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Troubadour - Support Troubadour

Part of the current tournament metagame

Our curator decided this build is in the current tournament metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: ControlSupportUtility and Sustain

Designed for: PvP Conquest

Difficulty:
Normal

This build was last updated on November 24, 2025 and is up to date for the December 9, 2025 patch.

Overview

A PvP Support build utilizing Mesmer's newest elite specialization, Troubadour which brings an outstanding amount of barrier, cleansing, and healing to the table. CC capabilities are also on the higher end.


Skill Bar

Sword/Shield
Rifle
Utility


Skill Variants

Utility

Signet of Illusions provides valuable CD reductions and a useful passive, but it's not mandatory. Other viable options include:

  • Tale of the Honorable Rogue - healing and damage mitigation on low CD, plus some mobility to help with kiting.
  • Mantra of Resolve - if more cleansing is needed. Take Restorative Mantras on Inspiration for more healing.
  • Mantra of Concentration - extra Stability Stability to help get your heals off. Take Restorative Mantras on Inspiration for more healing.


Template Code

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Specializations

Variants

  • Take Auspicious Anguish if you need more condi cleansing, but this is a more selfish option. While it doesn't directly benefit your team, neither does a dead support.


Equipment

Sword
Shield
Sigil
Sigil
Rifle
Sigil
Sigil
Rune
Amulet
Relic


Usage

Troubadour basics

  • Troubadour Troubadours replace their Shatters with Instruments. Instruments function similarly but linger to provide bonuses to Crescendo.
  • F1 is still strike damage focused, F2 is condi and Dazed Dazed, F3 is CC as usual, and F4 heals and grants Distortion.
  • We're still going to refer to these skills as shatters, for the sake of simplicity.
  • These new shatters all have cast times and consume notes instead of clones. You build notes the same way you'd build clones.


General

  • Altered Chord causes your Crescendo to have an additional effect.
    • Harmonious Harp is by far the best to use before Crescendo, giving you a lot of extra healing on use. This is your main priority.
    • Deafening Drum is still ok for the CC, which can be used to peel for allies.
    • The F1 and F2 shatters are basically irrelevant for your role in this context.
  • Singularity Shot creates a portal for a brief period of time which allows allies to teleport to your location, but in ranked games (especially solo) without voice communication the odds of someone actually reacting in time and taking the portal are virtually 0. View this as a ranged barrier sharing tool with extra Resistance Resistance on top.
    • Alternatively you can use this as sort of a "distress call". If you activate the portal while being chased by enemies, you give your team a chance to randomly take the portal and show up at your location to peel for you.
  • With Rifle you can afford to stay in range and support your team from a safe distance. When Rifle skills are used up you're going to have to go melee and provide support with mantras and shatters. The Sword/Shield set allows you to spend time in melee and survive enemy focus for some time.
  • You're allowed to spam shatters more freely while Signet of Illusions is available. This signet is mainly taken for its active, reseting all of the F1-4 shatters with the press of a button.
    • It doesn't reset Crescendo.
  • Rifle is your support weapon while Sword/Shield is mostly for self-defense.
  • Tale of the Valiant Marshal isn't just a personal stunbreak, it also breaks stun for nearby allies! Traits even turn this into an instant source of healing too, possibly the only one in in the build (unless you're playing with Mantras).


Support

  • The biggest challenge when playing Support Troubadour is the fact that you need to hardcast almost everything. You have next to no instant cast skills, except for maybe a utility or two depending on your choices. Even your shatters have cast times, so getting caught in a CC could be fatal. Much of your decision making will revolve around how to secure your next cast.
  • Some ideas to increase the odds of getting your heals off:
    • Use CC skills like Tides of Time to prevent enemies from landing hits.
    • Sacrifice Tale of the Valiant Marshal for the Stability Stability. This is an easier call to make if you still have Blink at the ready, as you're using a stunbreak for boons.
    • Use skills with Distortion.
    • Make use of the Quickness Quickness and Stability Stability of Crescendo.
  • While shatter skills grant Stability Stability via traits, it's only after you've already finished channeling them. You could still make use of this brief stability to protect other support skills, if you sequence fast enough.
  • Lively Lute and Tale of the Second Scion are among the first skills you should use for healing, because they increase the effectiveness of subsequent healing skills on allies.
  • Every shatter skill heals, removes 1 condition and grants boons via traits, but Lively Lute and Harmonious Harp are the best at healing because they have base healing tied to their core functionalities too.
    • The Harp also increases healing done via a stat boost, but we didn't list it in the previous point as it's far too powerful of a CD to blow early into a fight if you don't need to.
  • Harmonious Harp is especially great at providing support while you're low health or under heavy enemy focus, as it opens with Distortion while it's pulsing AoE healing.
  • The F2-3 shatters have value other than healing because they also CC enemies.
  • Tale of the August Queen (your elite) is one of the strongest support skills in the entire game, because it gives allies Distortion. This makes them immune to incoming attacks and cancels damage from conditions already on them. An extremely powerful tool if used correctly, but also has a rather lengthy cast time which makes it more suited for helping allies than yourself.
    • Make sure that at least 1-2 instruments are active in the background, if possible. That increases the secondary effect of this skill, which activates all instruments (duration is extended for all for each instrument that was already active).
    • This is another great setup for Crescendo, which scales in effectiveness with the number of active instruments.
  • The build doesn't really have any mass cleansing tools, it's mostly just smaller ones you can chain together. Your best emergency options are Distortion sources, which can at least buy you time. For the most part you rely on outhealing the conditions.
    • Every shatter skill removes 1 condition and Rifle's Abstraction removes 2.
    • Mantra of Resolve is usually worth putting on your utility bar vs condition-heavy comps.
  • Rifle has 3 ranged support skills (not counting the auto): Journey, Inspiring Imagery and Singularity Shot.
  • Journey heals the least amount out of the 3 but is the quickest to go off, making this the most reactive support skill on rifle.
  • Inspiring Imagery is slower, has a travel time and creates a combo field on the ground called Abstraction. You heal allies by detonating Abstraction. Abstraction is a mix of raw healing and damage mitigation through Blind Blind and Weakness Weakness and is the only source of condition removal you have aside from shatters.
  • Singularity Shot doesn't heal but rather it grants a higher amount of barrier than what the other skills could heal for. This can be used proactively to shield allies who are expected to take damage, or it could buy you time to heal low HP allies back up.


Ratings

This build has a rating of 5 stars based on 1 votes.
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5 stars
Hanz gave this build 5 stars • November 2025
One of the top picks for support following VoE launch.

Comments

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