Linkchanter pve DON'T SKIP THIS

Guides and Discussion for the Warrior calling
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Shas_
Ascended
Posts: 75
Joined: Fri Feb 18, 2022 2:10 am

Linkchanter pve DON'T SKIP THIS

Post by Shas_ »

Warchanter (Linkchanter)

EVERYTHING YOU NEED TO NEVER CALL ISIEL WIPES ''BAD LUCK'' EVER AGAIN!
(because they will magically stop from happening once you read it all).


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Why using Linkchanter?: Ungodly broken healer with crazy hps, aps, aoe damage and mitigation.
When to use Linkchanter?: When you absolutely and definitely need someone not to die.
When NOT Linkchanter?: Really only to avoid the old meta. It's hard to replace and as expected as Archon at this point.


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Buffs (in that order)
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The reason for Warlord mainly is Weapon Brothers. It transfers 15% of the target's damage taken onto you.
1-> Buff Deep Breaths (to activate the 10 sec Eternal bonus) and then buff Stand Tall! on your 2 tanks or tank and yourself
2-> Buff Weapon Brothers on your maintank


Q: Fluid Movements cost reduce?
A: It is tempting to throw a lot of trash into the macros and have the Eternal power regeneration 'take care of it'. But reality is: If you don't take care of your power economy, you can lose up to 50% output just by being completely starved all the time. the effective cost reduce for Warchanter is 10-20%!


Macros:

Spoiler:

#Main - Default button to press while having the right allies targeted.

#show We Stand United!
suppressmacrofailures
cast We Stand United!
cast I'm with you!
cast We Won't Falter!
cast Break Free
cast Fading Light


#LT - Very important buff-hot with some ogcd's to cover your healing downtime

#show Liberation Treatment
suppressmacrofailures
cast We stand United!
cast Liberation Treatment
cast @focus We'll Get Through This!
cast @group01 We'll Get Through This!


#Excellent - Important buff with some ogcd's to cover your healing downtime

#show Excellent Strike!
suppressmacrofailures
cast Excellent Strike!
cast @focus Don't give up!
cast I'm with you!
cast We'll Get Through This!


#Unbowed - Off global cooldown. Buff this on up to 3 allies (2 tanks and yourself) with your Tank or the boss as focus

#show We Are Unbowed!
suppressmacrofailures
cast @mouseoverui We Are Unbowed!
cast We Are Unbowed!
cast @focus I'm with you!
cast @focus We Stand United!
cast @focus Don't give up!
cast @focus We'll Get Through This!


#Phalanx! - Your main mitigation cooldown - needs 20 power!

#show Phalanx!
suppressmacrofailures
stopcasting
cast Phalanx!
s Phalanx!
suppressmacrofailures


#DGU - underrated absorb that gets alot of value from manual use

#show Don't give up!
suppressmacrofailures
cast Don't give up!
cast I'm with you!
cast We Stand United!
cast We Won't Falter!
cast @focus We'll Get Through This!
cast @group01 We'll Get Through This!
cast Break Free
cast Fading Light



BoB - Direct heals gain secondary ticks for 15 seconds

#show Bond of Brotherhood
suppressmacrofailures
cast We Stand United!
cast Bond of Brotherhood
cast I'm with you!
cast We won't Falter!
cast Break Free
cast Fading Light




Simple starter:

Spoiler:


Your power may always remain on 0-20 as all the Warchanter abilities are quite costy+ ogcd.
When you need to pull cd's asap, try to remain above 20 power for Phallanx! and No permission to die.

Use the Icon of your #Main macro to get a nice zick-zack timing of I'm With you! and We stand United! to cast one of them every 0.5 seconds and minimize hps gaps. I'm With you! provides 3 combo points and heals stronger on targets with Stand tall! - We stand united! also grants absorption which can stack 3 times.

Keep up Liberation Treatment (#LT) on your tanks or the tank and yourself- this one greatly increases all healing the target takes.

Keep We are Unbowed! (#Unbowed) up on your tanks or tank and yourself. This is a off gcd finisher-hot only requiring 2 combo points.

Keep up Excellent Strike! on your tanks (#Excellent), which grants heals when the buffed target attacks.

Use Don't give up! (#DGU) as a strong ogcd shield and best used before refreshing Liberation Treatment or Excellent Strike. It is also a lifesaver when your Isiel cd timing got messed up.


Your strongest cooldowns:

Phalanx! : Reduces the target's damage taken by flat 30%

Band of Brotherhood : Totally derails your healing done for 15 seconds. Best used when the group takes massive damage or when both your tanks take hits (Vindicator adds + stacks + Vindicator aoe)
-> Passive bonus heals to most of your casts + even more when people are within 5 meter of you.

As Warchanter you should easily get above 1 mil up to 6 mil ohps. This is necessary so that WHEN the tank takes a massive hit, he gets healed as much and as quickly as possible at all times.
Sometimes you may not even see the tank hp move at all- still you raise to 500k hps. This is how it should be.


We stand United! and its absorption is your bread and butter! It's the easiest- but also most important part.




Comprehensive info:

Spoiler:


BASICS! - (6minutes)
Spoiler:

Dipping below 20 power will activate your Eternal Weapon, granting you heavily increased power regeneration as well as +42k (max Eternal stage) to all heals and damage. Absorptions ignore this bonus.
Your default heal 'spam' is expensive enough to guarantee it's uptime. Still, you want to make sure to have your Eternal bonus active before applying any lasting healing buff.

Stand Tall!
Use Deep Breaths (Or double eternal) to apply Stand Tall! onto two targets. It can be up on two targets for 6 minutes, ticks healing + some absorption every 3 seconds and buffs your I'm With you default Healing.
Applying it to ally A and B -> it's active on A and B
Applying it to ally C -> Removes it from A and B, now active on C
-> Every 3rd use of Stand Tall! removes it from both previous allies.

Liberation Treatment.
Full 1.5 sec gcd leaving a 16 second heal over time. But more importantly a 'healing taken' buff for 36 seconds. Applying Liberation Treatment while your 10 second Eternal buff is Running (easily up 24/7 as Warchanter) will have the 'healing taken' buff also infuse all heals taken with an additional 42k Eternal Bonus.
(If you know the old Stand Tall!- this does the exact same) and can quickly double a target's healing taken. You can have Liberation Treatment's heal over time effect run out as long as the passive legendary effect stays up! - Only important for targets that take a heavy beating.

We are Unbowed!
Finisher without a global cooldown that always costs 2 attack points. Leaves an 18 second heal over time. You can have 3 of those up at a time. Consider also keeping it up on yourself.

Excellent Strike!
Finisher- buff on a global cooldown. Combo points only increase its duration but not its effect. Allies with this buff will heal themselves with their own attacks. This alone makes 1 sec gcd attacks on Tanks heavily favorable.
I recommend using Excellent Strike! on 2 attack points and donate one atack point to a clean We Stand United! uptime.

Encouragements!
Some of your abilities count as 'Encouragements' using those will procc the aoe damage+heal buff 'Battlesong' and passively reduce some of your cooldowns.
I'm With you! - default 3 attack point 'spamer'
We stand United! - default absorb ogcd finisher
Don't Give Up! - ogcd absorb
We'll get through this - cheap ogcd buff
We won't Falter - default st heal that is worse than I'm With you! in any way but power cost.
Phalanx! - Your mitigation cooldown
Note: One Encouragement proccs 1x Battlesong as guaranteed effect onto you + on the (two) targets of your Stand Tall! (Can be yourself and stacks)
You + the active Stand Tall! are 'beacons' for Battlesong Proccs with a 5 meter radius.
Each of the 3 Battlesong proccs then heals the 'beacon' + 2 allies who are within 5 meters and will favor the closest two.
So you generally want to be close to your Tank- and make sure no dps are standing between your Battlesong 'Beacons' or they eat up Battlesong.
Isiel second phase, you will always remain a beacon for Battlesong proccs, healing the 2 closest allies.
-> If you find yourself needing a lot of healing on the dps camp in the second phase, consider one Stand Tall! on yourself and keep sidestepping a little bit to give every dps a chance to recieve Battlesong.
An ally can die right next to you when there are two closer allies on full hp who eat up Battlesong.

Same proximity applies to the bonus of Bond of Brotherhood. All your direct heals gain an echoing tick. Two ticks, if within 5 meters of you.

Though it looks like 'just spamming' most of your Encouragements them will increase the Battlesong/ minute for free gain- i highly propose against spamming anything but the first two.
1) A Lot of stacks of cd's do overwhelm your power regeneration and sitting far below 20 power will have you get blocked from casting abilities. People with heavily bloated spam macros usually have up to 50% less output just by being power starved all the time. (Absorbs > all)
2) Having ogcd abilities to procc the powerful Battlesong heal is a great tool to bridge the otherwise dry gcd's like on Excellent Strike! or Liberation Treatment.
3) Don't give up is extremely underrated!. I usually used properly timed DgU's for Isiel's 4th Thrust and kept Phalanx! ready for 8+ mines. This frequently finished Isiel fights without a single Phalanx! used. And when used, it was to counteract "unlucky" mines. Stacking with the Tank's personal cd's you can generate some 50%-90% reduction together. gg ez.

Deadly vs Recovery Posture:
Deadly gives better crit rng (most importantly absorptions) while Recovery gives guaranteed self heals with every I'm with you! and Stand and Deliver!
Crits are cool but I'd always prefer being consistent. Recovery Posture also makes Warchanter-offtanking possible!.


Why Warchanter. What's expected from you? - (2 minutes)
Spoiler:

Your absorptions are easily overshadowed by the crazy amount of healing power and damage possible on Warchanter. Though the absorptions form We stand United! are what provides the most value!
It consumes one attack point to apply a little heal+ an absorb shield which can stack 3 times. (80-150k) Those absorptions can crit.
After using, it has a 1 second gcd. As long as there are combo points available, you can ''spam'' this 24/7 with its own separated 'global cooldown'.

Next best value is the 15% damage link from 31 Warchanter's Brothers In Arms. This transfers flat 15% of all damage taken onto you.

Only then comes the healing power. You want to maximize the tickrate of heals with heavily buffed heal over time effects.
The tank's hp is both your and the tank's responsibility. Only by being consistent and reliable you give him a chance to properly place his defensive cd's.
Tank cd's to make up for lazy heals is a bad trade naturally.

'Coating' the target in fast and layered healing ticks - while also keeping the absorptions persistent is a thing a lot of Warchanter struggle with.
Best you never try to refresh multiple hot effects together but also have things like Excellent Strike! refreshed BEFORE phases of heavy incoming damage.
People fabricating faceroll spam only to then call a wipe 'bad rng' has been a popular meme.
Spread the buff refreshes out enough to give We Stand United! the chance to gather some stacks and I'm With you to provide an 'attack point storage' while you take the buff's gcd penalty.
Remember, We Stand United! stacks up to 3 times. So even with little damage coming in, it has great value by just being used frequently.
Sitting in a 1.5sec gcd from Liberation Treatment on 3 Stacks of cd heals available or 0 stacks and nothing else makes a world difference.

Gameplay examples! - (8 minutes)
Spoiler:

Use Deep Breaths, apply Stand Tall! onto your two tanks. Focustarget the boss or your main tank.
Start using #Main evenly on both tanks already, start applying your hot & buffs before the pull to get into the flow.
Ideally you do not start pressing your first abilities after the boss gets engaged ;)

Keep using #Main. Weave in Liberation Treatment and/ or Excellent Strike when your Stand United! is nicely stacked up and no big hits in sight.
L.Lib Treatment's hot ticks are rather slow- the 30s+ healing bonus is the priority.
Refresh We Are Unbowed whenever but mind the power cost!. This one ticks very quick and you don't want to miss it.

Vindicator applies stacks to his target every 8 seconds, reducing their defensive stats- aka increasing all damage taken.
When both Tanks have stacks, and a lot of ads are up, weave in single We are Unbowed! on the inactive Tank. Be ready to already have absorptions and effects on the inactive tank BEFORE he takes over.
It happened way too often that the offtank taunted- and even with a defensive cooldown, died instantly, getting nothing more than a couple sad Battlesong ticks before biting the dust.
-> Solution: When the active tank has 2 stacks, the other tank may take over asap.
-> Targeting one Tank and spamming one button is godawful. Spamming one button is not healing. If overwhelmed at first, rather target Vindicator, that way you at least heal the active tank (but also random dps targeted for the runout)
The 'rotation' is easy enough for you to just manually switch between your tanks tbh.

Be careful of caster ads! Their Thunder Shock and Raging Storm easily deal 100k+ damage and healing generates threat. You may take a couple hits over the first phase when they spawn.
Recovery Posture (Warlord) provides great protection here.


With both tanks having stacks and a lot of adds being up:
- if Vindicator now charges up his aoe burst burst, simply popp Band of Brotherhood and stand on top of your tanks.

-> Do not hesitate to use a Phalanx! in the first phase when you see fit!


Isiel second Phase:
The reason you are on Warchanter.

Vindicator on 60%: Inactive.


Consider rebuffing Stand Tall! now.
The transitioning phase after Isiel spawned and before Vindicator became active again is by far the easiest. Do not leave the offtank alone! He usually grabs the re-activated Vindicator when Isiel hits 84% hp. He will take more damage than the maintank.
Try to have at least Liberation Treatment and Excellent Strike! up on the offtank if you can't follow him. Simply use Isiel's Hp% to get a heads up.
It's frustrating running alone through Africa with absolutely no healing.

Isiel will cast Heart Strike ca. every 13 seconds. Every hit applies a stack that reduces the target's (tanks) maximum hp by 10 %. This stacks 3 times. The next, 4th Heart Strike then deals some bonus damage and removes all stacks.
With nothing else happening and only the Heart Strike mechanic (Aka Isiel until 50% hp), Don't Give Up! right before the 4th Heart Strike is completely enough to reliably mitigate this. Practice your timing and never waste Phalanx! on it again.

At 75%, Isiel's Voltaic Shield will start- this has no impact on you.
Over half of the Isiel Fight is a complete easy mode.

Isiel 50% -> 'Initiate Artillery Drones'.

Now the Outer edges of the Arena are separated by a laser wall, Vindicator will start to spawn Mines and Pink Bubble streets will fly down predictable paths.
After hitting 50% hp and the message, the lazer walls spawn immediately but it takes almost another 24 seconds until the first bubbles start. Isiel may be on 30% hp already lol.
The first Mines will popp some 10 seconds after hitting the message. Mines will now spawn in a predictable pattern, move around Vindicator's but will avoid the restricted area outside the lazer walls. Mine just outside the lazer wall-> Will 100% move in on its next move.
(-> The more of Vindicator's proximity is covered by the lazer wall, the more likely they will move on the tank's position). They are called seeker mines but don't seek anything. They move more like Chess pieces. They move for 2 seconds and stay for 2 seconds.

Let's say Isiel just hit 50% hp and the message popps up.
After 12 seconds, 6 Mines spawn. Those will stay permanently.
After additional 25-35 seconds, 5 Mines will spawn which stay for ca. 45 seconds each. - That's over half a minute later!
Sets spawning- and despawning will now have the total mine count fluctuate between 11 and 16.
(Only over a full minute after Isiel hits 50%, mines can become dangerous. At that point, Isiel may already be at 20% hp or less.)

The baseline is a set of 5 Mines spawning every 25 seconds and staying for ca. 45seconds- but the spawn- and despawn can be pushed back by other abilities like Cannon Blast, Explosive Round and Destructive Round by up to 10 seconds.
Worst that can happen is 3 stacks hp reduction, some 3-6 mines and vindicator's Canon blast. Just stack Phalanx! with a Tank cooldown. That dangerous moment will not last longer than a couple seconds.


Other damage coming onto the tank in phase two (approx. before mitigation):

Israel's attacks:
cast Heart Strike (13sec cd) - 300k and -10% max hp and +10% dmg per stack.
cast Voltaic Thrust (40sec cd) - 600k. (Tank can pretty much line up his personal 4sec 20% with this)
cast Lightning Whirl (10sec cd) - 160k group damage.
cast Arc Slash (no cd) - frontal 200k cleave.

Vindicator's effects:
Eradicated Field: Flat 10k every second while in the red zone, one shots non- tanks.
cast Lightning Burst (ca. 15 sec cd) - 100k group damage.
cast Cannon Blast - Default attack that ticks as 500k up to once a second. Those ticks can occur in sets of 1 - 6 ticks and usually have more ticks the lower the Tanks current hp is when cast. A Tank at full hp or who quickly gets topped up all the time is more likely to get single ticks. Single ticks means it has some seconds pause before Vindicator makes a new attempt to apply ticks. Those ticks can not really be tracked and have the icon of Power Manipulation.
Canon Blast easily ends up as 30% of the tank's total damage taken.
^ This is the part where shield users exceed. A Justicar with its equipment shield takes a lot less Cannon Blast damage. Even under 300k/ tick before absorptions. - but they have the hardest time with Mines.
If you notice the tank taking a lot of hits and healing up slowly, you can already anticipate a lot of Canon Blast ticks following soon!
(sidenote: If you are a tank with 1 sec gcd, observe your Canon Blast damage taken and time your attacks (or Jolt ticks) to occur right BEFORE the Canon Blast ticks. That way, attack-bound effects like Excellent Strike, Soothing Waters or Essence Strike have a chance to top you up right before the impacts)
Every Mine hits for ca. 200k/ 0.5 sec. before mitigation.

Vindicator caster adds, the only dangerous adds but easily tankable by the Warchanter or offtank:
(Only dangerous during the last 20% of Isiel)
cast Raging Storm - Channel that ticks for ca. 100k. Can be interrupted by interrupts, stuns, silences or summons.
cast thunder Shock - default for ca. 100k


Tanks can NOT block or dodge any of the listed damage.



Random Tricks! - (3 minutes)
Spoiler:


-> You can sync up your We Stand United! absorption ticks with the damage intervals coming in!
Open your dps meter and go for your tank's damage taken. Open Canon Blast or any attack to get a live ticker of its timings. Use it like a metronome for your absorption ticks.
Rather have absorbs up AFTER damage intervals of neglectable damage like Arc Slash than be on 'full hp' and have unimportant damage eat away absorptions.
Mine tick - absorb applies - Gets healed up - additional hard hit like Cannon Blast or Voltaic Thrust now face 100-200k absorptions.

Know that one tank taking Isiel+ Vindicator was not intended. Healing is just so easy that the Canon Blast can be tanked right on top of everything else. People failing on that approach and acting like there is no other way and the game is unfair is an old meme.


Vindicator 1st Phase: Figure when your absorb 'spam' is overkill. Make time for Stand and Deliver! for great damage potential and maybe even one A Quick Death- it will grant you +25% Attackpowwer for some time which affects your Absorptions and damage.


Sergeant's Order can help moving ranged adds to your dps and interrupt casts by the forced movement.
Your Neck Punch can also interrupt Raging Storm from caster adds, avoidable 100k ticks.


-----------You may never need the cooldowns below since any decent tank can have you end Isiel with 0 uses of Phallanx!. But we are comprehensive here so don't skip them!------------------------------

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#show I'm your shield!
removebuff Brothers in Arms
//^ Or cancelbuff Brothers in Arms
cast I'm Your Shield!
cast We Stand United!
cast I'm with you!
cast We Won't Falter!
cast Break Free
cast Fading Light
suppressmacrofailures

Big Cd. does NOT work with Brothers in Arms (your Warlord 15% link) active. So you need to cancel Brothers in Arms to apply it. Basically +15% to the damage you take by the tank. Needs a full 1.5 second gcd to re apply Brothers in Arms afterwards! Only use in extreme emergencies.
Be sure you have Recovery Posture AND We are Unbowed on yourself!


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BE VERY CAREFUL WITH THIS ONE.
Unlocked in Planar Attunement: War, you can easily link intercept ANY ally for 15 seconds on only 30 seconds cool down!.
And, unlike Warchanter's I'm Your shield!, it STACKS with Brothers in Arms. 15% + 25% = 40% link!
But be aware that a Tank under full stress can easily take over 600k a second, taking 40% of that will make for some stressful 15 Seconds.
Only use this with No Permission to die!, Recovery Posture, We are Unbowed! and maybe even Teknar (see lvl 65 weapons) active.
However, if your tank is standing in 12 Mines and already has a 60% reduction active, you ofc only take 40% of those last 40%, making it a 84% mitigation for him. (% cooldowns are multiplicative).
Defensive cd's have extreme diminishing returns from that but Defend as super simple 30 second cd with 15 second uptime is a great way to improve any other active cooldown. Ideally paired with cooldowns that reduce the Tank's damage taken by a flat % and not max hp cds etc.
400IQ gigabrain move: The tank can INTERCEPT YOU BACK. Transferring 50% of your damage taken back onto him. So your combined 40% intercept (Brothers in Arms+ Defend) gets reduced to a 20% intercept. (Minus the base dmg mitigation since you will not take the flat 40% damage)
- Takes expert communication and coordination
- Great way to finetune your Brothers in Arms link % on the fly.
- Can cancelbuff Brothers in Arms for the Defend Duration if you only want to intercept 25%

ONLY you Denfeded ally can cancel the Defend link!
So if you are taking too much damage, THEY have to use this:
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Bonus Tip! If you are a Riftblade with Tempest, or any Warrior really, you can easily use your own Defend on anyone aswell. For example someone running with Missiles on Azranel.


Understand your situation and composition!(Bos Commander Isiel) - (8 minutes)
Spoiler:

Getting a clear picture on the type of tanks you are healing (and how reliable the players behind them are)as well as what other healer/ supporters are used (and how reliable they are) before the fight makes up 90% of your performance!

Tanks and what to expect:

Justicar: Loses health very slowly and takes flat less physical damage like from Canon Blast - but has terrible self healing and defensive utility. With their health somehow moving in slow motion compared to all other tanks, they give you more reaction time on 'high damage phases'. Be liberate with your BoB cooldown.

Arbiter: Unless it's running Chloromancer Living Storm, they are rather squishy. They benefit a lot from doubling down on fast selfheal- ticks with Excellent Strike! and Liberation Treatment contemplating their self heal and attack rate.

Riftstakler: Modern Rs LOVE to spam Cadence which provides terrible healing, robs them of important Coalescence stacks for mitigation and may even drop a 75k hp buff from them when used wrong. Cadence also generates terrible threat.
- Ask your Riftstalker to use Rift Disturbalce 1st phase and Planar Strike second phase or fuck off.. Rifitstalker has amazing cooldowns to deal with heavy mine stacking but may be more squishy by default. Definitely focus on keeping We stand United! stacked up to the brim.
The right buff- refresh- timing is especially important on RS as they need a lot of babysitting from the healer- but not on defensive cooldowns.

Titan: A full 31 titan is overkill- tanky. Otherwise it's the same deal as with Arbiter. Their Essence Strike loves your Liberation Treatment and makes Stand and Deliver! a valid choice while having a taunt active. Titan with Farseer takes more damage and usually suffers from 'too much threat' when in the offtank spot. Keep an eye out as they are keen to steal threat easily.

Paladin: Focus on timing your We'll get through this! and Phalanx!. Focus solid absorptions & mitigation over heal spam.

61 Void Knight: Like Justicar with better cd's. Super rare and awkward, 61VK on Isiel usually has little awareness and definitely uses his cooldowns wrong. (the 61 dodge buff is worthless).

54-58 Void Knight: Jackpot! Put up some Stand and Deliver! for damage. Maximize direct heals/ sec to give him maximum Pacts/min from healing taken. Only time you can 'spam' all Encouragements for maximum Battlesong. Monitor his hp as Vk may run over 1 mil hp in combat and only goes back to defensive cd's when that max hp level is down for a while.

Offheals and what to expect!

Bard: Your team hates you and the Rogue who has to play it. Cadence is amongst the worst offheals available for Isiel. It ticks slow and Bards frequently interrupt it. As urelyable as it gets.

Warden-Oracle: Focus on keeping L. Liberation Treatment on the target he has Shared Excess active on. This heavily amplifies his seeker-healing and will only benefit you.

Defiler-Oracle: Lots of chunky healing that guarantees to top everyone up every 1-2 seconds. It may be too clumsy to heal through dps standing in mines but Salvation has a seeker mechanic that increases effective healing done by prioritizing the most endangered ally- the Tank and you!

Chlorochon: With Living Storm: Like a better Defi-Oracle. Fast chunks of overkill healing acting like a full set of additional hots. Make sure to keep L. Liberation Treatment up properly to amplify every Veil- tick on your tank to the max. Without Living Storm: It basically doesn't exist- worse than Bard- you are alone.

Primalist (Soul Shroud/ Essence Strike): Again, L. Liberation Treatment on your Tank to heavily overcharge all those fast little healing ticks.

Second Warchanter: Wait what? Believe it or not, Tanks are as likely to die having 2 Warchanter vs having one. Two Chanters and a tank with poor timing and no awareness will not be solved by 'more spam'. Quite the contrary, both Warchanter may go semi afk as in ''the other one will have it covered''. Play as if you're alone.


Mac Lib, full Chloro etc: Nobody in your team trusts each other. Expect extremely poor Tank timings and again play as if you are the only healer.

Frostkeeper with Living Storm:
Same as with Chlorochon. FK heals themselves are nearly useless- slow and they only have one good cooldown with terrible cd so they are notorious to sit on it unused.

Purifier/ Physician: Same as with 2nd Chanter but worse.

Sentinel: You go 58/54 VK. Sentinels can Exuberance a Warrior-tank's excessive 'healing taken' boni into a lot of damage.


Warchanter offtanking! (advanced)
Spoiler:

Recovery Posture makes your Sergeant's Order a taunt. Though you may have no business in keeping aggro, using Sergeant's order to force vindicator to target you for 4 seconds is enough to 'snack a stack'
Vindicator stacks every 8 seconds. Your taunt has an 8 sec cooldown. Juicy.
This only becomes reasonable when you are doing a 1 tank setup and the Defiheal for whatever reason is not up for the (way easier) offtank job.
Ideally you just 'snack one stack' in between but you can survive up to 2 stacks.
This is less meant to reset stacks on the main tank- but a sub 1 minute Vindicator at 1 Tank has the mt on some 8 stacks- taking 1-2 off is a big deal.

Naturally, you want to stack absorptions on yourself beforehand, maybe even popp No Permission to die.
Hokh (Titan) and I did only a few pulls where I managed to have him lose all stacks- Me only going for 1 stack and focusing on finishing Vindicator quickly was the better deal.

(Stacking dps to make flights shorter and in return have defensive cd's cover more % of the total fight duration is a valid strategy)

Useful level 65 gear! (optional)
Spoiler:

Listed with their effect's name.

Warmth of the Void - Rhen of Fate Finric (4th boss) ranged weapons.
Image
Can procc a short but fast ticking hot that gets full boni from your Eternal weapon. With the amount of direct heals/ second, this hot can have a lot of uptime.
On EU, it used to be a silly indicator that the Warchanter in your group is heavily insecure/ hates healing.
It turns your healing job absolut easy mode- as if an extra bard was healing the tank.
Healing is already way too easy as it is and it's up to everyone to run this.
Mind that the loss of hitrating brings you below 2400 hit for T2 damage.


Air of Recovery - Similar effect on a lot of trinkets like the ones from Comet of Ahnket.
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Direct heals can procc a prominent chain heal onto 3 allies. Has a low procc chance that makes it highly unreliable.
Same donkey hat as Rhen Stalker.


Flames of Precognition - Mind of Madness Arak (2nd boss) trinket.
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Fun trinket that has zero delay. It notes a 10k cap but your Eternal weapon quickly turns those into 250k+ ticking every 0.5 seconds making it 5 extremely rapid ticks on 40 meter, able to save everyone standing in lava.

Outpouring of Essence - Mind of Madness healing offhands.
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Activating it gives all your direct heals ca. 80k bonus absorption. With the healing rate of Warchanter, this can mean 80k ca. 2-5 times a second. Insane 'god mode' cooldown to negate any 'fast and hard hitting' damage.
30s cd after equipping and 90s cd after using. Like a much better Bond of Brotherhood.


Flames of Precognition + Outpouring of essence give a great deal of reliability to your Warchanter while both are actively used effects.
use EXACT ITEM NAME as macro command.
Redress+Flames of Precognition is also an amazing save for Azranel Missiles on Liberator.



I made a Chanter sub set just for you guys! It also monitors active tank cooldowns to make better use of yours.

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Please do share your experience and point out mistakes!
Last edited by Shas_ on Mon Nov 13, 2023 10:49 pm, edited 24 times in total.
Ravandil
Posts: 3
Joined: Tue Feb 22, 2022 12:52 pm

Re: Linkchanter pve

Post by Ravandil »

I could be wrong on this but, if you double proc your eternal wouldn't legendary We Won't Falter! get overridden with a single proc ST?
Shas_
Ascended
Posts: 75
Joined: Fri Feb 18, 2022 2:10 am

Re: Linkchanter pve

Post by Shas_ »

Ravandil wrote: Fri Jul 15, 2022 10:00 am I could be wrong on this but, if you double proc your eternal wouldn't legendary We Won't Falter! get overridden with a single proc ST?
Hey there i think i get what you mean.

L. We won't Falter! re-applies it's own overhealing done after 1.5sec.

Falter does not interfere with Stand Tall at all.
ST is but a requirement to enable the healing% and echoing tick.



Only reason to have Falter! in is becuse there is a super small chance that: You have 0 combo points and your Eternal just ran out on 21-22 power.
With chaotic nonIsiel fights this can happen surprisingly often. Legendary because: why not.
Alternative is Stand and Deliver! (With Fuid Movements) or L. Seasoned Strike as backup gcd. Which will also not interfere with the zick-zack but Falter! simply gives better results.
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