Hi. So I like to switch around often and use my captain as main tank, main healer, or as DPS. I set up each trait tree, and I swap between them regularly depending on what the group needs.
I looked around a bit but had difficulty finding knowledgeable guidance on which essences are most effective for captains in each of those roles.
I can't imagine trying to put together 3 distinct sets of essence armour for each role, even if that would be ideal. It just seems like too much to me. So I was hoping maybe I could have one set of armour that works well for both DPS line, and for heals, and maybe swap out a piece or two for when tanking.
I was wondering if in general I want Might in every slot on all pieces? Is Might going to be better than Physical Mastery? Is there a point at which I have so much Might that it stops being as helpful and beyond that point I'd do better to get Physical Mastery for DPS, or Tactical Mastery for when Healing? Like maybe one piece of armour with 4 Phys Mastery, and one piece to swap it out for with 4 Tact Mastery?
For Tanking what is best? Morale or Vitality, or Blocking, or Crit Defence, or Incoming Healing, or Physical Mastery, or Physical Mitigation, or Tactical Mitigation, or some mixture of the above? And if a mix, then what would you suggest as how much of which ones?
As I said, I don't really want to make too many different pieces I need to swap out - it just feels like too much grind, and too expensive for me, so I'd be willing to trade off some amount of ideal and perfect build for a simpler build with fewer pieces of gear that need swapping out depending on build.
Guidance of those who have in-depth knowledge on the math with this question would be much appreciated.
Short version: What essences would be ideal for a set of gear that works well for either DPS or main Healing, and which for main Tanking, with the least number of pieces of gear that need exchanging depending on build?
Thanks