Troubadour - Support Troubadour
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
provides valuable CD reductions and a useful passive, but it's not mandatory. Other viable options include:
- - healing and damage mitigation on low CD, plus some mobility to help with kiting.
- - if more cleansing is needed. Take on Inspiration for more healing.
- - extra
Stability to help get your heals off. Take Restorative Mantras on Inspiration for more healing.
Template Code
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Specializations
Variants
- Take 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
Troubadours replace their Shatters with Instruments. Instruments function similarly but linger to provide bonuses to .
- F1 is still strike damage focused, F2 is condi and
Dazed, F3 is CC as usual, and F4 heals and grants .
- 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
- causes your to have an additional effect.
- is by far the best to use before Crescendo, giving you a lot of extra healing on use. This is your main priority.
- 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.
- 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 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 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 .
- Rifle is your support weapon while Sword/Shield is mostly for self-defense.
- 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:
- While shatter skills grant
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.
- and 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 and 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.
- is especially great at providing support while you're low health or under heavy enemy focus, as it opens with while it's pulsing AoE healing.
- The F2-3 shatters have value other than healing because they also CC enemies.
- (your elite) is one of the strongest support skills in the entire game, because it gives allies . 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 , 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 removes 2.
- is usually worth putting on your utility bar vs condition-heavy comps.
- Rifle has 3 ranged support skills (not counting the auto): , and .
- heals the least amount out of the 3 but is the quickest to go off, making this the most reactive support skill on rifle.
- is slower, has a travel time and creates a combo field on the ground called . You heal allies by detonating Abstraction. Abstraction is a mix of raw healing and damage mitigation through
Blind and
Weakness and is the only source of condition removal you have aside from shatters.
- 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
Comments
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