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Seraphim Supprt Build Check

Hey

Got another support build in the works and just needs a bit of checking:


This build is more of a focus on a Angelic/Seraphim build that took small inspiration from "Jade" (Warframe), as of course this is only inspiration, so no need to strictly stick to the theme of a Angelic/Seraphim.

To start of the build: I have my Combo & AoE for atleast some DPS to keep myself protected, as for the rest of the powers I've gone for the ever fitting Passive for a Support (Might not be as strong as other support passives, if that IS the case, I will change it).

Will-o'-the-Wisp was originally illumination but swapped it due to it'll be eaiser to up-keep and it will porc Conjuring, Hex of Suffering to help up-keep the spam of Curse to futher up-keep Conjuring.

My main heal is Celestial Conduit (Unsure if the Adv chains to Allies or not) also have Ascension to boost DPS a tat and my Healing, also to consume my illuminations and then ofc for typical support, a Ally Rez and Self-Rez with a AD.

Specs/Tels and so on are unchnaged from my 2 other Healer Builds

(Unnamed Build) - Freeform (Support)
v3.45:38

Super Stats
Level 6: Presence (Primary)
Level 10: Intelligence (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: Negotiator (Int: 5, Rec: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Lasting Impression (Pre: 5, Rec: 5)

Powers
Level 1: Kinetic Darts
Level 1: Telekinetic Strike (Rank 2, Rank 3)
Level 6: Telekinetic Burst (Rank 2, Sudden Impact)
Level 8: Seraphim (Rank 2, Rank 3)
Level 11: Telekinetic Shield (Rank 2)
Level 14: Will-o'-the-Wisp (Guide, Cursed)
Level 17: Celestial Conduit (Rank 2, Serenity)
Level 20: Ascension (Rank 2, Judgment)
Level 23: Hex of Suffering (Rune of Dismay)
Level 26: Redemption (Rank 2, Salvation)
Level 29: Resurgence (Rank 2)
Level 32: Conjuring
Level 35: Compassion
Level 38: Thundering Return
Adv. Points: 36/36

Travel Powers
Level 6: Power Skating (Rank 2, Rank 3)
Level 35: Stoic Flight

Specializations
Presence: Repurpose (3/3)
Presence: Selfless Ally (2/2)
Presence: Moment of Glory (3/3)
Presence: Force of Will (2/2)
Sentinel: Eternal Spring (2/2)
Sentinel: Caregiver (3/3)
Sentinel: Sentinel Aura (3/3)
Sentinel: Moment of Need (2/3)
Sentry: Precise (3/3)
Sentry: Sentry Aura (3/3)
Sentry: Fortify (2/2)
Sentry: Reinforce (2/2)
Mastery: Presence Mastery (1/1)

Devices



Small error with the TPs they are swapped here but not matters


Let me kown what you think


-Psi


P.S: Also yes I am aware of the new powers comin out, this build will likely not be effected however my 1st Nanite Medic build will need a revisit when the new powers are fully released.
Psi.

Comments

  • jaazaniah1jaazaniah1 Posts: 5,575 Arc User
    Just going to toss this at you for mental stimulation ;) . My personal version uses AoPM. Stacks Pre and some Dex (Crit chance is 41% and Severity 101). Using Rebuke to make use of crits (rather than rely on Iniquity). Can keep PoP up all the time. Could swap Bionic Shield for Illum. Can solo the QWZ dailies.

    Emir Khan - Freeform (Support)
    v3.45:38

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

    Talents
    Level 1: The Hero (Str: 8, Dex: 8, Con: 8, Int: 8, Ego: 8, Pre: 8, Rec: 6, End: 6)
    Level 6: Finesse (Dex: 5, Pre: 5)
    Level 9: Showmanship (Ego: 5, Pre: 5)
    Level 12: Shrug It Off (Con: 5, Pre: 5)
    Level 15: Lasting Impression (Pre: 5, Rec: 5)
    Level 18: Prodigy (Pre: 5, End: 5)
    Level 21: Sniper Training (Dex: 3, Ego: 3, Pre: 3, End: 3)

    Powers
    Level 1: Kinetic Darts
    Level 1: Ego Blade Frenzy (Instill Doubt, Mental Block)
    Level 6: Ego Blade Astonish (Rank 2)
    Level 8: Seraphim (Rank 2, Rank 3)
    Level 11: Conviction (Rank 2, Reverence)
    Level 14: Telekinetic Reverberation
    Level 17: Illumination (Rank 2, Rank 3)
    Level 20: Fiery Embrace
    Level 23: Rise From the Ashes (Spreading Flames)
    Level 26: Telekinetic Shield (Rank 2, Rank 3)
    Level 29: Pillar of Poz
    Level 32: Vala's Light (Rank 2, Light Everlasting)
    Level 35: Rebuke (Rank 2, Rank 3)
    Level 38: Compassion
    Adv. Points: 36/36

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

    Specializations
    Ego: Force of Will (2/2)
    Ego: Insight (1/3)
    Ego: Aggression (2/2)
    Ego: Follow Through (3/3)
    Ego: Sixth Sense (2/3)
    Arbiter: Enforcer (3/3)
    Arbiter: Ruthless (2/2)
    Arbiter: Enhanced Mending (2/2)
    Arbiter: Rend (3/3)
    Sentinel: Eternal Spring (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Wither (2/2)
    Mastery: Sentinel Mastery (1/1)

    Devices


    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • flowcytoflowcyto Posts: 12,886 Arc User
    edited June 2024
    Well, again, you took TK Strike w/o getting an accompanying power that can consume ELeech stacks for burst dmg, like TK Lance (or EBA for melee). I'd prob drop TK Strike if you're not using such a pairing (dps doesn't seem to be the focus here anyways). There's also no reason to get the Cursed adv on the Wisp here since the only Magic dmg you'd deal is via Hex (and that already applies Hexed). You also don't really need Hex here if you have the Wisp already and no further Magic dmg, but that's more up to you. I may add in Illumination as a power instead, just so you have another AoE heal and more control over what you can apply Illum to for Conduit/Ascension (Guide on Wisp is good to help too, but it can only be cast at foes; Illumination + Conduit on allies gives you a decent AoE heal combo). Although Celestial Conduit can be okay as a normal heal (if you are set on using it), you prob still want a long-ranged heal option as backup. Rebuke is pretty good there to cover having both a single-target nuke and a long-ranged heal in one power (its functionality depends on whether you are targeting an ally or a foe). For example, trying to keep most of the original powers:

    (Unnamed Build) - Freeform (Support)
    v3.45:38

    Super Stats
    Level 6: Presence (Primary)
    Level 10: Intelligence (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: Negotiator (Int: 5, Rec: 5)
    Level 18: Quick Recovery (Con: 5, Rec: 5)
    Level 21: Lasting Impression (Pre: 5, Rec: 5)

    Powers
    Level 1: Kinetic Darts
    Level 1: Rebuke (Rank 2, Rank 3)
    Level 6: Telekinetic Burst (Rank 2, Sudden Impact)
    Level 8: Seraphim (Rank 2, Rank 3)
    Level 11: Compassion
    Level 14: Will-o'-the-Wisp (Guide, Ghost Fire)
    Level 17: Conjuring
    Level 20: Celestial Conduit (Rank 2, Rank 3)
    Level 23: Illumination (Rank 2)
    Level 26: Redemption (Rank 2, Salvation)
    Level 29: Ascension (Rank 2, Judgment)
    Level 32: Resurgence (Rank 2)
    Level 35: Telekinetic Shield (Rank 2)
    Level 38: Thundering Return
    Adv. Points: 36/36

    Travel Powers
    Level 6: Power Skating (Rank 2, Rank 3)
    Level 35: Stoic Flight

    Specializations
    Presence: Repurpose (3/3)
    Presence: Selfless Ally (2/2)
    Presence: Moment of Glory (3/3)
    Presence: Force of Will (2/2)
    Sentinel: Eternal Spring (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (2/3)
    Sentry: Precise (3/3)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Reinforce (2/2)
    Mastery: Presence Mastery (1/1)

    Ofc, you can also change the slotted passive to a Sorc aura if you want to be more selfless as a Support, though Seraphim is okay for casual stuff and/or if you want to try something different.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,977 Arc User
    edited June 2024
    flowcyto wrote: »
    Well, again, you took TK Strike w/o getting an accompanying power that can consume ELeech stacks for burst dmg, like TK Lance (or EBA for melee). I'd prob drop TK Strike if you're not using such a pairing (dps doesn't seem to be the focus here anyways).

    I must admit, I struggle a bit to try find the right starting powers to allow me to unlock the other tires of powers, but I think I got it now, this is different version of the build:

    I've gone ahead and used Archery to set up my EB and 2nd power to then picked a Long-Range heal, this being Medical Arrow for the 100ft range, not as effective as a pure outright target ally, heal but still works well. (since works okay in my other build)

    Since I do have the Adv/w Medical Arrow, on top of Guide, I don't think I'll need Illumination as a serpate power, so I cuold dtich that for something else or go for the: Strafe/Snap & Desperate Shot trio and have Illumination itself be replaced by Medical Arrow. (Don't think it matters either way)

    Rest of the powers has been unchnaged from what you have given me (I think..)

    (Unnamed Build) - Freeform (Support)
    v3.45:38

    Super Stats
    Level 6: Presence (Primary)
    Level 10: Intelligence (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: Negotiator (Int: 5, Rec: 5)
    Level 18: Quick Recovery (Con: 5, Rec: 5)
    Level 21: Lasting Impression (Pre: 5, Rec: 5)

    Powers
    Level 1: Strafe
    Level 1: Snap Shot (Rank 2, Rank 3)
    Level 6: Medical Arrow (Illuminate)
    Level 8: Seraphim (Rank 2, Rank 3)
    Level 11: Telekinetic Shield (Rank 2, Rank 3)
    Level 14: Celestial Conduit (Rank 2, Rank 3)
    Level 17: Will-o'-the-Wisp (Guide, Cursed)
    Level 20: Illumination (Rank 2, Brilliance)
    Level 23: Ascension (Rank 2, Judgment)
    Level 26: Redemption (Rank 2, Salvation)
    Level 29: Resurgence
    Level 32: Conjuring
    Level 35: Compassion
    Level 38: Thundering Return
    Adv. Points: 36/36

    Travel Powers
    Level 6: Power Skating (Rank 2, Rank 3)
    Level 35: Stoic Flight

    Specializations
    Presence: Repurpose (3/3)
    Presence: Selfless Ally (2/2)
    Presence: Moment of Glory (3/3)
    Presence: Force of Will (2/2)
    Sentinel: Eternal Spring (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (2/3)
    Sentry: Precise (3/3)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Reinforce (2/2)
    Mastery: Presence Mastery (1/1)

    Devices

    flowcyto wrote: »
    Ofc, you can also change the slotted passive to a Sorc aura if you want to be more selfless as a Support, though Seraphim is okay for casual stuff and/or if you want to try something different.

    I'll give Seraphim a try since I don't do any "end-game" content and do want to test how well it is over the Ao Passives, if it truns out not as great, I'll go ahead and swap the passives.


    Edit: So I did Notice the build lacks some sort of Offensive AoE (Besides Wisp), so I could have Soinc Arrow, over Snap Shot if needed, sure on a cooldown but I shuold be okay without any Direct Attacks.

    Also as I said above, if I don't need Illumination as a power itself, I cuold go for Soinc Arrow and Gas Arrow for some atleast more AoE/Direct Attacks or what I was planning during testing Expulse, but agian, just suggetions really.

    Another way I can go about this build is: Throw Fire/Fire Strike or Living Fire, Ice Shards and Blast/w a 100tf Heal, etc, there is a few ways I can go with this.



    (Unnamed Build) - Freeform (Support)
    v3.45:38

    Powers
    Level 1: Throw Fire
    Level 1: Fire Strike (Rank 2, Rank 3)
    Level 6: Fire Shield (Rank 2)
    Level 8: Seraphim (Rank 2, Rank 3)
    Level 11: Celestial Conduit (Rank 2, Rank 3)
    Level 14: Expulse (Rank 2, Daybreaker)
    Level 17: Psionic Healing (Rank 2)
    Level 20: Will-o'-the-Wisp (Guide, Cursed)
    Level 23: Illumination (Rank 2)
    Level 26: Ascension (Rank 2, Judgment)
    Level 29: Redemption (Rank 2, Salvation)
    Level 32: Conjuring
    Level 35: Compassion
    Level 38: Resurgence
    Adv. Points: 36/36

    Devices

    This is another way I cuold go with the build, I do lose out on a Self-Rez, but this build doesn't have the use of a Bow but uses Fire Strike/Expulse and for my 100ft Heal Psionic Healing.
    Post edited by circleofpsi#4619 on
    Psi.
  • flowcytoflowcyto Posts: 12,886 Arc User
    I must admit, I struggle a bit to try find the right starting powers to allow me to unlock the other tires of powers, but I think I got it now, this is different version of the build:

    Here you have many powers that you can train early (Rebuke, Conduit, Seraphim, Compassion, Illum, Conjuring, a block power, etc..) that you shouldn't have to worry about not unlocking later tiers. You tend to put some of these types of powers (early tier ones, like the energy unlock or toggle/form) near the end of your posted builds, when I hope you know that you could train in them earlier, if it helps you w/ tier unlocks.

    Anyways, I would normally say that something like Wisp's Guide or Med Arrow's adv can cover Illum, but if you're using Celestial Conduit in particular then I may still take Illumination (the power) itself so you have more control over what allies get the buff for Conduit's chaining (since you can't target allies w/ Med Arrow or the Wisp). That said, I don't think you need both Wisp w/ Guide and Med Arrow w/ Illum adv here- I may just pick one or the other (and maybe put a normal AoE in there). You could even drop both the Wisp and Med Arrow and just rely on Illum (the power) for buffing and debuffing, but Illum is limited to 50ft and it may still be nice to have the extra flexibility w/ Wisp_Med Arrow.

    It's also kinda weird to take Archery powers now (unless you envisioned your character using a bow pretty often?). I'd still prob put Rebuke in the build since it fits the Seraphim theme and it covers both long-ranged healing and single-target dmg in one power slot (so you wouldn't need Snap Shot, Fire Strike, TK Strike, or w/e else). I guess I have to just go back to recommending my edit to the build, though you could change the basic AoE from TK Burst to something else (if desired) and could also replace the Wisp w/ Med Arrow + Illum adv (again, if desired)- as well as potentially other things (like the block power and/or the slotted passive).
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,977 Arc User
    edited July 2024
    Colour apology can solve my chief for cover

    flowcyto wrote: »

    Here you have many powers that you can train early (Rebuke, Conduit, Seraphim, Compassion, Illum, Conjuring, a block power, etc..) that you shouldn't have to worry about not unlocking later tiers. You tend to put some of these types of powers (early tier ones, like the energy unlock or toggle/form) near the end of your posted builds, when I hope you know that you could train in them earlier, if it helps you w/ tier unlocks.

    Yeah, I forgot I can use the EU and form to slot in so I can unlock later tiers, thanks for reminding me lol
    flowcyto wrote: »
    Anyways, I would normally say that something like Wisp's Guide or Med Arrow's adv can cover Illum, but if you're using Celestial Conduit in particular then I may still take Illumination (the power) itself so you have more control over what allies get the buff for Conduit's chaining (since you can't target allies w/ Med Arrow or the Wisp).

    Yeah, I think it is best to keep in Illumination (the power) itself so I can have more control over what allies get the buff for Conduit's chaining as you said, so that's staying in.
    flowcyto wrote: »

    It's also kinda weird to take Archery powers now (unless you envisioned your character using a bow pretty often?). I'd still prob put Rebuke in the build since it fits the Seraphim theme and it covers both long-ranged healing and single-target dmg in one power slot (so you wouldn't need Snap Shot, Fire Strike, TK Strike, or w/e else). I guess I have to just go back to recommending my edit to the build, though you could change the basic AoE from TK Burst to something else (if desired) and could also replace the Wisp w/ Med Arrow + Illum adv (again, if desired)- as well as potentially other things (like the block power and/or the slotted passive).

    Oh, well I placed in Med Arrow w/ Illum adv here just for the 100ft ranged Heal since I didn't want to use Rebuke as the Seraphim powers can be a bit iffy with how they target (functionality depends on whether you are targeting an ally or a foe) so I wanted to only use Celestial Conduit as my main heal/w then a 100ft ranged heal from another tree

    So yes, while I am keeping the Seraphim theme, I was open to change the starting powers and pick a Bow to go for a Seraphim useing a Bow of some sort, but like you said above I have many powers that I can train early, so wanted to see if the 3 starting powers will work with the build.

    Likewise the mian structure of the build is Seraphim based but if I was unable to train the powers early as you said, I've had edited the starting powers a bit and worked around the theme, hope that makes sense, I'll take a another look at the build to see what I want to set in stone.
    Psi.
  • flowcytoflowcyto Posts: 12,886 Arc User
    Okay, when you do settle on what you think you want for the build, then we can always just review it again. It's possible to go w/o Rebuke, but it's also nice to have two functions covered in one power (it having different effects depending on the target type prob isn't a big deal, since it happens automatically- you just gotta get used to it in practice).
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,977 Arc User
    edited July 2024
    Hey, so I'm back

    I think I have finally settled on what I'll like for the build:

    After throwing ideas around in my head I have gone for more of a Celestial Fire type of Seraphim build, or "Lore Accurate Angel" (whatever slag is these days, Biblically Accurate is also another slang lol).

    I replaced the Passive with Hearth since it seems just a buffed version of the Seraphim Passive and it does help with Fire Damage as well, as I have also gone for Fire Snake & Daybreaker with my powers to add some Fire to it (no pun intend), so I also replaced the EU with Thermal Reverberation as I'll be upkeeping the Cling-Flames at all times.

    Since I can only have one "Fire Patch" up at a time, I ended up going for Fire Snake over Flashfire (Alought I am pretty sure that the firepatch from Daybreaker is only at my feet, so not sure if that'll be too useful, if so I can replace that Adv and go with Flashfire over Snek)

    Went for Expluse as well for another Celestial Power and another Heal (more of a painc heal button and retreat) since I did had to dtich my self-rez (I SHUOLD be okay without one)

    Firesnake or Flashfire will cover my AoE, I still have Illumination for a Heal and to upkeep them for Celestial Conduit & Judgment, I toyed around with a 100ft Heal and I ended up just sticking with Rebuke (Psi Healing is nice, but may as well stick with the theme) Unsure, if its wise to keep it with just the Adv, since my main heal IS Cel-Con, but the advs can be swapped aorund if needed.

    Other then that the build has not chnaged much

    (Unnamed Build) - Freeform (Support)
    v3.45:38

    Super Stats
    Level 6: Presence (Primary)
    Level 10: Intelligence (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: Negotiator (Int: 5, Rec: 5)
    Level 18: Quick Recovery (Con: 5, Rec: 5)
    Level 21: Lasting Impression (Pre: 5, Rec: 5)

    Powers
    Level 1: Throw Fire
    Level 1: Fire Strike (Rank 2, Wild Fire)
    Level 6: Hearth (Rank 2, Rank 3)
    Level 8: Fire Shield (Rank 2)
    Level 11: Celestial Conduit (Rank 2, Rank 3)
    Level 14: Expulse (Rank 2, Daybreaker)
    Level 17: Rebuke (Admonish)
    Level 20: Fire Snake (Rank 2, Trail Blazer)
    Level 23: Illumination (Rank 2, Brilliance)
    Level 26: Ascension (Judgment)
    Level 29: Redemption (Rank 2, Salvation)
    Level 32: Resurgence
    Level 35: Compassion
    Level 38: Thermal Reverberation
    Adv. Points: 36/36

    Travel Powers
    Level 6: Power Skating (Rank 2, Rank 3)
    Level 35: Stoic Flight

    Specializations
    Presence: Repurpose (3/3)
    Presence: Selfless Ally (2/2)
    Presence: Moment of Glory (3/3)
    Presence: Force of Will (2/2)
    Sentinel: Eternal Spring (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (2/3)
    Sentry: Precise (3/3)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Reinforce (2/2)
    Mastery: Presence Mastery (1/1)

    Devices



    Let me know what needs to be swapped around or edited
    Psi.
  • flowcytoflowcyto Posts: 12,886 Arc User
    Okay, well Hearth is fine if you want to try something new, but keep in mind that it boosts Elemental dmg and not Dimensional/Paranormal dmg. I would also prob add back in a self-rez, just in case you do any harder content. If you want to use TReverb then keep in mind that it scales mostly w/ End, and I'd prob also skip Illumination and Rebuke's special advs here. If keeping Hearth, then I may take Fireball as your main attack (can cover both AoE and single-target). Here's an example edit of it:

    (Unnamed Build) - Freeform (Support)
    v3.45:38

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

    Talents
    Level 1: The Witch (Con: 10, Int: 8, Pre: 10, Rec: 10)
    Level 6: Prodigy (Pre: 5, End: 5)
    Level 9: Shrug It Off (Con: 5, Pre: 5)
    Level 12: Boundless Reserves (Con: 5, End: 5)
    Level 15: Finesse (Dex: 5, Pre: 5)
    Level 18: Accurate (Dex: 5, End: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Throw Fire
    Level 1: Fireball (Rank 2, Illuminate)
    Level 6: Hearth (Rank 2, Rank 3)
    Level 8: Compassion
    Level 11: Celestial Conduit (Rank 2, Rank 3)
    Level 14: Expulse (Rank 2, Daybreaker)
    Level 17: Thermal Reverberation
    Level 20: Illumination (Rank 2)
    Level 23: Fire Snake (Rank 2, Trail Blazer)
    Level 26: Rebuke (Rank 2, Rank 3)
    Level 29: Redemption (Rank 2, Salvation)
    Level 32: Ascension (Judgment)
    Level 35: Fire Shield (Rank 2)
    Level 38: Fiery Embrace
    Adv. Points: 36/36

    Travel Powers
    Level 6: Power Skating (Rank 2, Rank 3)
    Level 35: Stoic Flight

    Specializations
    Presence: Repurpose (3/3)
    Presence: Selfless Ally (2/2)
    Presence: Moment of Glory (3/3)
    Presence: Force of Will (2/2)
    Sentinel: Eternal Spring (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (2/3)
    Sentry: Precise (3/3)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Reinforce (2/2)
    Mastery: Presence Mastery (1/1)

    For dps, you can just use charges of Fireball while keeping Firesnake up. Rebuke stays in as a long-ranged heal and nuke (since Fireball can only reach 50ft), while I kept Illum + Conduit for AoE healing (and since it's core to the concept). Expulse can be used in general to give you both a healing rune and a fire patch to work with (and can deal AoE dmg to those around you). Gears mostly for Pres, w/ some End and Con (and some cost discount on gear).
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,977 Arc User
    edited July 2024
    flowcyto wrote: »
    If keeping Hearth, then I may take Fireball as your main attack (can cover both AoE and single-

    At first I did notice that Fireball has quite a hefty energy cost to charge/cast, even with some okay gear, which is why I opted out of getting it before, but after grabbing some much better gear with cost reduction and swapping Passives, it's much easier to manage

    Overall I've gone for the build you provided, I did however after testing ended up going for a more Selfless Passive (Aura of Majesty) rather then Hearth or Seraphim, since it is very helpful for both myself and teammates and it's just clearly more powerful Passive.

    I was going to go for the Protection one, but the Majesty seems ideal for this build

    (Unnamed Build) - Freeform (Support)
    v3.45:38

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

    Talents
    Level 1: The Witch (Con: 10, Int: 8, Pre: 10, Rec: 10)
    Level 6: Prodigy (Pre: 5, End: 5)
    Level 9: Shrug It Off (Con: 5, Pre: 5)
    Level 12: Boundless Reserves (Con: 5, End: 5)
    Level 15: Finesse (Dex: 5, Pre: 5)
    Level 18: Accurate (Dex: 5, End: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Throw Fire
    Level 1: Fireball (Rank 2, Illuminate)
    Level 6: Fire Shield (Rank 2)
    Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 11: Celestial Conduit (Rank 2, Rank 3)
    Level 14: Expulse (Rank 2, Daybreaker)
    Level 17: Rebuke (Rank 2, Rank 3)
    Level 20: Fire Snake (Rank 2, Trail Blazer)
    Level 23: Illumination (Rank 2)
    Level 26: Ascension (Judgment)
    Level 29: Redemption (Rank 2, Salvation)
    Level 32: Thermal Reverberation
    Level 35: Compassion
    Level 38: Fiery Embrace
    Adv. Points: 36/36

    Travel Powers
    Level 6: Arcane Flight (Rank 2, Rank 3)
    Level 35: Mind Blink

    Specializations
    Presence: Repurpose (3/3)
    Presence: Selfless Ally (2/2)
    Presence: Moment of Glory (3/3)
    Presence: Force of Will (2/2)
    Sentinel: Eternal Spring (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (2/3)
    Sentry: Precise (3/3)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Reinforce (2/2)
    Mastery: Presence Mastery (1/1)

    Devices



    Thanks agian for the help, I -might- have to review it when the new Arctype comes out, since it does edit a lot of powers, but I am sure this build will be mostly uneffected.
    Psi.
  • flowcytoflowcyto Posts: 12,886 Arc User
    Yea, I think you can keep the build as is through the (mostly) Gadgeteering revamp (since this is a magic-based concept anyways). AoPM is the most popular Support passive, but since you don't seem to do much high-end content then that aspect of it probably doesn't matter much, so go w/ whichever Support passive you like.
    <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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