
Support trio PnS
Cooldown and defensive support
Skills
Greatsword
Basic
Light StrikeLight Strike: three-hit combo; each hit charges your weapon. When fully charged, the weapon enters Judgment. The next light strike will apply Wither to the enemy.
Heavy StrikeHeavy Strike: turn and thrust your weapon upward. Can be charged to release: dash forward and strike twice. All heavy strikes can execute Wither you've applied.
Opportunistic ThrustAfter dodging, immediately use the button to branch into a light strike: dash forward slightly while swinging your sword to attack.
Sprinting SlashAfter dodging forward, immediately use the button to branch into a heavy strike: leap forward while spinning to swing your weapon. After dodging backward, immediately use the button to branch into a heavy strike: perform a counterattack while stepping back. Both heavy strike branches can execute enemies affected by Wither.
PursuitAfter any heavy strike, you can use the button to branch into a light strike: rapidly swing your weapon to perform two slashes.
Selected Skills
Thorn GuideShoot thorns forward with your left hand, pulling the first enemy hit toward you. If the target is too large or in a special state (e.g., Super Armor, Blocking), you will instead dash along the thorns toward them.
Polearm and Shield
Basic
Light StrikeAlternate between spear thrusts and horizontal sweeps. Each hit charges your weapon. When fully charged, the weapon enters Judgment. The next light strike will apply Wither to the enemy.
Charged DashRaise your shield to block frontal attacks. You can hold to maintain the shield stance while charging the skill up to 3 levels, before initiating a forward dash attack. Lv.1 Charge: Dash forward with your shield raised to ram enemies. Lv.2 Charge: Gain Super Armor; increase the dash distance and follow up with an additional thrust. Lv.3 Charge: Gain Super Armor; increase the dash distance and follow up with a more powerful leaping thrust.
Selected Skills
Javelin ThrustHurl your spear forward, immediately applying Wither to the target. Upon impact, rapidly leap to the target and pull out the spear with a sweeping strike to deal damage.
InterveneDash forward a set distance (or directly to an ally's side if targeted). You then raise your shield to unleash an energy pulse that knocks back nearby enemies and grants a Shield to allies within range. Gain a brief Super Armor effect after dashing forward.
Breaker Shield BashStrikes the back of the shield with a fist to deal damage to targets within a wide frontal area, immediately applying Wither. Possesses a Block property while the shield is raised.
Talents
Affixes
Seamless
Increases Skill Cooldown Speed. Upon reaching a certain level, knocking down a Gyldhunter reduces skill cooldowns currently in progress.
Lv.1 Skill Cooldown Speed +2.2%.
Lv.2 Skill Cooldown Speed +4.4%.
Lv.3 Skill Cooldown Speed +6.6%.
Lv.4 Skill Cooldown Speed +8.8%.
Lv.5 Skill Cooldown Speed +11%. Gyldhunter Knockdown Cooldown Refund +30%.
Lv.6 Skill Cooldown Speed +13.2%. Gyldhunter Knockdown Cooldown Refund +30%.
Lv.7 Skill Cooldown Speed +15.4%. Gyldhunter Knockdown Cooldown Refund +30%.
Bulwark
Increase Block Damage Reduction Rate. Upon reaching the required level, reduce Block Energy Cost.
Lv.1 Block Damage Reduction Rate +6%.
Lv.2 Block Damage Reduction Rate +12%.
Lv.3 Block Damage Reduction Rate +18%.
Lv.4 Block Damage Reduction Rate +24%. Block Energy Cost Reduction +9%.
Lv.5 Block Damage Reduction Rate +30%. Block Energy Cost Reduction +9%.
Resilience
Reduces the duration of debuffs received. Upon reaching a certain level, suffering a crowd control debuff temporarily increases your Physical Resistance and Magic Resistance. Crowd Control Debuffs: Crowd control debuffs include Stunned, Frozen, Immobilize, and Dodge Distance Reduction.
Lv.1 Debuff Duration -5%.
Lv.2 Debuff Duration -10%.
Lv.3 Debuff Duration -15%.
Lv.4 Debuff Duration -20%. Physical Resistance +10%. Magic Resistance +10%.
Lv.5 Debuff Duration -25%. Physical Resistance +10%. Magic Resistance +10%.
Smiting
On a Critical Hit, recover Energy. Cooldown: 3s. Upon reaching a certain level, on a Critical Hit, reduce the cooldown of all skills. Cooldown: 3s. Critical Hit: Hitting weak points deals Critical Hits, increasing DMG based on Critical DMG while enhancing Impact. The head is a weak point for both Gyldhunters and most monsters.
Lv.1 Recover Energy by 2.
Lv.2 Recover Energy by 4.
Lv.3 Recover Energy by 6.
Lv.4 Recovers Energy by 8. Reduces Cooldown by 1s.
Lv.5 Recovers Energy by 10. Reduces Cooldown by 1s.
Vitality
Increases Maximum Energy. Upon reaching a certain level, when entering a state of Energy Overdraft, you become immune to that specific instance of Energy Overdraft. Cooldown: 60s.
Lv.1 Maximum Energy +5.
Lv.2 Maximum Energy +10.
Lv.3 Maximum Energy +15.
Lv.4 Maximum Energy +20. Immune to the current Energy Overdraft state.
Lv.5 Maximum Energy +25. Immune to the current Energy Overdraft state.
Elusive
Reduces Dodge Energy Cost.
Lv.1 Dodge Energy Cost Reduction +4%.
Lv.2 Dodge Energy Cost Reduction +8%.
Lv.3 Dodge Energy Cost Reduction +12%.
Lv.4 Dodge Energy Cost Reduction +16%.
Lv.5 Dodge Energy Cost Reduction +20%.
Unyielding
Each time you take damage from a different enemy, you gain Physical Resistance and Magic Resistance for 6s. Entering combat refreshes this duration. Stacks up to 2 times. Upon reaching a certain level, the maximum stacks increase to 4.
Lv.1 Physical Resistance +0.7%. Magic Resistance +0.7%.
Lv.2 Physical Resistance +1.4%. Magic Resistance +1.4%.
Lv.3 Physical Resistance +2.1%. Magic Resistance +2.1%.
Lv.4 Physical Resistance +2.8%. Magic Resistance +2.8%.
Lv.5 Physical Resistance +3.5%. Magic Resistance +3.5%. Stacks up to 4 times.
Lv.6 Physical Resistance +4.2%. Magic Resistance +4.2%. Stacks up to 4 times.
Lv.7 Physical Resistance +4.9%. Magic Resistance +4.9%. Stacks up to 4 times.
Guide
Pure support PnS WK for trios. Goal is to soak damage with shield up, make enemies waste dodges, proc wither to get smiting affix bonus and knockdown enemy with javelin kick combo to get reduced cooldown.
Your positioning is in front of the team but always be in range to intervene your backline. Use your skills for utility rather than damage. Your kill pressure is in preventing heals and wasting enemy dodges.
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