domination.


General tips

  • Blurred Frenzy (mainhand Sword), Illusionary Riposte (offhand Sword), and Imaginary Inversion (Spear) can be used to avoid incoming damage with less of a DPS loss than dodging.
  • Tale of the August Queen


Ratings

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