SeerMaceOne-handed
Blasphemer Seer
Mace drops the support kit and replaces it with one state. Zeal raises Attack and Defence, and the tree around it is unusually complete: one talent adds Super Armor and resistances to it, another extends it every time you land a hit, a third refills Curse Mana the moment it starts. Uptime is the build, and the tree is six talents deep on that alone.
Skill bar4 of the branch’s skills
- Unleash ZealMace
The state. Attack and Defence up, and Curse Mana stops draining while it runs.
- Rune: DrainMace
Damage that returns health — the sustain that replaces the healing you gave up.
- Rune: SweepMace
The heavy hit, and a talent gives it partial True damage.
- Rune: StunMace
A leap that stuns, which is how you start a Zeal window on your terms.
Talents that matter4 trees back this branch
Not a full tree — these are the points that change what the build does rather than adding a percentage to it. Fill the rest of the tree in whatever order your level allows.
- FerocityZeal Enhancement
Super Armor plus both resistances during Zeal — it turns the state into a window you cannot be pushed out of.
- RelentlessZeal Enhancement
Mace damage extends Zeal, which is the difference between a burst and a duration.
- InfusionZeal Enhancement
A large Curse Mana refund on entering Zeal, so the state pays for the rotation inside it.
- InexhaustibleZeal Enhancement
Curse Mana continues to build during Zeal rather than only draining.
- Cutting PainEnchantment Enhancement 1
Rune: Sweep deals partial True damage, giving the build an answer to stacked resistances.
Affixes to roll for
In priority order. Affix rolls are random, so treat this as what to keep rather than what to expect.
- WiseOffensive
The Mace's damage is Magic, not Physical — this is the branch's damage stat, not Strife.
- SiphonUtility
Health back on a kill, on the branch with no healer behind it.
- TenaciousDefensive
Zeal makes you commit; maximum health is what makes committing survivable.
Mace weaponshighest combat value
Pulled from the catalog by combat value, not picked by hand — a new mace shows up here on the next import.
How to play it
- Do not open with Zeal. Land Rune: Stun first, then enter — the state is short and should start on a target that cannot leave.
- Keep swinging inside Zeal. Relentless extends it on damage, so idling inside the state wastes it.
- Rune: Drain when you are low, not when it is off cooldown. It is your only sustain.
- Every Mace skill deals Magic damage — build Wise, not Strife, however melee the branch looks.
Don’t take this if
Your group has no other healer. Taking this branch removes the game's only ally healing, and that is a team decision rather than a personal one.