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Full Sigil Build, is this functional?

Ok so, since I do more theorycrafting than playing these days I put together a all-dps-sigils build.

However, I'm not sure if this works as I expect:
1) Is Mystic transference needed on all sigils you want to use concurrently?
2) Does it make sense on Living Fire and SoAR?
3) The commander specs increasing dmg and base dmg and AoED work on sigils?

Also the build is really tight on advantage point :scream: and power slots.



The Night Sun Any / Multiple
v3.25:30

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

Talents
Level 1: The Witch (Con: 10, Int: 8, Pre: 10, Rec: 10)
Level 6: Jack of All Trades (Str: 2, Dex: 2, Con: 2, Int: 2, Ego: 2, Pre: 2, Rec: 2, End: 2)
Level 9: Field Ops Training (Con: 3, Int: 3, Ego: 3, Rec: 2, End: 2)
Level 12: Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)
Level 15: Command Training (Int: 3, Ego: 3, Pre: 3, Rec: 3)
Level 18: Sniper Training (Dex: 3, Ego: 3, Pre: 3, End: 3)
Level 21: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)

Powers
Level 1: Throw Fire
Level 1: Rebuke (Rank 2, Rank 3)
Level 6: Living Fire (Rank 2, Rank 3, Mystic Transference)
Level 8: Aura of Ebon Destruction (Rank 2, Rank 3)
Level 11: Compassion
Level 14: Conviction (Rank 2)
Level 17: Sigils of Arcane Runes (Rank 2, Rank 3, Mystic Transference)
Level 20: Sigils of Destruction (Rank 2, Rank 3, Mystic Transference)
Level 23: Sigils of the Storm (Rank 2, Rank 3, Mystic Transference)
Level 26: Arcane Vitality (Rank 2, Rank 3)
Level 29: Fiery Embrace
Level 32: Fire Shield (Rank 2)
Level 35: Redemption
Level 38: Masterful Dodge
Adv. Points: 36/36

Travel Powers
Level 6: Power Flight
Level 35:

Specializations
Presence: Repurpose (2/3)
Presence: Grandeur (3/3)
Presence: Moment of Glory (3/3)
Presence: Force of Will (2/2)
Sentinel: Eternal Spring (2/2)
Sentinel: Sentinel Aura (3/3)
Sentinel: Moment of Need (3/3)
Sentinel: Genesis (2/2)
Commander: Evasive Action (1/2)
Commander: Rapid Response (2/2)
Commander: Create An Opening (2/2)
Commander: Durable (2/3)
Commander: Savage (3/3)
Mastery: Commander Mastery (1/1)

Devices
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Comments

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    flowcytoflowcyto Posts: 12,742 Arc User
    edited November 2018
    The MT adv will be needed on all sigils but one if you want them all summoned at once, and the one w/o it will summon all 5 (but have a longer cd and cast time). For sustained dps, that prob means you want the Destruction sigils (or Elec's Storm sigils) w/o MT and the rest w/ MT, but its up to you what to prioritize. Sigils will get aura bonuses like pets, but can't crit either (so no AoED lightning procs from them), and iirc most of the Commander options don't affect them (though Rapid Response does speed up their cast time). Also, ofc, sigils can die to AoE and are immobile, so they won't be very good in some types of fights/content.

    You still prob want a good filler attack even for a sigil build if you want to dps, but its up to you what your goals are for the build. Your current build prob won't be as high dps due to all the factors I mentioned, but can still contribute to dmg and supporting the team in a basic sense. I'm also unsure how your energy will fare, but you can test that out and maybe add MSA or something.
    <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!
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    superalfgornsuperalfgorn Posts: 558 Arc User
    So neither the Commander Mastery nor Savage will work :skull:?

    And yeah I ideally want to go mostly as a damage support at Lvl.40, so switching to support role and the DPS aspect is not so important.
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    flowcytoflowcyto Posts: 12,742 Arc User
    Last I checked, it didn't seem like Savage or the Mastery were working, but you can always test it in the PH for yourself. Regardless, if you want to do more dps, you may want to consider a higher base dps attack in there for yourself, but you'd have to find room for it. Destruction and Storm sigils offer the best sustained dps of the options, while Arcane and Fire ones are for laying traps and burst. The others don't deal dps but offer support/utility benefits; it'll be up to you what combo of sigils you keep.
    <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!
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    aiqaaiqa Posts: 2,620 Arc User
    Last I tried only the first point in Rapid Response affected Sigils. That was about two years ago though so it might have changed. But it's still something you probably want to doublecheck.
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    superalfgornsuperalfgorn Posts: 558 Arc User
    Yeah at this point the Commander tree loses all its charm. I will rework the concept completely.

    It was for an Aztec jaguar god using fire and light... the sigils fitted decently, but I can easily switch.

    Thanks though!
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