Bjoernars Mod 16 Fighter Vanguard

At-Wills :

Cleave is buffed by the Cleaving Bull feat and a very nice AOE for proccing the lightning enchant in big mob groups.

The one and only mobility skill for the Fighter, I have been using this skill in all my builds since the very beginning. Extremely good for tagging stray mobs in hectic fights.

Encounters :

I like using this as an opener (and to catch up with triggerhappy DPS), when feated with Cleaving Bull, this skill also adds a little more aggro generation to our favourite at-will Cleave

Added in the latest preview build, @asterdahl show that he actually listens to the Fighter communitys request for a better AOE "taunt" skill. Awesome animation.

Party dependant encounters :

If the party can handle a few hits from stray mobs (should never happen ofc), this is the third encounter I slot. 3 damaging encounters = more aggro generated.

In squishier parties, this is a nice encounter to slot when facing hard hitting mobs. Proccs Briartwine for some minor threat generation.

Dailies :

This is the go-to daily for my Tenebrous Enchant set up, as the damage dealt by the enchants gets boosted by +20% when this daily is in effect. Build defining.

Slotted only for getting out of trouble when fighting CC-happy mobs.

Class Features :

Movement speed is always good :)

More damage dealt = more aggro.

Feats :

The "no longer knocks the target" part is currently bugged (as of 16.03.19), this feat will be even better when that gets fixed (@asterdahl)

In my multitarget setup, all the active/passive damage dealt makes sure that the party has a steady incoming heal when daily is active.

Dig In is still useless, so this is just a filler atm.

Another filler, as I see no reason for -40% dmg taken when the daily already makes sure you are CC immune. Atleast it makes sure Im at full hitpoints for max passive damage dealt.

Master Boon :

Rank 3 fits the build nicely. The first and second rank does contribute to some -% dmg taken.

Enchantments :

Passive damage dealt = More aggro and more party heals from daily.

Aggro.

Adds damage to all skills, lackluster At-Wills are now mini-encounters with low cooldown. Also one of the ingredients of this builds secret synergy :P

Artifact Set :

As all other choices in this build, added damage for more aggro. Temp HP makes sure I have full HP longer. Full HP = more tenebrous damage. I havent completed testing active artifacts yet, so this will most likely change.

Companion Setup :

I really like how the Energon refills my AP meter between fights. More AP = More Dailes = More HP from Second Wind = More Tenebrous dmg dealt = More aggro.

More healing = more HP blahblah blahhh

HP is god.

Mount powers :

Healing is good.

Insignia bonuses :