Tank / Anti-Armor [Trinity] (2 forma)
Tank :
75% Damage reduction on health and shields from Blessing
(Up to) 75% Damage reduction on health and shields from Link (with 3 linked enemies)
(Up to) 90% Damage reduction on health and shields from [Adaptation] (when fully stacked)
(Up to) 67.2% Damage reduction on health from armor (with Arcane [Guardian])
=> (Up to) 99.8% Damage reduction
Immunity to status effects with at least 1 enemy linked
Arcane Barrier sometimes regenerating your shields to 100% when you get hit
Anti-Armor :
223% Power Strength allows [Abating Link] to remove 100% of armor on linked foes (said foes have to be not farther than 18m from [Trinity] to be linked)
This build sports 229% Power Strength (more than enough to get the total armor removal)
Other advantages :
57 energy per Energy Vampire pulse (228 total with all 4 pulses)
Works really well with a melee weapon, increasing [Trinity]'s tankiness from weapon block
Drawbacks :
High energy costs (78 for Energy Vampire, 117 for Link, 155 for Blessing), offset by large energy capacity (638), allowing for 1 cast of each ability in a pinch
Heavily reliant on having a good enough weapon to kill your (armor-deprived) enemies
Hard to [Recover] from a low energy situation (<78 energy) unless you have pizzas
Long Energy Vampire duration makes it difficult to gain energy if you cannot kill your marked enemy quickly enough
Misc :
Vazarin focus recommanded, since it extends your affinity, thus your Blessing, ranges, plus all very useful goodies (immunity to all damage, instant revives - with extra range since you are [Trinity], etc)
Always try to have at least 78 energy left to ensure you can still cast Energy Vampire. Ideally you want to cast Energy Vampire once on every pack of enemies before shooting/charging them with your melee. Getting energy starved often spells death for this [Trinity]