Mace/Shield:

The Mace/Shield combo is very good for stun-locking. As a bunker, you are in a prime position to focus out of position squishies. If someone gets on point with you, call target and start your chain. You might want to use Shield Bash to bait out a stun break before using Skull Crack. Pommel Bash is great for interrupts, be it someone rezzing a downed ally, or a Nature spirit about to slam the ground. Shield Stance is for if you are taking heavy damage, but only use it if you are out of dodges.

Sword/Warhorn:

Savage Leap can be used to move around the map faster, but its main use is on point. Use it on the enemy bunker to quickly jump away from enemy melees focusing you. Charge and Call to Arms both cure conditions due to your trait set up, so you want to balance your need for swiftness and vigor with your need for condition cleanse.

Utilities:

Healing Signet does the most sustained healing. As a bunker, you aren't generally going to get one-shot, so sustained is the better option. Dolyak Signet serves as both a toughness boost and a source of stability, but I generally use Balanced Stance because of the shorter cooldown and longer stability with Sure-Footed. Berserker's Stance protects you against condition users, as well as building up adrenaline so you can use your burst skills and maintain good Adrenal Health. The Defense and Tactics banners both give defensive stats to your entire team, but don't forget the active abilities either. The Banner of Defense has a knockback as its number 2, and the Banner of Tactics has a small, AoE heal. The swiftness slotted into skill 3 and the charge slotted into skill 4 on both banners are both great for mobility. Warbanner is obviously used to resurrect downed allies.

