Fellowship Vigour Hero Healer Guide

Vigour is an Intelligence-based Healer that has direct, burstable healing and shields. Over time in fights, you’ll generate Radiant Runes that gives you access to extra damage and healing spells.

This guide will teach you the basics of playing Vigour in Fellowship, how to use his abilities, and which talents to use for the best build.

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Tanks

Healers

DPS

Table of Contents

Strengths
  • Reliable direct burst healing.
  • Mitigation, shielding, and an extra stun to prevent damage.
  • Can deal heavy damage for a healer.
Weaknesses
  • Needs ramp up time to get momentum going on first pulls or after death.
  • Mana and Runes need to be managed carefully.
  • Not many instant spells, and will struggle with heavy movement without a talent.

Vigour’s Abilities

Ability/IconNameCast / RecastRange / RadiusEffect
Dawnflare1.5s ↔ 30ydDeals 160% Intellect magic damage to the enemy.

Each cast of Dawnflare generates 20% of a Radiant Rune.
Greater Heal2.0s ↔ 30ydHeal a target ally for 1537% Intellect
Radiant BlastGCD
10.0s
↔ 20ydWithin a cone in front of you, allies are healed for 313% Intellect and enemies take 127% Intellect magic damage.
Circle of LightGCD
15.0s
↔ 30yd
↻ 10yd
Place a Circle of Light on the ground, instantly healing all allies within its radius for
980% Intellect.
Dawnbreaker OrbGCD
10.0s
↔ 30yd
↻ 5yd
Costs 2 Radiant Runes

Conjure an orb of light that slowly travels forward, healing all allies it touches for 494% Intellect and damaging enemies for 172% Intellect.

Each ally and enemy touched by Dawnbreaker Orb generates 10% of a Radiant Rune.
SoulbrandGCD↔ 30ydCosts 1 Radiant Rune

Apply a searing rune to target enemy, dealing 129% Intellect magic damage every 3 seconds for 24 seconds.

When Soulbrand is applied to an enemy that already has the same effect applied it triggers Soulbrand: Remnant, instantly dealing an additional 387% Intellect damage to them.

Soulbrand generates 30% of a Radiant Rune over its duration.
Rune of RenewalGCD↔ 30ydCosts 1 Radiant Rune

Instantly heal target ally for 417% Intellect and apply Rune of Renewal on them for 30 seconds, causing all your direct healing effects on that ally to echo for an additional 25% of the initial heal’s value.

Rune of Renewal’s initial heal is increased by 200% when cast on a target that already has Rune of Renewal active.

The bonus healing generated by Rune of Renewal generates Radiant Rune power relative to the value of the heal.
Luminous BarrierGCD↔ 30ydCosts 1 Radiant Rune

Apply a shield to target ally that absorbs up to 1998% Intellect damage while it persists. The shield lasts for 8 seconds.
Remove MagicGCD
6.0s
↔ 30ydRemove all Harmful Magic Effects from target ally.
Runic ProliferationInstant
60.0s
SelfInstantly generate 3 Radiant Runes. For the next 8 seconds, any Rune Abilities you cast are empowered, increasing their effectiveness by 20%.
LevitateInstant
60.0s (2)
SelfYour movement speed is increased by 50% for 6 seconds.

Levitation
You take 20% reduced Area of Effect damage while levitating.
Lightshaper’s WardInstant
60.0s
↔ 30ydTarget ally takes 20% reduced damage for 12 seconds.
Throw BookInstant
30.0s
↔ 30ydEducate a target, Stunning them for 2 seconds.
Avatar of Light1.0s
SPIRIT ABILITY
SelfInstantly heal all allies within a large radius of you for 322% Intellect and enter an enlightened state for 9 seconds, enhancing your abilities.

Radiant Blast
Deals 50% increased damage and has no Cooldown.

Heal
Costs 50% less Mana and is Instant Cast.

Circle of Light
Costs 50% less Mana and has no Cooldown.

Spirit Ability
When you activate your Spirit ability you gain Spirit of Heroism, granting +30% haste and 600% mana recovery for 20 seconds.

Radiant Runes Mechanic

Radiant Runes are Vigour’s unique class feature, displayed as orbs underneath the character.

Runes are generated over time through Vigour’s various abilities, or through Spirit refunds. These runes are then used to cast various Rune Abilities, powerful spells that cost runes instead of mana.

This means Vigour can have some ramp up time before being fully effective. This is particularly punishing on recovering after a death, or on the first pull. But when fully ramped up, rotating through his Rune Abilities effectively will greatly increase healing, damage, and even generate more runes to keep the cycle going.

Managing your rune abilities during pulls and bosses is key when playing Vigour.

How to Play Vigour — Basic Ability Guide

As Vigour, your objective is to keep generating and spending your Radiant Runes without overcapping or running out. To do this, you will be using your cooldown damaging heals such as Radiant Blast as frequently as you can on big packs. Keeping Rune of Renewal active on the tank will mean any time you use a Greater Heal or otherwise heal the tank, you’ll generate even more runes. If you’re overcapping during pulls, Soulbrand can be used to burn excess runes as damage, and Dawnbreaker Orb can be used to deal damage to large packs but be careful of where you are pointing it. It does not stop, so it’s very easy to pull extra packs.

Throw Book can be used as a healer-interrupt on spells and abilities, helping with larger pulls and preventing damage you’d need to heal anyway.

Finally, don’t sleep on Levitate’s ability to reduce large incoming AoE damage, such as on Stormwatch or Empyrean Sands.

Early Game Healing

In the early game, Vigour’s gameplay will be spot healing allies with Greater Heal and Circle of Light as they get low. Your damaging heals, when targeted to the enemy packs, will keep a tank with Rune of Renewal active healthy. If they start to fall behind or if you need an emergency heal, doubling up on Rune of Renewal will give a burst of healing. Luminous Barrier and Lightshaper’s Ward can be used when you’re expecting a large amount of damage in a short window, or the shield can be placed in a pinch if someone is in danger. Just keep in mind that before talents, if the entire shield isn’t used, healing would have been better than shielding.

As you play Vigour you will notice that your filler spells all have cast times, making it difficult to cast during mechanics or when moving between packs for a chain pull. However, your Rune Abilities, and other cooldown abilities are instant cast. So if you’re able to anticipate movement coming up in a few seconds, plan ahead mentally on what abilities you can cast while moving and will be best for the situation.

Grand Design Healing

When you unlock Row 5 of talents, Vigour’s gameplay changes entirely (for the better!). Grand Design allows you to hold down and Overcharge your Soulbrand, Rune of Renewal and Luminous Barrier, applying them on up to four targets for two Radiant Runes. This gives you a lot more options to work with.

In practice, this allows you to apply Rune of Renewal to you and all of your allies, turning all of your healing output into rune generation for more healing, more damage – and of course, more Runes. By re-applying Rune of Renewal within its buff window, you’ll do a large 200% bonus heal (which also gets echoed). This is more powerful than Circle of Healing, it can’t miss if people are out of place, and it’s free.

Luminous Barrier becomes very powerful for managing incoming AoE damage from bosses and other predictable group wide damage from certain pulls. Plan ahead for upcoming damage and shield everyone accordingly.

Soulbrand applying to four targets means you can set the damage up on an entire pull in as little as 1-2 casts. Over time these will refund themselves 1.2 runes per two spent, generating a lot of free damage.

In the mid game when Runes become more plentiful, a majority of your healing will be from rune sources.

Rune Management

Early on, it will be difficult to be able to everything you want to do with runes. Keep in mind how much you’ll generate in a pull. A couple of overcharged Soulbrands, consistently casting Radiant Blast alongside some filler Dawnflares will generally replace everything you came in with. Extra generation can be used to maintain Rune of Renewal, prevent damage with Luminous Barrier, or deal more damage with Dawnbreaker Orb.

Runic Proliferation should be used regularly. Don’t be wasteful, but try not to hold it ‘just for emergencies’, as it has only a 60 second cooldown – or, an extra rune every 20 seconds. In a 13 minute dungeon that’s 39 extra Runes you’re missing out on using. These extra runes translate into more mana saved, and more direct or preventative healing. At its worst, you can use the empowered window to dump some runes into damage. Be careful not to overcap the three extra Runes. It can also be saved for boss fight mechanics – but same rule applies, use it often.

Any time a mana-costing spell is refunded through Spirit, including Dawnflare which has a cost of 1, you receive 1 free Rune. As you get more talent points and more Spirit, managing Rune generation will become easier.

Vigour Talents and Build Progression

Vigour’s talents includes a core kit alongside some talents you may swap around depending on the dungeons you’re planning to do, and how much focus you want on damage versus survivability.

Master of Triage (1A) is a core talent — it turns your rune generation and damage into free healing, letting you focus on runes more instead of spot healing, thus increasing your overall output. In particular, it assist you with healing the tank

Expansive Mind (2C) helps significantly with rune generation. You always should be Dawnflaring which generates runes, and as Dawnflare costs 1 mana it can proc spirit refunds and generate even more runes. Expansive mind grants you even more spirit.

Grand Design (5C) is a core talent as described in the previous section, changing the way that Vigour’s abilities work and effectively is a must-have.

Alacritous Healing (2A) helps your greater heals, and also works with Master of Triage.

Ruptured Soul (3B) is a powerful buff to Soulbrand. When combined with Grand Design and for only one talent point, it increases rune generation and damage. We’re recommending it early because Vigour’s damage is powerful when you play aggressively, but feel free to drop it for a more defensive talent if you are struggling.

Radiant Soul (5A) is taken alongside Grand Design to greatly empower Luminous Barrier, Rune of Renewal, and Soulbrands. The extensions through Radiant Blast helps with your rune management as you’ll save on casts, and your Soulbrands will generate more over their lifetime.

Enduring Light (1B) can be taken later on (or earlier) for a substantial increase in healing, often useful in higher difficulty content as the party starts taking bigger hits.

Other Noteworthy Talents

Instead of Radiant Soul, Ascending Avatar (5B) can be taken when pugging or in movement heavy fights. It allows you to press Levitate as an emergency button to rapidly cast ~4 major heals if interrupts are missed or people take surprising damage.

Epiphany (1C) gives free Dawnbreaker Orbs assisting most significantly with rune generation. Extra runes can then be dumped into more Soulbrands, making it an offensive pick.

Sacred Barrier (3A) is best mostly during the dungeons have heavy damage on the party such as Stormwatch.

Remember to not take talent trees as is and adjust for any legendary or weapon trees you get, or content you are doing.

Gearing and Stat Priority

Substats have the following effect for Vigour:

  • Critical Strike – Chance for damage and healing effects to crit, doubling their effect.
  • Expertise – Increases all damage, healing and absorption effects triggered by Vigour.
  • Haste – Increases attack speed, casting speed and the tick rate of damage and healing effects.
  • Spirit – Increases the rate you charge your spirit ability. Every % of Spirit gives a chance to refund mana, and generate a Radiant Rune. This only triggers on spells that cost mana.

The formula for Spirit effects is Spirit% / (1 + Spirit%). 20% Spirit = 0.2/1.2 = 16.667% chance.

Item level is king and will have the greatest effect on your healing, damage and survivability. However, when choosing substats we need to consider the following.

Critical Strike not only helps with healing and damage, but actually with rune generation due to the Rune of Renewal effect of generating rune power based on the power of the heal.

Expertise increases damage, healing and absorption effects — and Vigour has plenty of it. As with crit, more healing will also increase rune generation.

Haste decreases the cooldowns of your spells, GCDs, and lets you cast faster. This means you can generate more runes more quickly, but you also spend them more quickly, and they are no more effective when you do.

Spirit increases the frequency of your ultimate slightly and offers the chance to refund spells cast and generate a rune. However, because it only targets mana based spells, half of Vigour’s kit isn’t affected by Spirit.

As you get further into the game a majority of your healing and spells will be non-mana based spells, and with careful mana management it’s rarely an issue. Additionally, if you are running into early-game mana issues, the one-point talent Expansive Mind can help give mana and spirit until your gear gets better and you get more practice at resource management.

Gearing Priority

  1. Purple+ Weapon Tree
  2. Legendary Item
  3. Item Level
  4. Completed Set Bonus
  5. Substat Priorities

Substat Priorities

  1. Crit / Expertise
  2. Spirit
  3. Haste

It’s worth noting that secondary stats on gear have diminishing returns.

Changelog

For a full list of Open Beta -> Early Access updates, please see our post documenting all changes.


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