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Sorcery DPS/Support Hybrid Build

theteostartheteostar Posts: 6 Arc User
edited February 2018 in Builds and Roles
I want to make a wholesome Sorcery hybrid build that can deal a good amount of damage and also support (both myself and others) through heals. (Not as much as an actual healer, of course, but just being able to pitch in a little)
1) I definitely want AoPM as the passive (further enhanced by PSS Intelligence's spec tree and Mastery), which of course will also give bonuses to allies.
2) Cannot decide whether Constitution should be a secondary, or if I should have Ego in its place. Considering the super-stat/non-superstat bonuses from AoPM, Intelligence's spec tree and Intelligence Mastery.
3) I don't know if Eldritch Blast has a place, even with the Blinding Light advantage. I suppose Pillar of Poz could be used instead?? (although personally, I dislike both powers)
4) Divided between Skarn's Bane and Star Barrage. On one hand, I like Skarn's wider coverage and the Tranced advantage, which seems really good at interrupting/minor cc. (plus it can apply Hexed to multiple targets) Star Barrage however is more suited for support due to it's innate ability to apply Illumination, but I hate its small 10f sphere range.
5) Don't know what to put in the remaining power slots, I want to incorporate a sigil power, but I can't decide which one would be best suited. Mainly torn between Sigils of Destruction and Ebon Weakness. (DMG vs Debuff) Also, Radiant Sanctuary seems nice, it could be used to support/protect the major DPS dealers in a party via threat reduction.
6) Is it worth ranking up Hex of Suffering, or are the advantages preferable? Right now Rune of Terror seems good, as Fear reduces enemy damage.
7) In the Intelligence spec tree, would Preparation be a better choice, rather than Tactician?
8) Cannot decide on the two remaining specs.. would Guardian-Vindicator work, or would it interfere too much with the Support part of the build.

This is what I have so far...

Sorcery DPS/Support hybrid - Freeform
v2.3.2-28

Super Stats
Level 6: Intelligence (Primary)
Level 10: Presence (Secondary)
Level 15: Constitution (Secondary)

Talents
Level 1: The Witch (Con: 10, Int: 8, Pre: 10, Rec: 10)
Level 6: Diplomatic (Int: 5, Pre: 5)
Level 9: Healthy Mind (Con: 5, Int: 5)
Level 12: Shrug It Off (Con: 5, Pre: 5)
Level 15:
Level 18:
Level 21:

Powers
Level 1: Eldritch Bolts
Level 1: Eldritch Blast (Blinding Light)
Level 6: Aura of Primal Majesty (Rank 2, Rank 3)
Level 8: Spellcaster
Level 11: Conjuring
Level 14: Skarn's Bane (Rank 2, Tranced)
Level 17: Soul Beam (Rank 2, Rank 3)
Level 20: Arcane Vitality (Rank 2, Rank 3)
Level 23: Hex of Suffering (Rune of Terror)
Level 26:
Level 29:
Level 32:
Level 35: Crashing Incantation (Rank 2, Rank 3)
Level 38: Eldritch Shield (Rank 2)
Adv. Points: 28/36

Travel Powers
Level 6: Flight (Rank 2, Rank 3)
Level 35: Teleportation

Specializations
Intelligence: Enlightened (3/3)
Intelligence: Tactician (2/2)
Intelligence: Detect Vulnerability (3/3)
Intelligence: Expertise (2/2)
Mastery: Intelligence Mastery (1/1)

Comments

  • flowcytoflowcyto Posts: 12,859 Arc User
    edited February 2018
    Hybrid auras won't generally be welcome for large group stuff like Cosmics, since they can interfere w/ Support auras. But if you are building for other types of content then it can be okay.

    Here's one way to make a Sorc Hybrid:

    (Unnamed Build) - Freeform
    v2.3.2-28

    Super Stats
    Level 6: Intelligence (Primary)
    Level 10: Presence (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Witch (Con: 10, Int: 8, Pre: 10, Rec: 10)
    Level 6: Diplomatic (Int: 5, Pre: 5)
    Level 9: Healthy Mind (Con: 5, Int: 5)
    Level 12: Shrug It Off (Con: 5, Pre: 5)
    Level 15: Acrobat (Dex: 5, Con: 5)
    Level 18: Coordinated (Dex: 5, Int: 5)
    Level 21: Finesse (Dex: 5, Pre: 5)

    Powers
    Level 1: Eldritch Bolts
    Level 1: Eldritch Blast (Rank 2, Blinding Light)
    Level 6: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 8: Spellcaster
    Level 11: Conjuring
    Level 14: Skarn's Bane (Rank 2, Tranced)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Hex of Suffering (Rune of Terror)
    Level 23: Soul Beam (Rank 2, Rank 3)
    Level 26: Arcane Vitality (Rank 2, Rank 3)
    Level 29: Eldritch Shield (Rank 2, Rank 3)
    Level 32: Ascension (Judgment)
    Level 35: Divine Renewal
    Level 38: Crashing Incantation (Rank 2)
    Adv. Points: 36/36

    Travel Powers
    Level 6: Flight (Rank 2, Rank 3)
    Level 35: Teleportation

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Battle of Wits (2/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Relentless Assault (3/3)
    Avenger: Offensive Expertise (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Avenger Mastery (1/1)

    Soul Beam won't innately proc Spellcaster, but Hex and Eld Blast can- and the latter can be used via Avenger Mastery procs. Since Skarn's can stun, Battle of Wits can be nice to boost the stun duration. Illumination from the blast can also work w/ Ascension's special adv. Also added an ally res if you want more support power. Some of the latter powers could be changed to your liking, though.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • theteostartheteostar Posts: 6 Arc User
    flowcyto said:

    Hybrid auras won't generally be welcome for large group stuff like Cosmics, since they can interfere w/ Support auras. But if you are building for other types of content then it can be okay.

    If you don't mind me asking, in what way do Hybrid auras cause problems? (and is there a way to avoid that while keeping the aura, or is it an unavoidable obstruction)
    Also, on the topic of sigils, are they even good to use anymore or not very useful? And which ones would you suggest using? (that would fit best and/or are most effective)

  • flowcytoflowcyto Posts: 12,859 Arc User
    edited February 2018
    Duplicate auras stack, but extra stacks return less each, so a Hybrid aura could reduce a Support's stronger aura on some teammates. Its kinda unavoidable given the nature of grouping in fights and the large radius and passive nature of the auras. If you want, you could carry a 2nd slotted passive and swap to that if you are doing that content w/ Supports using AoPM and want to stay in Hybrid role.

    Sigils can be destroyed by boss AoE, but for debuffing the Ebon sigils can be nice if you are close enough to the boss, else Radiant can be used to protect people close to you a littler more.

    Oh, and the Destruction sigils can be good dps over time, but again as long as they aren't destroyed (or the boss moves away).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User

    If you don't mind me asking, in what way do Hybrid auras cause problems?

    There's a diminishing returns formula for multiple auras of the same type stacking, but for some reason it's written in a way where the sum of a weak aura and a strong aura can be weaker than the strong aura by itself (this can also occur for a support aura with a low presence).

    In addition, there's a specific bug with aura of radiant protection where combining hybrid and support, or two different ranks, can make it impossible to block.

    (and is there a way to avoid that while keeping the aura, or is it an unavoidable obstruction)

    Your best choice is probably to have dual builds and swap to support when in teams. The amount of team damage granted by a support aura is almost always going to be more than the amount of personal dps lost by changing role to support.
  • pwestolemynamepwestolemyname Posts: 979 Arc User

    flowcyto said:

    Hybrid auras won't generally be welcome for large group stuff like Cosmics, since they can interfere w/ Support auras. But if you are building for other types of content then it can be okay.

    If you don't mind me asking, in what way do Hybrid auras cause problems? (and is there a way to avoid that while keeping the aura, or is it an unavoidable obstruction)
    Also, on the topic of sigils, are they even good to use anymore or not very useful? And which ones would you suggest using? (that would fit best and/or are most effective)

    In general, for solo running, AoPM is sub-optimal. For what you are trying to do, you will get more power out of an offensive passive and run in ranged role. Yes, it will lower your healing, but it will massively increase your damage. If you want to bring up your healing a bit, take Compassion as your form. AoPM is really best for a dedicated CCer or Healer.

    If you really want to keep AoPM, the solution is just to run in Support mode while doing large-scale group content. Your DPS will be lower, but your healing will be higher, and your aura will benefit the team as a whole. Then you can swap to Hybrid for solo or small groups. This is actually what I do with my AoPM CCer.
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    Used to be coach on the forums. Still @coach in game.
  • kamokamikamokami Posts: 1,634 Arc User
    edited February 2018

    I want to make a wholesome Sorcery hybrid build that can deal a good amount of damage and also support (both myself and others) through heals. (Not as much as an actual healer, of course, but just being able to pitch in a little)
    1) I definitely want AoPM as the passive (further enhanced by PSS Intelligence's spec tree and Mastery), which of course will also give bonuses to allies.

    If you want to heal here and there, but mostly focus on DPS then I'd definitely suggest a dual passive route. No power is going increase your effectiveness as a DPS more than having the option to run Offensive passive in Ranged Damage role.

    If you want to stick with Support, here's a build from the Healer Builds thread that does decent damage: [if you'd rather focus on DPS you can swap in the following: AoPM for AoED, Enchanter for Iniquity, Chilled Form for Compassion]

    Magic Healer/DPS
    Highlights:
    Can solo anything as long as the ultimate is off cooldown since it has high spike damage. Also has high group and self heals from Life Essence + Illumination + Healing Rune.

    Healing Rotation:
    Wisp (applies Poison) -> 3x Life Essence -> Wisp -> 3x Life Essence -> Wisp...etc
    Interrupt this rotation to use Iniquity on the Tanks if they are low and to cast Pillar Of Poz for its Healing Rune.

    Damage Rotation vs Mobs:
    activate Masterful Dodge -> Wisp (applies Cursed) -> full charge of Crashing Incantation to kill everyone -> use Soul Beam on whatever is still alive
    (if Masterful Dodge is on cooldown, then charge Crashing Incantation before using Wisp)

    Damage Rotation vs Boss:
    Wisp (applies Cursed, Illumination) -> Pillar of Poz -> 2x Soul Beam...then repeat
    Interrupt this rotation if there is a DPS check to cast Crashing Incantation

    AoED Magic - DPS/Healer single passive - Freeform
    v2.3.2-28

    Super Stats
    Level 6: Presence (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Dexterity (Secondary)

    Talents
    Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Shrug It Off (Con: 5, Pre: 5)
    Level 12: Finesse (Dex: 5, Pre: 5)
    Level 15: Lasting Impression (Pre: 5, Rec: 5)
    Level 18: Prodigy (Pre: 5, End: 5)
    Level 21: Quick Recovery (Con: 5, Rec: 5)

    Powers
    Level 1: Radiance
    Level 1: Conviction (Reverence)
    Level 6: Iniquity (Rank 2, Rank 3)
    Level 8: Aura of Ebon Destruction (Rank 2, Rank 3)
    Level 11: Compassion
    Level 14: Eldritch Shield (Rank 2, Rank 3)
    Level 17: Masterful Dodge
    Level 20: Crashing Incantation (Rank 2, Rank 3)
    Level 23: Soul Beam (Rank 2, Rank 3)
    Level 26: Thundering Return
    Level 29: Conjuring
    Level 32: Life Essence (Rank 2, Rank 3)
    Level 35: Will-o'-the-Wisp (Guide, Cursed)
    Level 38: Pillar of Poz (Rank 2, Rank 3)
    Adv. Points: 36/36

    Travel Powers
    Level 6: Athletics (Rank 2, Rank 3)
    Level 35: Teleportation

    Specializations
    Presence: Repurpose (3/3)
    Presence: Selfless Ally (2/2)
    Presence: Moment of Glory (3/3)
    Presence: Force of Will (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (3/3)
    Sentinel: Genesis (1/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Modified Gear (2/2)
    Mastery: Presence Mastery (1/1)
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