Shield Knight - Recovery is one of the classes available in Blue Protocol: Star Resonance. They fulfill the Tank role while wielding a Sword and Shield as their weapon of choice. Find their best build and how to play them properly in our guide. Difficulty:
Shield Knight has also access to a second spec - Shield - and if you're looking for a guide to that spec, check here.
Last guide update
24.01.2026
Overview
Best Skills
Talents
Gear
Rotation & How to Play
Spec Overview
Recovery Shield Knight is dedicated to self-sustain while also having some of the best shield generation of all tanks (but lower potential max than “shield” Spec). Recovery retains and upgrades Shield Knight’s standard special, Valor Bash, and its buff, which it aims to always maintain throughout combat. Outside of that, the Spec utilizes a myriad of abilities, such as Shield Toss, Reckoning, and its upgraded version, Inferno Reckoning, to accumulate resources that can be funneled into Judgment to heal and shield constantly.
Recovery has access to respectable mitigation, but it’s heavily tied to maintaining Valor Bash stacks and keeping its defensive cooldown (Aegis Ward) active. Without it it lacks the unconditional absurd total HP pool of the Shield Spec and the more consistent and superior defense of Heavy Guardian, subjecting it to higher chances of being one-shot when buffs are down. The trade-off for this increased vulnerability is healing and shield generation so strong that they’re able to solo-sustain themselves through many PVE encounters you might not expect them to.
Pros
- Best self sustain among tanks.
- Great shielding.
- Self-sufficient, allowing for soloing of content like some world bosses,
Cons
- Most vulnerable tank to one shots.
- Relies on Imagines for enemy gathering abilities.
Note
These recommendations assume you have Level 140/150 Set Gear and a Level 150 Relic Weapon.
Pieces marked in Orange will be your recommended stats if you use Set pieces. Purple lines are only applicable for non-set gear. Additionally, the Relic weapons will not have Purple Lines or Reforges.
Stat Tuning
We are aiming for high Crit , Mastery is our secondary priority. We are aiming for about 45% to 50% Crit, all other points should go toward mastery or Vers if possible.
Recommended Imagine Combo



More information on imagines in the Gear Section.
Optimal Season 1 Endgame Gear
Note
These suggestions assume you have level 80 Gear and a level 90 Weapon.
Pieces marked in Orange will be your recommended stats if you use Set pieces. Purple lines are only applicable for non-set gear. Additionally, the Relic weapons will not have Purple Lines or Reforges.
Stat Tuning
Our primary goal is a high amount of Crit, aiming for 45% from points (~2990 Crit points). Mastery is our next most important stat and should be maximized as well. We'll utilize reforging to achieve a moderate amount of Versatility, around 500. Once the Versatility goal is met, gems should be allocated to Crit and Mastery, since Versatility isn't available for gems.
Recommended Imagine Combo


For alternative options, check the Gear tab.
Level 60/70 setup
For level 60/70 gear information, open the box below.
Note
These suggestions assume you have level 60 Gear and a level 70 Weapon.
Pieces marked in Orange will be your recommended stats if you use Set pieces. Purple lines are only applicable for non-set gear. Additionally, the Relic weapons will not have Purple Lines or Reforges.
Stat Tuning
Our primary goal is a high amount of Crit, aiming for 45% (~2500 Crit points). Mastery is our next most important stat and should be maximized as well. We'll utilize reforging to achieve a moderate amount of Versatility, around 300. Once the Versatility goal is met, gems should be allocated to Crit and Mastery, since Versatility isn't available for gems.
Recommended Imagine Combo


For alternative options, check the Gear tab.
Best Skills
Basic ATK

Skill

Ultimate

Slot 1 - Mandatory

Slot 2 - Mandatory

Slot 3 - Mandatory

Slot 4 - Mandatory


Holy Sigil - Holy Sigils are our main resource; we have 5 of them and what we use to cast our core abilities - Valor Bash and Reckoning, which require 3 and 1 Holy Sigil to use, respectively. After a Holy Sigil is used, it goes on cooldown for 10 seconds, with each Sigil having its own separate cooldown. Many of our talents and stats focus heavily on reducing Sigil cooldown and granting them back to us for free.

Photon Energy - Our energy bar resource, which is used solely to cast our most powerful self-healing ability, Judgement. We can hold up to 100 Photon energy at a time and primarily gain it through using Holy Sigil spenders. For every 1 Holy Sigil an ability costs, it grants 10 Photon energy; an ability that costs three will therefore grant 30.

Radiant Shield - While technically not a resource, another one of our main mechanics is Radiant Shield. Many of our talents and some of our abilities will grant us this with varying degrees of scaling. The common theme among all sources of this thought is that we gain a shield based on our ATK, which blocks 50% of incoming damage, with the other 50% hitting our HP. We can accumulate a shield equal to our maximum HP (200,000 HP = 200,000 maximum potential shield).
Note
Despite being a “Shield”, it does not scale with the %increase shield stat. However, it scales with the shielding improvement from Versatility.
Fixed Skills
- - Our Basic Attack is a 4-part melee sequence which we won't really be using unless no other abilities are available.Blade of Justice
![Imagine]()
- This ability can be enhanced, evolving into Condemn when certain talents trigger.
- - Consumes 1 Holy Sigil to deal damage and apply a stackable buff that lasts for 10 seconds. The buff can stack up to 3 times and grants us a %Armor Increase as well as a Flat Armor increase. Maintaining this buff is one of our primary objectives when playing the Recovery spec. Stack it up ASAP and don’t let it fall off. off.Valor Bash
![Imagine]()
- You can use even out of combat to accumulate buff stacks, allowing you to pre-stack the buff before encounters to save time and ensure you’re as tanky as possible at the start of the fight.Valor Bash
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- - Our Ultimate deals AoE damage around us and Dazzles enemies, forcing them to move toward us, which is fantastic for fishing in ranged enemies into melee so they can be cleaved. Upon use also grants us 1 Holy Sigil and 10 Photon Energy every 2 seconds for 10 seconds, prioritizing Sigils with the longest cooldown remaining. During this period, you’ll be able to spam Holy Sigil spenders and useRadiant Infusion
liberally for fantastic sustain. Finally, this ability also grants us a massive personal shield, and with talents, is also capable of deploying a shield that may benefit our party members as well!Judgment![Imagine]()
Mandatory Skills
- - Our only Photon Energy spender and the signature ability of both Shield Knight specs. Consumes 45 Photon energy on use to deal AoE damage and heal us based on the amount of HP we’re currently missing. At max Advancement, this heal is 40% of missing HP, meaning at half HP we can recover 20% of our total life pool with one cast. This also has a minimum healing effect of 5%, even when we’re close to maximum life. This ability allows us to be our own healer and is so accessible that you’ll have no problem spamming it constantly.Judgment
![Imagine]()
- Although you’ll gain plenty of Photon Energy, it can be a good idea to hold enough in reserve to cast on demand in emergencies.Judgment
![Imagine]()
- Our other core Sigil spender outside ofReckoning
, we’ll be using to trigger many of our talents. Consumes 2 Sigils on use to perform a sweeping strike, hitting all enemies around our position. One of our more accessible ways to trigger the Divine Strike effect from our talents.Valor Bash![Imagine]()
- This ability can be enhanced, evolving into Inferno Reckoning when certain talents trigger.
- - One of our most powerful cooldowns that has two charges and a myriad of bonuses thanks to talents. At baseline tosses a shield that will slowly rotate around the position it was thrown from, hitting enemies it passes through until finally timing out. Also interrupts enemies and reduces the damage they deal by 10% when hitting them. With talents, this ability becomes monstrous, being capable of generating obscene amounts of shield in a single use.Shield Toss
![Imagine]()
- After unlocking the double charge talent for this ability, it’s possible to use it back-to-back. We don’t recommend this as the debuff and eventual buffs this ability provides from talents are easier to maintain when spacing out usage.
- - Our main defensive cooldown and biggest source of damage mitigation. Grants a ton of flat armor as well as a % increase to defense for 10 seconds with a 45-second cooldown. Also causes you to automatically counter the enemy boss's red flash abilities for free. Lastly also grants one-shot protection throughout its duration, preventing us from dying when struck with a fatal blow at the cost of removing the abilities buff. Many of our talents focus on empowering, keeping this buff active for as long as possible, and reducing its cooldown. It is a key part of our mitigation.Aegis Ward
![Imagine]()
Skill Priority
=Judgment=Aegis Ward>Valor Bash>Reckoning>=Shield Toss>Divine Circle=Radiant InfusionBlade of Justice
Advance 








- Overclock Explosion: Taunts the target, greatly increasing Aggro against them for 5s.
- A great single target taunt that can be used in combination with Veil of Shadow to swap aggro with another tank.
- Mocking Roar: Releases an energy wave, interrupting all targets within 10m and Taunting them. Greatly increases Aggro against affected targets for 10s.
- AoE taunts were removed off of some of our abilities in favor of utilizing this role skill. It is the main option for controlling aggro in large groups.
- Adamant Will: Grants 45% additional Resistance and Super Armor for 10s.
- An additional defensive cooldown that also provides super armor. Great in situations where there is risk of knockback or interruption and risk of taking huge damage.
- Veil of Shadow: Conceals the caster's presence to prevent Aggro generation and cleanses all debuffs from the caster for 10s.
- A useful skill to halt your aggro generation when trying to give aggro to others, and also cleanses debuffs off of yourself. It can be used even when you are affected by an immobilization debuff (freeze, petrify, etc…).
Talents
Important!
Embedded is our recommended core max-level Recovery talent tree containing all the specs' top talents.
Gameplay Altering Talents:
Below is an outline of all the gameplay-altering effects you need to be aware of in the Recovery spec.
Base Shield Knight Tree
- Condemn and Condemn Time Limit - When using , we gain a 30% chance to evolve our basic attack into Condemn, which deals increased damage and immediately resets the highest CD Sigil.Judgment
![Imagine]()
- Lightforged Body and Lightforged Continuum - Every time we consume a Holy Sigil or spend photon energy, we gain Radiant Shield based on our ATK.
- Haste Sigil - Improves our Sigil Cooldown recovery time by 1% per 1% haste we have, making haste a good stat for helping cycle abilities faster.
- Tip: The way the cooldown reduction works is like this 10 / (1 + Haste %).
- Ring of Judgment - Our now deploys a freeJudgment
every 30 seconds on use.Divine Circle
is a circular zone that deals damage to enemies and heals allies that stand within it for ~12 seconds. As this is a skill, we can boost its performance by advancing and levelling it in the skill menu. Also, every time we spend a Sigil, the cooldown onDivine Circle
’s free deploy is reduced by 1.Judgment![Imagine]()
- Blessing of Holy Sigil - When using an expertise skill that consumes a Holy Sigil, 20% fixed chance for your next Holy Sigil-consuming skill to consume 0 Holy Sigils. Effect lasts for 8 seconds or until a Holy Sigil-consuming skill is cast. Holy Sigil-consuming skills:
- Valor Bash
![Imagine]()
- Reckoning
![Imagine]()
- Sacred Blade
![Imagine]()
Recovery Tree
- Holy Light Time Limit - During , our expertise Crit Hits now have a chance to reset our highest cooldown Sigil, dramatically improving Sigil generation during its duration, incentivizing us to prioritize Expertise skill spam (Aegis Ward
,Reckoning
, andShield Toss
) while it’s active.Judgment![Imagine]()
- Holy Barrier - After casting Radiant Infusion, it leaves a Holy Barrier behind you that blocks damage for friendly targets (including yourself) standing within the bubble. Holy Barrier disappears after taking total damage equal to 200% of the caster’s (yourself) Max HP or after 15 seconds. A very useful bonus to our kit, as it enhances our ability to not only mitigate and protect ourselves, but also our allies.
- Reckon Blaze and Reckon Shield - Reckon Blaze causes our Crit Hits with to upgradeValor Bash
into Inferno Reckoning, which does double the damage and doesn’t require Sigils to activate. A single use of Inferno Reckoning is also guaranteed when activatingReckoning
. Reckon Shield grants us a stackable buff whenever Inferno Reckon or baselineAegis Ward
lands a Crit Hit. This buff grants us +5% Block chance per stack with a cap of 5, lasting 10 seconds. 25% Block is a great survivability boost; we want to keep this active at all times.Reckoning![Imagine]()
- Halo - Introduces a potent control effect into our kit, causing to stun enemies for 3 seconds the first time it deals damage to them, serving as an outstanding opener.Divine Circle
![Imagine]()
- Holy Summon - Causes andShield Toss
to have a 10% baseline or 50% for crit, chance to trigger Divine Strike on hit, which deals a small amount of damage, slows enemies, and works with a number of our endgame talents to trigger additional passive effects.Judgment![Imagine]()
- Ultimate Guard, Radiant Guard and Fearless Shield - This group of talents each massively empowers and turns it into a beast of an ability. The effects are:Shield Toss
![Imagine]()
- Radiant Guard causes to generate a huge amount of Radiant Shield on initial use and grants it a 2nd charge count.Shield Toss
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- Ultimate Guard causes to buff us, granting a 15% Block chance for 10s, a buff we want to keep active at all times.Shield Toss
![Imagine]()
- Fearless Shield Causes each hit of to grant us Radiant Shield, allowing one shield in AoE to grant an absurd amount of shield all by itself.Shield Toss
![Imagine]()
- Light’s Crit - 5% permanent crit rate. The 5% additional crit allows you to focus on other stats, such as mastery and versatility. Without this, you would need to have 5 additional gems for crit, which is not ideal for min-maxing Recovery Shield Knight.
- Aegis Ward Anthem, Aegis Ward’s Retribution and Light Chain - All these talents focus on reducing 's cooldown or extending its duration:Aegis Ward
![Imagine]()
- Aegis Ward’s Anthem reduces its cooldown every 2 Sigils we use
- Aegis Ward’s Retribution improves our Block chance by 1.5 times during its duration and reduces its cooldown by 0.5 seconds every time we’re attacked (once per 1 second).
- Light Chain allows us to extend its duration by 1 second every 3 times Divine Strike is triggered, further incentivizing High Crit and expertise skill spamming.
- Lightforged Greatsword - One of our strongest mitigation tools outside of . Every 10 casts ofAegis Ward
unlocks one use of Scorching Judgment, which calls down a huge sword from the sky, which remains impaled in the ground, burning enemies for 5s. This sword heals us and damages enemies, but more importantly, applies Scorch to enemies, reducing the damage they deal to us by 3% per stack (stackable up to 10 times, lasting 10s). We can’t keep this up permanently, but when it’s active, we’re significantly more tanky.Judgment![Imagine]()
Recommended Recovery Build
If you want to create your own Talent tree, check our tool:
Gear
Important!
All gear & talent related info is based on extensive in-game testing, parsing, theory crafting and simulations. If you want to learn more about how damage works to understand our decisions, check out our Damage Formula Guide.
Main Stats
- Crit Rate - Our main stat - the majority of our talents, and kit require Crit to function. Stacking Crit doesn’t directly improve our survivability, but it improves the trigger rate of all our talents, which do. Stack as much Crit as possible.
- Mastery - Our mastery provides 2.5% increased Radiant shield generation and 0.2% elemental resistance per 1% mastery, making it an incredibly potent multiplier to our ability to quickly establish large shields. A large part of our survival relies on building and maintaining a strong shield buffer at all times, making Mastery a stat we’ll want until we’re able to comfortably maintain high shield amounts in the hardest content we’re running.
- Versatility - This provides us with a multiplier to our damage dealt, additional shielding, healing, and damage reduction, making it a great stat for us in every way. Holds very similar value to Mastery in our build, with the difference being Mastery improves our shielding more, while Versatility improves our mitigation more. Regardless of this, we want both in equal amounts, ideally.
- Haste - Haste is a fine stat for Recovery Shield Knight thanks to its ability to improve our Sigil Cooldown Recovery Speed, but not one we want to stack or find in general due to the fact that we need other stats for our kit to function optimally.
- Luck - Luck has no synergy with any of our talents and offers very little benefit to our playstyle, making it a low-priority stat.
Bonus Stats
In gear slots you’re not using Set Gear in and which aren’t taken up by your class's signature Class weapon (if you have it), prioritize the following Purple Stats:
Helmet, Armour, Gloves, Boots
All Element Resistance > Strength%
Weapons & Accessories
Resilience Break Efficiency% > ATK SPD% = ATK%
Set Gear
Recovery Shield Knight’s 2P and 4P set bonuses are both definitely worth equipping as soon as you’re able to complete Raids and are better than Purple Bonuses. Here is what they do:
2-piece SET
Casting Reckoning or Inferno Reckon grants Glimmering: Damage +8%, Armor +12% for 5s.
4-Piece SET
While Aegis Ward is active, Glimmering effects are doubled and additionally convert 20% of damage dealt into a Radiant Shield.
Class weapon
Our Class Weapon, unfortunately, has CRIT DMG% as its special stat, which isn’t that useful for helping us survive. However, it’s still an upgrade thanks to the higher stats of Crit and Mastery it provides over purple bonuses. Instead of a purple stat, it grants:
- 15% CRIT DMG.
- Increased stats.
Note!
The percentage value shows the impact of the module compared to not having any module equipped (each module is calculated based on it being +6).
Note: We are prioritizing effective HP as a tank and the increases are based on the effective HP increases.
Here are the best modules for Shield Knight - Shield - listed in priority order:
Lvl 3: +1.91%
Lvl 6: +5.64%

Provides increased Max HP% and a ton of Endurance. Also provides magic damage reduction for further defensive benefit. Even if Magic reduction it’s not very helpful against many enemies, the HP% carries this node.
Lvl 3: +2.06%
Lvl 6: +4.13%

Provides some flat armor, which is always welcome, but also 6% attack damage reduction, further boosting our tankiness.
Lvl 3: QoL
Lvl 6: QoL

Grants us up to 6% ATK SPD to further accelerate our rotations speed and help us churn through our Holy Sigils and photon energy. It also helps us dish out more damage while empowering our shield and heal due to the attack gained.
Lvl 3: +0.73%
Lvl 6: +1.45%

It provides Crit Damage and max HP. This node gives both defensive and offensive capabilities, making it a decent option.
Lvl 3: +0.08%
Lvl 6: +0.33%

The combination of strength and ATK boost overall damage but not our defensive capabilities. Being so not very reflected in these gains. It also provides some Armor penetration, also boosting our damage.
Being an offensive attack module makes this node lose most of its appealing value.
Attention!
The best Recovery Imagines are incredibly flexible with what’s best depending on the content you’re running and the Imagines your other support party members are using. Below is a guideline of what we recommend for different content types. Also, tank-based Imagines have some of the most unique effects in the game, often meaning they don’t have direct equivalents. Because of this, there is no exact F2P substitution; check out our purple Imagine listing for more info.
ATTENTION!
The list of Imagines below is not a ranking; each listing can be equally useful if the right situation arises. Read the descriptions to understand when to use each.
Trash Clearing


Bosses



Top Gold Imagines
- - When cast, it summons a zone that reduces the incoming damage and grants resistance to interruption to anyone inside. While inside the field everyone does additional damage based on the caster’s defence. It also reduces its own cd when getting hit, making this imagine the overall best for dealing damage and helping the party. Even if only 1 field can be active this imagine is incredibly highly valued to have on tanks for bosses & raids.Fafala
![Imagine]()
- - When cast, summons Airona who performs a short prayer before reviving up to 4 downed teammates. Airona is powerful in standard play to resurrect teammates, but also has another use. By equipping our invulnerability, we can survive guaranteed raid wipe mechanics; therefore, the group can forgo completing these, we can invuln them, then use Airona to bring the team back. Incredibly highly valued to have on tanks for raids.Airona
![Imagine]()
- - Upon activation, Tempest Ogre generates a vortex that draws enemies in from a large distance away. Its passive also makes the user take 5% less damage, making this a great option for tanking in dungeons. Tempest Ogres' pull radius is frankly absurd, allowing you to group entire rooms in dungeons, boosting clear times a disgusting amount.Tempest Ogre
![Imagine]()
- - Frost Ogre deals some of the highest resilience break damage in the game on use, allowing us to break enemies far more quickly. Breaking bosses before major mechanics or before they leave the arena can be a huge benefit to the party’s overall damage. Also incredibly effective at controlling large packs of enemies.Frost Ogre
![Imagine]()
- - Passively increases shield strength and grants a 30% HP shield to you and your allies on use at Advancement 0. Allies shielded by this effect also deal additional damage with their hits. Golden Jug isn’t as effective on recovery shield knight due to our already absurd personal shield generation, but it can still be helpful for helping keep the team alive.Golden Juggernaut
![Imagine]()
- The additional hit granted to allies can Crit and Lucky Hit, has a 0.5 second cooldown, and is unique, meaning only one of these buffs can be held at a time.
- The 8% Shield increase does not scale our Radiant Shield, and the 30% HP Shield on use is separate from it as well, allowing for a theoretical max shield of 130% of HP.
- - Tina buffs the party with a 50% cooldown reduction for 20 seconds, and once a party member is affected by this effect, they can’t be affected again for 60 seconds (Advancement 0). Tina is considered the best Imagine for support roles due to her buff, allowing classes to go back into their burst window more quickly.Tina
![Imagine]()
- While powerful, Tina is usually best run on sustains. You should only prioritize running it over tank choices if they don’t have it or you’re confident in coordinating up and downtimes.
Top Purple Imagines
- After receiving 10 hits, increases Armor by 1125 for 15s. Upon use, it transforms you into Void Arachnocrab and grants invincibility for 5s. This is a great option to gain additional armor and also an invulnerability without changing out one of your skill slots.Void Arachnocrab [A5]
![Imagine]()
- This Imagine can become one of our best when aiming to cheese certain boss mechanics, especially in combination with Airona.
- - Provides a passive 15% Armor bonus and deals substantial damage based on both Attack and Defense when activated, making it a good all-around choice for both offensive and defensive capabilities.Blackstone Commander [A5]
![Imagine]()
- - This Imagine offers substantial flat Mastery through its passive effect and additional Mastery% when activated, enhancing our mastery scaling and making it stronger than the A2 or lower Arachnocrab.Blackfire Foxen [A5]
![Imagine]()
- - Provides +500 Block passively, and 15% block damage reduction on use. The passive is equivalent to a 10% Block, which, when stacked with the 50% from our talents and the 1.5 times multiplier from Aegis Ward, gives us a 90% Block chance. The active ability also improves our Block Rate from 30% damage mitigation to 45% acting as a solid defensive cooldown for us.Goblin Guard [A5]
![Imagine]()
- - Transform into Mighty Colossus and charge at the enemy, dealing more resilience damage the longer you charge. Mighty Colossus also passively increases Resilience Break Efficiency and is a good alternative to Frost Ogre if you’re aiming to break enemies often and don’t have him yet.Mighty Colossus [A5]
![Imagine]()
Class
| Name | Description | Notes |
|---|---|---|
| 1 Aegis Ward | Aegis Ward duration +5s; Basic Attack, Condemn Dream DMG +37.5% | Considerable quality of life, allows us to get almost 100% uptime. |
| 2 Mastery Conversion | Each 1% Mastery grants 0.5% ATK | Provides us with more attack, which our shield scales on. |
| 3 Reckoning | Reckoning Dream DMG +16% | Our highest damaging ability. |
General Offensive
| Name | Description | Notes |
|---|---|---|
| 1 Mastery + Luck - | Mastery gained in any way +10%, but Luck gained in any way –6% | Gaining mastery that reduced our damage , meanwhile luck is useless |
| 2 Versatility | For 6s after casting an Expertise Skill, Versatility +120, stacking up to 5 times | With a considerable uptime this node buffs everything |
| 3 Strength | Strength +75; Strength +2% | Our main scaling stat |
| 4 Crit + Mastery - | Crit gained in any way +10%, but Mastery gained in any way –6% | We can decide to concede a bit of mastery for achieving the needed crit if we don’t meet the threshold |
General Defensive
| Name | Description | Notes |
|---|---|---|
| Class- Aegis Ward | Aegis Ward and Radiance CD -8s; After casting Aegis Ward or Radiance, the next Judgment costs no Holy Energy | Considerable QoL that lets us upkeep the uptime |
| 1 Element Resistance | All Element Resistance +280 | At level 10, this provides us with 11% Ele resist which is a big amount of damage reduction. |
| 2 Damage Reduction | Max HP+ 2000, When incoming damage exceeds current HP, that damage is reduced by 35% (up to once every 30s) | Provides a good buffer in situations where we are taking a lot of damage. |
| 3 Max HP | Max HP +6000; Max HP +1.5% | Helps with survivability, and scales our shields. |
Oblivion Dream: Applies Oblivion Dream, inflicting Oblivion on enemies within 5m.
- Oblivion: Atk -20%, Dream Damage Taken +10%, Move Speed -20%
- Split Nodes: Dream Obsession > Limit Extension > Class DEF > Tuning > Domain Suppression
This Psychoscope tree allows for tanks to provide additional utility for themselves and the party. It debuffs nearby enemies, making them take additional damage, and part of the tree allows us to apply further debuffs or save ourselves in high damage situations.
Shattered Illusion: Every 5s, the next damage you deal will trigger Shattered Illusion. Each 1% Mastery grants it 0.65% Element Bonus.
- Shattered Illusion: Deal damage equal to 330% Armor to enemies within 5m
This tree is the one that amplifies our tank capabilities and also provides a bonus damaging ability. It will usually result in the highest personal damage out of all of the options. This is mainly used in solo content or if you already have someone in the party using Oblivion Dream.
Culinary
- Windy Seafood Chowder / Scorching Spicy Ribs - Provides a bit of armor, but the real focus is the 5% damage reduction from elites or bosses, making you tank a lot more in raids.
- Honey Bean Roll / Lallipar Homestead Stew - Grants Endurance, which gives us more HP in order to raise our maximum shield cap.
Alchemy
- Elemental Lozenges - If you know the elemental damage type you’re likely to be up against, you can use Elemental Drops to boost your elemental resistance against it. This is the best approach to boost tankiness.
- Radiant Lizard Spine Reagent - When elemental drops aren’t needed or optimal to use, our damage can be boosted with this instead.
- Crit - Our best choice for maximizing talent activations and reach a comfortable crit rate (45% recommended).
- Mastery - The next best choice after hitting your desired crit amount.
- Versatility - Another good option to reduce both the incoming damage and increase the damage done.
Rotation & How to Play
Recovery Shield Knight’s gameplay boils down to establishing our key survival buffs as fast as possible, then maintaining them for as long as possible. We must do this while keeping Sigils on cooldown at all times and ensuring Photon energy never caps out.
Here is what to do:
- Before combat to establish three buff stacksValor Bash
![Imagine]()
- to gain the attention of enemies, generate a massive shield, apply 10% damage reduction, and gain 15% Block.Shield Toss
![Imagine]()
- Optionally use if available (you can save it if you want as a survivability cooldown)Aegis Ward
![Imagine]()
- Optionally use if available (you can save it if you want as a survivability cooldown)Radiant Infusion
![Imagine]()
- Alternate between using /Inferno Reckoning andReckoning
to establish Reckon Shield buff for 25% Block and maintain the buffs of both skills.Valor Bash![Imagine]()
- Continue maintaining the buffs of ,Reckoning
, andValor Bash
while also ensuring you don’t overcap your Photon energy by dumping it withShield Toss
.Judgment![Imagine]()
- Basic attack when evolved into Condemn to recover Sigils.
If you find staring at buff timers annoying, a good way to keep everything active is to always alternate between using 



Can Recovery be played on auto?
As a tank, autoplay will never be ideal due to the loss of control it incurs but with that said, if that’s not an issue for you, Auto can play Recovery Shield decently fine. Outside of the fact it struggles to use the correct Sigil spender at the right time, uses cooldowns incorrectly, is sluggish at establishing buffs at the start of combat and sometimes allows them to fall off.
























