Vigour is an Intelligence-based Healer that has direct, burstable healing and shields. Over time in fights, you’ll generate Radiant Runes that gives you access to extra damage and healing spells.
This guide will teach you the basics of playing Vigour in Fellowship, how to use his abilities, and which talents to use for the best build.
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- Reliable direct burst healing.
- Mitigation, shielding, and an extra stun to prevent damage.
- AoE healing spells double up as damage, making it consistent and free.
- Needs ramp up time to get momentum going on first pulls or after death.
- Mana and Runes need to be managed carefully.
- Not many instant spells, and will struggle with heavy movement.
Vigour’s Abilities
Ability/Icon | Name | Cast / Recast | Range / Radius | Effect |
---|---|---|---|---|
![]() | Dawnflare | 1.5s | ↔ 30yd | Deals 160% Intellect magic damage to the enemy. Each cast of Dawnflare generates 20% of a Radiant Rune. |
![]() | Greater Heal | 2.0s | ↔ 30yd | Heal a target ally for 1537% Intellect |
![]() | Radiant Blast | GCD 10.0s | ↔ 20yd | Within a cone in front of you, allies are healed for 261% Intellect and enemies take 127% Intellect magic damage. |
![]() | Circle of Light | GCD 15.0s | ↔ 30yd ↻ 10yd | Place a Circle of Light on the ground, instantly healing all allies within its radius for 560% Intellect. |
![]() | Dawnbreaker Orb | GCD 10.0s | ↔ 30yd ↻ 5yd | Costs 2 Radiant Runes Conjure an orb of light that slowly travels forward, healing all allies it touches for 395% Intellect and damaging enemies for 172% Intellect. Each ally and enemy touched by Dawnbreaker Orb generates 10% of a Radiant Rune. |
![]() | Soulbrand | GCD | ↔ 30yd | Costs 1 Radiant Rune Apply a searing rune to target enemy, dealing 129% Intellect magic damage every 3 seconds for 24 seconds. When Soulbrand is applied to an enemy that already has the same effect applied it triggers Soulbrand: Remnant, instantly dealing an additional 387% Intellect damage to them. Soulbrand generates 30% of a Radiant Rune over its duration. |
![]() | Rune of Renewal | GCD | ↔ 30yd | Costs 1 Radiant Rune Instantly heal target ally for 417% Intellect and apply Rune of Renewal on them for 30 seconds, causing all your direct healing effects on that ally to echo for an additional 25% of the initial heal’s value. Rune of Renewal’s initial heal is increased by 200% when cast on a target that already has Rune of Renewal active. The bonus healing generated by Rune of Renewal generates Radiant Rune power relative to the value of the heal. |
![]() | Luminous Barrier | GCD | ↔ 30yd | Costs 1 Radiant Rune Apply a shield to target ally that absorbs up to 1998% Intellect damage while it persists. The shield lasts for 8 seconds. |
![]() | Remove Magic | GCD 6.0s | ↔ 30yd | Remove all Harmful Magic Effects from target ally. |
![]() | Runic Proliferation | Instant 60.0s | Self | Instantly generate 3 Radiant Runes. For the next 8 seconds, any Rune Abilities you cast are empowered, increasing their effectiveness by 20%. |
![]() | Levitate | Instant 60.0s (2) | Self | Your movement speed is increased by 50% for 6 seconds. Levitation You take 20% reduced Area of Effect damage while levitating. |
![]() | Lightshaper’s Ward | Instant 30.0s | ↔ 30yd | Target ally takes 20% reduced damage for 12 seconds. |
![]() | Throw Book | Instant 30.0s | ↔ 30yd | Educate a target, Stunning them for 2 seconds. |
![]() | Avatar of Light | 1.0s SPIRIT ABILITY | Self | Instantly heal all allies within a large radius of you for 322% Intellect and enter an enlightened state for 9 seconds, enhancing your abilities. Radiant Blast Deals 50% increased damage and has no Cooldown. Heal Costs 50% less Mana and is Instant Cast. Circle of Light Costs 50% less Mana and has no Cooldown. Spirit Ability When you activate your Spirit ability you gain Spirit of Heroism, granting +30% haste for 20 seconds. |
Radiant Runes Mechanic
Radiant Runes are Vigour’s unique class feature, displayed as orbs underneath the character.
Runes are generated over time through Vigour’s various abilities, or through Spirit refunds. These runes are then used to cast various Rune Abilities, powerful spells that cost runes instead of mana.

This means Vigour can have some ramp up time before being fully effective. This is particularly punishing on recovering after a death, or on the first pull. But when fully ramped up, rotating through his Rune Abilities effectively will greatly increase healing, damage, and even generate more runes to keep the cycle going.
Managing your rune abilities during pulls and bosses is key when playing Vigour.
How to Play Vigour — Basic Ability Guide
As Vigour, your objective is to keep generating and spending your Radiant Runes without overcapping or running out. To do this, you will be using your cooldown damaging heals such as Radiant Blast and free casts of Dawnbreaker Orb as frequently as you can on big packs. Keeping Rune of Renewal active on the tank will mean any time you use a Greater Heal or otherwise heal the tank, you’ll generate even more runes. If you’re overcapping during pulls, Soulbrand can be used to burn excess runes as damage.
Early Game Healing
In the early game, Vigour’s gameplay will be spot healing allies with Greater Heal and Circle of Light as they get low. Your damaging heals, when targeted to the enemy packs, will keep a tank with Rune of Renewal active healthy. If they start to fall behind or if you need an emergency heal, doubling up on Rune of Renewal will give a burst of healing. Luminous Barrier and Lightshaper’s Ward can be used when you’re expecting a large amount of damage in a short window, or the shield can be placed in a pinch if someone is in danger. Just keep in mind that before talents, if the entire shield isn’t used, healing would have been better than shielding.
As you play Vigour you will notice that your filler spells all have cast times, making it difficult to cast during mechanics or when moving between packs for a chain pull. However, your Rune Abilities, and other cooldown abilities are instant cast. So if you’re able to anticipate movement coming up in a few seconds, plan ahead mentally on what abilities you can cast while moving and will be best for the situation.
Grand Design Healing
When you unlock Row 5 of talents, Vigour’s gameplay changes entirely (for the better!). Grand Design allows you to hold down and Overcharge your Soulbrand, Rune of Renewal and Luminous Barrier, applying them on up to four targets for two Radiant Runes. This gives you a lot more options to work with.
In practice, this allows you to apply Rune of Renewal to you and all of your allies, turning all of your healing output into rune generation for more healing, more damage – and of course, more Runes. By re-applying Rune of Renewal within its buff window, you’ll do a large 200% bonus heal (which also gets echoed). This is more powerful than Circle of Healing, it can’t miss if people are out of place, and it’s free.
Luminous Barrier becomes very powerful for managing incoming AoE damage from bosses and other predictable group wide damage from certain pulls. Plan ahead for upcoming damage and shield everyone accordingly.
Soulbrand applying to four targets means you can set the damage up on an entire pull in as little as 1-2 casts. Over time these will refund themselves 1.2 runes per two spent, generating a lot of free damage.
In the mid game when Runes become more plentiful, a majority of your healing will be from rune sources.
Rune Management
Early on, it will be difficult to be able to everything you want to do with runes. Keep in mind how much you’ll generate in a pull. A couple of overcharged Soulbrands, consistently casting Radiant Blast alongside some filler Dawnflares will generally replace everything you came in with. Extra generation can be used to maintain Rune of Renewal, prevent damage with Luminous Barrier, or deal more damage with Dawnbreaker Orb.
Runic Proliferation should be used regularly. Don’t be wasteful, but try not to hold it ‘just for emergencies’, as it has only a 60 second cooldown – or, an extra rune every 20 seconds. In a 13 minute dungeon that’s 39 extra Rune abilities you’re missing out on using. These extra runes translate into more mana saved, and more direct or preventative healing. At its worst, you can use the empowered window to dump some runes into damage. Be careful not to overcap the three extra Runes. It can also be saved for boss fight mechanics – but same rule applies, use it often.
As you get more talent points and more Spirit, managing Rune generation will become easier.
Vigour Talents and Build Progression
Vigour’s talents includes a core kit alongside some talents you may swap around depending on the dungeons you’re planning to do, and how much focus you want on damage versus survivability.

Master of Triage (1A) is a core talent — it turns your rune generation and damage into free healing, letting you focus on runes more instead of spot healing, thus increasing your overall output. Epiphany (1C) turns the very expensive Dawnbreaker Orb into the occasional free cast, increasing damage and generating free runes.
Alacritous Healing (2A) helps your greater heals, and also plays off Master of Triage.
Sacred Barrier (3A) works best when paired with Grand Design. You can pick this up in fights you expect large AoE burst damage, allowing you to give the entire party 10% mitigation with an overcharged Luminous Barrier
Ruptured Soul (3B) is a powerful buff to soulbrand, primarily used in optimized environments or for speed running.
Grand Design (5C) is a core talent as described in the previous section, changing the way that Vigour’s abilities work and effectively is a must-have.
Radiant Soul (5A) is taken alongside Grand Design to greatly empower and extend Rune of Renewals and Soulbrands. This helps with your rune management as you’ll save on casts, and your Soulbrands will generate more over their lifetime.
Instead of Radiant Soul, Ascending Avatar (5B) can be taken when pugging or in movement heavy fights. It allows you to press Levitate as an emergency button to rapidly cast ~4 major heals if interrupts are missed or people take surprising damage.
Expansive Mind (6B) can help with early-game mana management, and can help with early-game mana management. However, later on most of your healing will come through runes which do not cost mana, making extra spirit sometimes wasted.
Beacon in the Dark (6C) will regularly reset the cooldown of your Radiant Blast, allowing you to heal more, damage more and get more runes. Great value for a single point, particularly when paired with Radiant Soul.
Talent Build
Here is our recommended talent progression for Vigour, focusing on a build that’s diverse for as many dungeons as possible. This is a relatively safe build without focusing on any pure offense talents such as Ruptured Soul or Dawnbreaker’s Legacy.
Talent Points Total | Talent Tree (Row + Column) |
2 Points | 1A |
3 Points | 1A, 2A |
4 Points | 1A, 1C |
5 Points | 1A, 1C, 2A |
6 Points | 5C, 1A, 2A |
7 Points (Contender) | 5C, 1A, 2A, 6C |
8 Points | 5C, 1A, 5A |
9 Points (Adept) | 5C, 1A, 5A, 6C |
10 Points | 5C, 1A, 5A, 1C |
11 Points (Champion) | 5C, 1A, 5A, 1C, 6C |
12 Points | 5C, 1A, 5A, 1C, 6C, 2A |
13 Points (Paragon) | 5C, 1A, 5A, 1C, 6C, 2A, 4B |
Gearing and Stat Priority
Substats have the following effect for Vigour:
- Critical Strike – Chance for damage and healing effects to crit, doubling their effect.
- Expertise – Increases all damage, healing and absorption effects triggered by Vigour.
- Haste – Increases attack speed, casting speed and the tick rate of damage and healing effects.
- Spirit – Increases the rate you charge your spirit ability. Every 1% of Spirit gives 0.5% chance to refund mana, and generate a Radiant Rune. This only triggers on spells that cost mana.
Item level is king and will have the greatest effect on your healing, damage and survivability. However, when choosing substats we need to consider the following.
Critical Strike not only helps with healing and damage, but actually with rune generation due to the Rune of Renewal effect of generating rune power based on the power of the heal.
Expertise increases damage, healing and absorption effects — and Vigour has plenty of it. As with crit, more healing will also increase rune generation.
Haste decreases the cooldowns of your spells, GCDs, and lets you cast faster. This means you can generate more runes more quickly, but you also spend them more quickly, and they are no more effective when you do.
Spirit increases the frequency of your ultimate slightly and offers the chance to refund spells cast and generate a rune. However, because it only targets mana based spells, half of Vigour’s kit isn’t affected by Spirit.
As you get further into the game a majority of your healing and spells will be non-mana based spells, and with careful mana management it’s rarely an issue. Additionally, if you are running into early-game mana issues, the one-point talent Expansive Mind can help give mana and spirit until your gear gets better and you get more practice at resource management.
Gearing Priority
- Purple+ Weapon Tree
- Legendary Item
- Item Level
- Completed Set Bonus
- Substat Priorities
Substat Priorities
- Crit / Expertise
- Haste
- Spirit
Wishlist Fellowship
If you enjoyed your time with Fellowship during the open beta, or if you’re at all interested in playing, be sure to wishlist the game on Steam. The game launches into Early Access on October 16th.