Before fight
- Banner bearer (adds 6% dmg done+600wpn dmg through spc (≈9%dmg)+(minor heroism)
- Overflowing altar (healing)
- Warding burst (300wpn dmg from minor courage(≈4,5%dmg)
- Combat prayer (5%dmg)
- Cauterize (for healing and spc proc)
In fight
- Elemental susceptibility (applies major breach+minor vulnerability+minor brittle+minor maim) ca 20% dmg increase for 4 sec, then ca 14% after that if you dont reapply before it runs out next 28 sec.
- Elemental blockade (applies minor breach≈ 5% dmg taken increase and procs nunatak which will add ca 11% dmg taken)
- Heavy attack with healing staff (adds 10% dmg done to team, due to set)
- Standard of might (adds 15% dmg done)
- Energy orb (gives 4k mag/stam restore to group)
- Combat prayer (reapply minor berserk)
- Elemental susceptibility (spam elemental susceptibility when nothing better to do. Skill is free and applies minor brittle, minor vulnerability and minor maim for 4 sec)
Before big hits: cast ulfhilds contingency
Assuming dds have none of these buffs and enemy debuffs from before, they each deal 84% more dmg to target if everything is applied at the same time. Over a prolonged fight, with a proper tank applying major/minor breach, dmg increase should average to around 43% per dd, while also providing safety and resource restore.