Chanter PvE build: skills, stigmas, boards and gear priorities

Level the Dark Crush line to its 8/12/20 breakpoints, keep Undefeated Mantra above the Cleric's Light of Protection, and roll every slot toward Wind's Promise and Impact Hit.
Role
The
Chanter is a staff support who still hits hard. Your mantras lift the whole party, your passives make the boss take more damage, and the Dark Crush line does real numbers. Bring a Cleric anyway.
Recuperation tops the group up; it does not replace a healer.
Play it if you like being useful twice: once for the buffs everyone else runs on, once for your own damage.
Skills
The skill window stops at level 10. Everything past that comes from gear skill lines, Daevanion board nodes and arcana, and a skill can climb a long way that way. The number that matters is the total, because specializations open on it: the first pick at 8, the second at 12, the third at 20. The fifth option of a skill shows up at 16, so a skill that wants it needs 16 before its second pick.
| Skill | Target level | Specializations | Why |
|---|---|---|---|
| 20 | 3, 4, 5: Critical Hit on hit, Piercing Strike chain, no cooldown | Your hardest hitter. Only works on a stunned, knocked-down or airborne target, which is why Marchutan's Wrath is on the bar. Option 5 turns it into a spam window. | |
| 20 | 3, 4, 5: +50% Multi-Hit, -1s Spinning Strike cooldown, Storm Chain | Your basic attack and MP source. Every hit shortens Spinning Strike. | |
Passives
Take these six to 10 first, in this order of value:
- 50% chance of extra damage on every Critical Hit. Everything in this build pushes Critical Hit, so it fires constantly.
- +11.2% Impact-type Chance. More stuns and knockdowns mean more Dark Crush and more Raging Spell
After that:
Protection Circle (a party barrier every 10 hits and an emergency shield under 50% HP),
Survival Willpower,
Raging Spell and
Crossguard.
Stigmas
| Stigma | Level target | Why |
|---|---|---|
| 15, then 20 | The party buff: PvE Damage Boost and PvE Damage Tolerance for everyone near you. Level 15 adds +5% Critical Damage Boost, level 20 adds +5% Double Chance. | |
| 5, then 10 | +20% Combat Speed for the party, -20% cooldowns for you, -10% for them. Level 5 cuts its own cooldown by 30s, level 10 adds 200 Accuracy. Duration grows with level. | |
| Sprint Mantra |
Stigma specializations open by themselves at levels 5, 10, 15, 20 and 25. You pick nothing; you just level.
Swaps for the fourth slot:
Focused Defense at level 5 when a boss throws yellow telegraphs. It guarantees Parry and doubles Block Damage Reduction, and level 5 gives it a second consecutive use.
Impeding Authority when a hit cannot be blocked: a party-wide Protective Shield for 20s.
Guardian Blessing if you keep dying. It is the PvP pick, not a damage pick.
Party buffs
Two of your stigmas overlap with the Cleric's, and the game picks one:
Undefeated Mantra and the Cleric's
Light of Protection give the same Damage Boost. Only the higher-level one applies; at equal level, yours wins.
Power of the Storm and the Cleric's Earth's Blessing do not stack either. Storm always wins.
So in a party with you, the Cleric can drop Light of Protection for another heal, shield or damage stigma. Tell them.
What you bring that a Cleric does not: Critical Hit, Accuracy and Critical Damage Boost on Undefeated Mantra, Combat Speed and cooldown cuts on Storm, Move Speed on Sprint Mantra. What a Cleric brings that you do not: resurrection, bigger heals, Max HP.
Daevanion boards
Chanter opens five boards. Four of them matter in PvE.
| Board | Opens at | Node target (first week / ceiling) | Take |
|---|---|---|---|
| 12 | 59 / 71 | Combat Speed and Cooldown Reduction nodes, Attack, and the skill nodes for Dark Crush, Onslaught, Spinning Strike, Attack Preparation, Inspiring Spell. | |
| 20 | 53 / 65 | Damage Boost and Accuracy nodes, plus the Wind's Promise, Impact Hit and Earth's Promise skill nodes. | |
| 30 | 53 / 61 | Critical Damage Boost nodes. Every active and passive gets a skill node here. |
Path toward skill nodes first. Each one is a level on every skill it names, and those levels are how you reach 12 and 20 without perfect gear. Fill the rest with Attack Bonus, Critical Hit, Accuracy, Combat Speed and HP.
Arcana
You hold five arcana. Run three Vigor and two Magic:
| Slot | Card | God stat | What it does for you |
|---|---|---|---|
| Chalice | Time | Part of the Vigor pair | |
| Parchment | Life | Part of the Vigor pair | |
| Compass | Freedom | Accuracy | |
| Bell | Destruction | Attack | |
| Mirror | Wisdom |
Two Vigor pieces give +60 PvE Attack while you stay above 70% HP; two Magic pieces refill 1,500 MP when you drop under 20%. Four Vigor would lift the attack bonus to +150, but you would give up the Destruction and Wisdom the Magic cards carry.
If your Accuracy is already where it needs to be, swap to
Compass of Magic for Death, which turns into Critical Hit.
Each card also carries skill lines: one on a common card, up to four on a unique one. Put them on Dark Crush, Onslaught, Spinning Strike and Incandescent Blow, in that order. Wind's Promise and Impact Hit are the passive lines worth keeping when a card offers them.
Gear
Your build starts at
Spiritforged Staff +10 with Legend-grade armour at +5, and tops out at
Aulamus Staff +15 with Unique
Vakron Helm and the rest of the Vakron set at +10.
Every weapon and armour piece rolls up to four sub-stats and up to four skill lines. Roll toward these, best first:
| Slot | Priority |
|---|---|
| Weapon | Weapon Damage Boost, Combat Speed, Might, Precision, Damage Boost, Multi-hit Chance, Attack |
| Guard | Weapon Damage Boost, Combat Speed, Damage Boost, Might, Precision, Multi-hit Chance, Attack |
| Helm | Incoming Heal, Wind's Promise, Impact Hit, Double Chance, Attack increase, Critical Hit, Attack |
| Pauldrons | Critical Damage Boost, Wind's Promise, Impact Hit, Accuracy, Critical Hit, Attack |
| Breastplate | Damage Boost, Wind's Promise, Impact Hit, Critical Hit, Accuracy, Attack |
| Greaves | Damage Tolerance, Wind's Promise, Impact Hit, Perfect Chance, Attack increase, Critical Hit |
| Gloves | Combat Speed, Wind's Promise, Impact Hit, Perfect Chance, Critical Hit, Attack |
| Boots | Move Speed, Wind's Promise, Impact Hit, Perfect Chance, Critical Hit, Attack |
| Cloak | Wind's Promise, Impact Hit, Double Chance, Perfect Chance, Attack increase, Critical Hit |
Each armour slot has one stat nothing else rolls: Critical Damage Boost only on pauldrons, Damage Boost only on the breastplate, Combat Speed only on gloves. Those go first on their slot. Wind's Promise and Impact Hit sit near the top everywhere because a skill line is worth more than one more flat stat.
Accessories
| Slot | Priority |
|---|---|
| Earrings, necklace | Wind's Promise, Impact Hit, Attack Preparation, then Accuracy, Critical Hit, Attack |
| Rings | Dark Crush, Onslaught, Spinning Strike, Recuperation, Incandescent Blow, then Attack |
| Brooch | Might, Precision, Accuracy, Critical Hit, Constitution |
Accessories split the work: earrings and necklace feed passives, rings feed the actives that need 20.
Kaldrix Brooch is the brooch that rolls Might and Precision.
Manastones and theostones
Weapon and armour slots take hageup-maseok early and junggeup-maseok later. Roll for Attack, Critical Hit and Accuracy Bonus. A sanggeup-maseok can, rarely, roll Weapon Damage Boost, Critical Damage Boost, Damage Boost or Frontal Damage Boost. Keep any of those you hit.
Engrave
Theostone: Aultross's Promise on one weapon and
Theostone: Tassin's Command on the other. Two identical theostones only count once, so never double up.
Genus Insight
Each creature family (Cogni, Natura, Fera, Varian, Special) has nine stat slots that open one per creature level. The slots come in four kinds; roll each kind like this:
| Slot kind | Roll for |
|---|---|
| Attack slots (2nd, 5th, 8th) | Weapon Damage Boost or Attack, Boss Attack from the shared pool |
| Amplify slots (3rd, 9th) | Critical Damage Boost, PvE Damage Boost or Damage Boost; Double Chance or Perfect Chance where offered |
| Tolerance slot (6th) | Damage Tolerance or PvE Damage Tolerance, then Endurance |
| Defense slots (1st, 4th, 7th) | Critical Hit or Accuracy from the shared pool, HP if both are covered |
Locking a slot gets more expensive the later it opens, so lock good early rolls and reroll the late ones last. Finishing Genus Insight gives
Unbound by Genus, the strongest attack title you can wear.
Wings and titles
Wear debaui-choesanggeup-nalgae: Attack Bonus, Accuracy Bonus and Penetration at +10, and twice the Flight Power of anything else here. jamsikdoen-geumbit-nalgae is the swap when you mostly hit from the front, since its stat is Frontal Damage Boost.
Wings with PvE stats at +10, worth enhancing:
| Wings | At +10 |
|---|---|
| sup-jeongryeongui-nalgae | PvE Damage Boost, Boss Attack |
| pureun-padoui-nalgae | PvE Damage Boost |
| akmongui-nalgae | Double Chance, Boss Attack |
| heosangui-meari-nalgae | Double Chance, Perfect Chance, Maximum Attack |
| pureun-jeongwangui-nalgae | Weapon Damage Boost, Damage Boost |
| tusaui-nalgae | Weapon Damage Boost, Impact Accuracy |
| deuramata-dungjiui-nalgae | Damage Boost, Accuracy Bonus |
| gongheoui-talriseura-nalgae | Attack Bonus |
| ilkkaeun-geungjiui-nalgae | Back Attack Damage Boost |
| guwonbateun-tarakui-nalgae | Frontal Damage Boost |
Owning 25 wings gives
Dominator of Dimensions.
Titles, one per slot:
- Attack:
Unbound by Genus once Genus Insight is done. Until then
Guardian of Verteron (Elyos) or
Guardian of Altgard (Asmodians). - Defense:
Saint of Verteron or
Saint of Altgard.
Rule All Creation cuts boss damage harder if you have collected 200 pets;
Pantheon
God stats come from arcana and Pantheon pieces. What each one does for a Chanter:
| God stat | Turns into | Value |
|---|---|---|
| Wisdom | Smite | High |
| Destruction | Attack | High |
| Freedom | Accuracy | High until you stop missing |
| Death | Critical Hit | High |
| Illusion, Time, Life | No direct combat stat listed | Medium |
| Space, Justice, Destiny | Justice: Defense, Perfect Chance | Low |
For the colossus, take colossus-of-disbelief once the achievements are done, colossus-of-zikel before that. Sculptures: fafnirs-poison-blood carries Freedom and Death on one piece, eternal-artifact is the biggest Freedom, sigil-of-lumiel the Wisdom one. veil-of-kaisinel is cheap Illusion and Life, and kromedes-desire spreads three stats across one placement while your stand is still empty.
Keys and macro
Set your macro key first. It is unbound by default; put it on right click.
- Left click:
Onslaught. - Right click:
Dark Crush,
Spinning Strike,
Impactful Crush,
Incandescent Blow last. The game fires the first one that is ready. - 1 to 4:
Undefeated Mantra,
Sprint Mantra,
Power of the Storm,
Hold both mouse buttons and the macro does the filler work.
Defiance has no quickslot in this layout. Level it anyway.
- Before the pullTurn on Undefeated Mantra and Sprint Mantra. They are toggles; leave them on.
- On the pullPower of the Storm before the boss starts, so the party opens with the Combat Speed and cooldown cut.
- BurstMarchutan's Wrath, then hold right click. Dark Crush is live on the target for 7 seconds and the macro fires it first.
Mistakes
- Spreading skill levels evenly. Aim each skill at 8, 12 or 20 and stop there.
- Leaving Marchutan's Wrath off the bar. Without it Dark Crush barely fires on bosses.
- Running Undefeated Mantra at a lower level than your Cleric's Light of Protection. Theirs wins and your stigma slot is wasted.
- Two of the same theostone.
- Forgetting the macro key. With nothing bound, holding right click does nothing.
- Trying to block red telegraphs. Block stops yellow ones only.




