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Field Testing the Archetype: The Blazing AT

qawsadaqawsada Posts: 714 Arc User
edited August 2019 in Builds and Roles
This is more of my experience with the Archetype rather than an actual guide, but if you like to share your build and experience with the archetype, by all means. More knowledge about the archetype can benefit future players that bought or unlock these Archetype into their account, and it may help them become better players for it. With that said, lets get this started.

The Blazing AT is a Support Archetype base around using fire as a means to aid their allies. In terms of other Support ATs, the Blazing AT is quite bursty when it comes to party healing. They have array of fire debuffs and dots, namely Clinging Flame, that are require to use this Archetype efficiency. With that being said, lets go with their power line up.

Power
Level 1 - Throw Fire - Its your generic fire energy build. Like most Energy Build in the game, I hardly use it.

Level 1 - Firestrike - Its a fire blast that could apply Clinging Flame while having some refreshing adv available, but you would most likely take the power for stacking and refreshing Fiery Escalation, which is important for Nova Flare. I personally don't use this power since I don't use Nova Flare.

Level 6 - Fire Breath or Fireball - In my build, I took Fireball over Fire breath due to having the adv that allows the user to spread around Illuminate, a Cursed Debuff that would heal your ally if your ally attack the target with this debuff. In the combat log or parse, this would be known as Mend. Fireball also has the Unstable Accelerant adv. This would debuff your target's resistance to your burning effect, namely Clinging Flames, by 50%. This is really great for all your fire using allies in your group. Occasionally, Fireball can apply Clinging Flame. You could choose Firebreath if want apply Clinging Flame much faster than Fireball, or if you want the Paralyze Adv, but there are other powers that can apply CF much better than Fire breath.

Level 8 - Hearth - This is going to be your Passive for this archetype. It increase your Elemental Damage, increase your healing power, heals your allies around you, and give you a chance to inflict Clinging Flame on to a target that is attacking you. There isn't much to say other than just max rank this passive.

Level 11 - Warmth or Nova Flare - You have an option to choose your targeting heal. For me, I personally went with Warmth due to the simple fact that Warmth allows you to self target yourself just to heal yourself, which will make my life much easier to deal with when I play the hot potato game at the final room of the Teleios Ascendant Lair. Nova Flare might be an attractive choice at first due to the "apply and forget" small aoe heal, but it has a few issue. For starters, Nova Flare's healing strength potential requires having 4 stack Fiery Escalation up at all times, and you got 6 seconds to refresh that buff. This is where Firestrike might come in handy in refreshing or building up those Fiery Escalation stack while Nova Flare is on cooldown, which leads to the next point. The next point about Nova Flare, your only targeting heal mind you, is that it comes with a cooldown. This is a very bad thing to have if you're not using Nova Flare at the right moment, or just simply spamming it without noticing. For example, if your tank is about to die and Nova Flare is on a cooldown, that tank is probably going to die. The most important point you should consider about the Nova Flare is that you cannot self heal with Nova Flare!!!!

Level 14 - Smoldering - This Recovery Toggle requires the player to apply a burning effect, namely Clinging Flame, on your enemy target in order to stack the toggle. Each of these stack increase your healing power and to a smaller extend, your fire damage. Seeing how you will be applying Clinging Flame constantly, this should not be an issue.

Level 17 - Pyre or Absorb Heat- Without a doubt, Absorb Heat all the way. In my opinion, this power is what truly define this Archetype. For each Clinging Flame consume, you get a hefty healing burst to you and four other allies around you. On top of this, you and your allies get a neat heal over time effect for every Clinging Flame consume this way. It doesn't require you to target your foes to use the power, but you should be within the range of 25ft in order to get its effect. Because you're applying Clinging Flame constantly, you shouldn't have an issue of meeting this requirement. It also has a cooldown, so keep that in mind. Pyre is the other option for those that want a low ticking healing rune and a much lazier playing style, but it has no cooldown.

Level 21 - Fire Shield - Its a neat shield that will help you apply more Clinging Flame. If you have problem with knock or being stun, the 3 point adv Fiery Spirit might help you out with that problem.

Level 25 - Thermal Reverberation - This is the Fire Energy Unlock that will generate energy if you're near an enemy affected by Clinging Flame.

Level 30 - Flame Prison or Heatwave - Either one of these are fine. Flame Prison has an adv that allow the user to get a Heal over Time effect, while in comparison, Heatwave has a Siphon effect. You should probably take the Engulfing Flames adv from one of these two power since it will help make your enemies more vulnerable to fire damage and to an lesser extend, elemental damage. Regardless, you are going to use either one of them in your rotation.

Level 35 - Flashfire - This is power is a click and forget Clinging Flame/Pyre Patch applier. I recommend grabbing the Fan the Flames adv, which refresh all Engulfing Flames debuff on the target. Regardless, you will want to use this power in your rotation to get those Clinging Flames.

Level 40 - Fiery Embrace or Rise From the Ashes - So do you want a self resurrection or the ability to resurrect other players? That is what it really comes down to. If you happen to obtain the famed Phoenix Tears, a device that self resurrect your character at a cost of 3 Gold Champions Recognition, by all means, get the Rise from the Ashes power. If you have the Celestial or Doomlord Become, which both Becomes has a resurrection power, then take Fiery Embrace.

Build
Here is a build I use, but you could build it anyway you wanted. I took Sentinel Mastery over Presence Mastery simply because how powerful this mastery is in a cosmic fight. With this mastery, you use a certain crowd control power on the target and any ally attacking said target will get heal in return.
Blazing AT - The Blazing (Support)
v3.34:32

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

Talents
Level 1: The Blazing (Ego: 8, Pre: 10, Rec: 10, End: 10)
Level 7: Enduring (Con: 8)
Level 12: Intimidating (Pre: 8)
Level 15: Tireless (Rec: 8)
Level 20: Shrug It Off (Con: 5, Pre: 5)
Level 25: Quick Recovery (Con: 5, Rec: 5)
Level 30: Lasting Impression (Pre: 5, Rec: 5)

Powers
Level 1: Throw Fire
Level 1: Fire Strike
Level 6: Fireball (Unstable Accelerant, Illuminate)
Level 8: Hearth (Rank 2, Rank 3)
Level 11: Warmth (Rank 2, Rank 3)
Level 14: Smoldering
Level 17: Absorb Heat (Rank 2, Rank 3)
Level 21: Fire Shield (Rank 2, Rank 3)
Level 25: Thermal Reverberation
Level 30: Flame Prison (Engulfing Flames, Work Up)
Level 35: Flashfire (Rank 2, Fan the Flames)
Level 40: Rise From the Ashes (Rank 2, Spreading Flames)
Adv. Points: 33/36

Travel Powers
Level 6:
Level 35:

Specializations
Presence: Repurpose (3/3)
Presence: Selfless Ally (2/2)
Presence: Grandeur (1/3)
Presence: Brilliance (2/3)
Presence: Force of Will (2/2)
Sentinel: Eternal Spring (2/2)
Sentinel: Caregiver (3/3)
Sentinel: Sentinel Aura (3/3)
Sentinel: Genesis (2/2)
Overseer: Administer (3/3)
Overseer: Overseer Aura (3/3)
Overseer: Conservation (2/2)
Overseer: Enhanced Gear (2/3)
Mastery: Sentinel Mastery (1/1)

Devices


Healing Rotation
Cosmic Raid - While you might be able to heal the main tank, Warmth isn't simply enough to solo heal the tank due to how tanks these day will deliberately take damage to hold aggro instead of blocking. You either heal with your fellow healers to make sure the tank doesn't die or, you should focus on the strength of this healer: party burst healing. The rotation usually goes something like this:

Half charge Fireball to apply Illuminate > Half Charge either Flame Prison or Heatwave to proc Sentinel Mastery > Flashfire > Absorb Heat.

A combination of Illuminate and Sentinel Mastery will help heal the entire raid party since it require them to attack the boss. Flashfire will help set up the Clinging Flame so you can follow up with Absorb Heat. Use Warmth to help out with the tank healing or when a DPS near you is about to die. If you know that there is a big attack coming, like Kiga's snowstorm or Qwyjibo's giant aoe, try to apply Clinging Flame/Flashfire before the said attack, and use Absorb Heat to burst heal the damaging result of the attack. Here is an example of my Blazing AT usage in the Kigatilik Fight
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Teleios Ascendant - You would most likely be close to the boss's back so you can apply Heat Absorb to your tank. Otherwise, you can use Warmth to keep your tank alive. Try to apply Illuminate and Sentinel Mastery as much as you can so you can passively heal you dps and tanks. When it comes to the final fight, this is where Warmth truly shine compare to Nova Flare. Warmth should be strong enough to keep yourself alive while you have the Genetic Siphon/Poison debuff during the final room.

Gears and Mods
Because I'm cheap, I use the blue primary gears drop from the equipment box and bought the purple secondary gear on the side.
PCpQmXj.jpg

Regardless I would recommend the following if you're just starting out. Do note that the Secondary can be obtain from the Equipment box loot or the Champion Recognition Vendor:
Primary
  • Blue Tier/Fortuitous/Remarkable/Mercenary's Glove of Healing - x2 Presence 5 Enhancement/x1 Growth Sentinel Brooch 5
  • Blue Tier/Fortuitous/Remarkable/Mercenary Breastplate of Greater Health - x2 Presence 5 Armoring/x1 Growth
  • Blue Tier/Fortuitous/Remarkable/Mercenary's Helmet of Speed - x1 Presence 5 Enhancement/x1 Presence 5 Armoring/x1 Impact Prism 5

Secondary
  • Transcendental Belt
  • Domineering Bracers
  • Friendly Eyepiece

Comments

  • flowcytoflowcyto Posts: 11,807 Arc User
    edited August 2019
    It's a nice outline overall. The route you highlighted is prob the best general way to build/play the AT, though you could take an alternate approach w/ Firebreath's spam-able AoE CC adv to make a CC/debuff build, as the AT has access to most spec-related debuffs.

    (Unnamed Build) - The Blazing (Support)
    v3.34:32

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

    Talents
    Level 1: The Blazing (Ego: 8, Pre: 10, Rec: 10, End: 10)
    Level 7: Lasting Impression (Pre: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Shrug It Off (Con: 5, Pre: 5)
    Level 20: Impresario (Dex: 5, Rec: 5)
    Level 25: Finesse (Dex: 5, Pre: 5)
    Level 30: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Throw Fire
    Level 1: Fire Strike (Rank 2)
    Level 6: Fire Breath (Spitfire, Char)
    Level 8: Hearth (Rank 2, Rank 3)
    Level 11: Warmth (Rank 2, Rank 3)
    Level 14: Smoldering
    Level 17: Absorb Heat (Rank 2, Rank 3)
    Level 21: Fire Shield (Rank 2)
    Level 25: Thermal Reverberation
    Level 30: Flame Prison (Engulfing Flames)
    Level 35: Flashfire (Rank 2, Fan the Flames)
    Level 40: Rise From the Ashes (Rank 2, Spreading Flames)
    Adv. Points: 31/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Presence: Repurpose (3/3)
    Presence: Dominion (2/2)
    Presence: Moment of Glory (2/3)
    Presence: Force of Will (1/2)
    Presence: Vulnerability (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (2/3)
    Sentinel: Wither (2/2)
    Overseer: Administer (3/3)
    Overseer: Ruthless (2/2)
    Overseer: Impact (2/2)
    Overseer: Trapped (3/3)
    Mastery: Sentinel Mastery (1/1)

    Its personal dps will still be pretty bad, and it still has the usual Blazing drawbacks of weaker single-target healing and no long-range healing, but for more casual stuff it can be a nice asset to buffing group performance via debuffs and dealing w/ trash.
    ________________
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    - Be safe and have fun, champs - for science!
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