Troubadour - Quickness Support Power DPS
This is a test build. You may comment and rate it.
Focused on: Direct damage, Support and Utility
Designed for: Raids
Overview
Power Quickness Troubadour plays pretty similarly to Chronomancer, with the notable advantage that it easily provides 25
Might and permanent
Fury in addition to
Quickness.
Skill Bar
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 to pull adds.
Skill Variants
Heal
The choice of heal skill is free, as 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 is essential for boons, and helps with uptime. Both skills additionally generate extra notes.
You can easily replace , depending on whether utility or DPS is more important.
- deals similar damage to and boosts your boon uptime by allowing an extra use of . This requires a different rotation.
- provides a long-duration reflect.
- provides Stability to your group.
- for encounters that require heavy CC.
- offers more CC than but on a longer cooldown, which may be more suitable for some encounters.
- if you need a portal.
- 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 .
Elite
- if you have doubts about your
Quickness uptime. - for CC.
Template Code
Specializations
Trait Variants
- Use 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 gear, and .
While you can technically maintain
Quickness without any boon duration, in practise you want some. Easy options are:
- Replace with
- with the setup mentioned above.
Berserker
Berserker
Berserker
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x14
x4
Consumables
Food
- , or ascended alternatives
Utility
- or alternatives
Usage
Boon generation
Thanks to , and each generate AoE
Quickness and
Might when used, irrespective of the number of notes consumed.
Additional boon uptime comes from , which generates more
Quickness and
Might, along with some
Fury.
Fury uptime is made permanent via .
And that's it! generates such a large portion of your boons that you never want to remove it, and the combination is sufficient to maintain 25
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 can come from . This is an ammo skill, so it can be used in quick succession if needed.
Stability can come from either or . provides more stacks and generates a note, but 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, 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 and
Note Sources
The following skills create notes:
- (mainhand Dagger)
- (mainhand Sword)
- (offhand Sword)
- (Spear)
- (Greatsword)
- Every Tale skill generates a note, except for and , which generate two and zero, respectively
- generates six notes at a rate of one per second after using
The following skills summon phantasms that later become notes:
- (offhand Sword)
- (Spear) - two phantasms are summoned if empowered with
Clarity) - (Focus)
- (Greatsword) - two phantasms are summoned with
- 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. and only care about the number of instruments playing, and by far the most significant effect from is that provided by . Fortunately, only has a cooldown of 12 seconds (9.6s with
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 by consuming three notes each time, but this will not quite be enough to maintain or . 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 nearly off cooldown to generate boons.
The priority of other instruments is:
Rotation
and 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):
- - Make sure to always have at least one note
- ⇒ ⇒ - 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 is always cast with the maximum duration
- - can delay slightly if you'd get an extra instrument playing
Opener
- , and during the cast - the latter has no cast time so you can use it any time
Weapon Swap- Autoattack, and use when you reach three notes
Weapon Swap
Dagger
If using , you should use ⇒ if the buff would expire.
- - you can stow weapon to cancel the animation as soon as the instrument appears, as it does no damage
- Autoattack, and use when available
Weapon Swap
Spear
- Autoattack until Mind the Gap is available
- Autoattack until Phantasmal Lancer is available
Weapon Swap- Return to start of Dagger section
Crowd Control
- - daze.
- - stuns if used with
Clarity, but generally you won't want to do so. - ⇒ Counterblade - daze.
- ⇒ - pull (focus only).
- - stun (shield only).
- - Knockback.
- .
- - daze.
If you need more CC remember you can take , , or .
General tips
- (mainhand Sword), (offhand Sword), and (Spear) can be used to avoid incoming damage with less of a DPS loss than dodging.
Ratings
Comments
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