Post by Criswolf09 on Jul 5, 2022 9:19:53 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Inferno Archetype. So what does this hero do? It specializes in setting foes on fire with destructive powers from the Fire power set. This is one of the twelve base free archetypes.
Main Mechanics: Burning Effects
1. Clinging Flames: This is core debuff of this hero, that will set foes on fire and deal damage over time every 1 second for 12 seconds.
2. Engulfing Flames: This is a debuff that reduces the enemies' resistance against our Fire damaging power by 8% for 15 seconds. Stacks up to 3 times and can be applied by some powers of this archetype.
3. Leaping Flames: This is a smaller fire damage over time that will be applied to foes if one of their allies is affected by Clinging Flames.
4. Pyre Patches: These are areas burning with fire that deal damage over time to foes and enemies standing on them have a chance to be affected by Clinging Flames.
5. Fire Snake: This a summon power that will spawn a fire serpent and persue our target as well apply the Engulfing Flames debuff to them.
Archetypes Super Stats
1. Primary Stat: Recovery
2. Secondary Stats: Endurance and Ego
Specialization Trees
1. Level 10: Recovery
2. Level 20: Avenger
3. Level 30: Guardian
Archetype Power Progression
1. Throw Fire
1. Fire Strike
6. Fireball OR Fire Breath
8. Fiery Form
11. Heat Wave OR Flame Prison
14. Fiery Will
17. Incinerate
21. Fire Shield
25. Thermal Reverberation
30. Conflagration OR Pyre
35. Immolation
40. Flash Fire OR Fire Snake
Power Explanation
Level 1 - Throw Fire: This is your energy builder that will deal fire damage to a single target within a 50ft distance and the initial hit has a chance to apply Clinging Flames. It has two special advantages: the first one is called Burning Desire which will give this power a 35% chance to chain to another target, this second shot doesn't generate energy and has a chance to apply Clinging Flames; and the second advantage is called Fuel my Fire which will give all the attacks of this power a 25% chance to apply Clinging Flames instead the first initial shot. Both advantages cost 1 advantage point.
Level 1 - Fire Strike: This is your basic attack that has a reach of 100ft, has a 25% chance to apply Clinging Flames per strike and grants us the Fiery Scalation buff which will increase the damage of this power by 10% per stack, and each stack of Fiery Scalation will increase by 25% chance per stack the chance of applying Clinging Flames. Fiery Scalation lasts for 10 seconds. This power has the following advantages:
a. Wild Fire: That will refresh the duration of Clinging Flames on the target and deal a small amount of fire damage to foes in a small sphere.
b. Kinling: That will cause the Fiery Scalation buff to now increase the damage of our next Fire attack by 10% per stack up to a maximum of 40% at four stacks. These empowered version of Fiery Scalation will not expire if you are affected by the Immolation power.
c. Fan the Flames: That will cause all strikes of this power to refresh the duration of the Engulfing Flames debuff on the target.
Level 6 - Fireball OR Fire Breath: This is the first choice between two powerful area attacks that will have a chance to apply Clinging Flames.
1. Fire Ball: This power will create a sphere of plasma that will deal a large amount of fire damage to main target and a reduced amount to near targets. Has a 10% - 45% chance to apply Clinging Flames. This power has the following special advantages:
a. Unstable Accelerant: which will apply the eponymous debuff to the targets lowering their resistance to our Burning effects (Clinging Flames, Leaping Flames, Pyre Patches and Fire Snake) by 50% for 12 seconds.
b. Charged Attack: which will grant this power a 25% - 100% chance to apply the Negative Ions to the targets. This is the signature debuff of the Electricity power set.
c. Illuminate: which will cause that charging this power at least halfway apply the Illuminated debuff to the targets. Illuminated targets have a 15% chance to grant attackers of the target the Mend heal over time. Illuminated is a Curse for Sorcery purposes.
d. Explosive: which when fully charged will refresh the duration of the Engulfing Flames debuff and increases the range of the area effect of this power based on the number of Engulfing Flames stacks on the primary target.
2. Fire Breath: This power will cause our hero to exhale a fire cone area of effect attack with 45 degrees. Has a 10% chance to apply Clinging Flames and this attack will deal damage every 0.5 seconds. This power has the following special advantages:
a. Spitfire: which will increase the chance to apply Clinging Flames to 20%. Fully maintaining this power will guarrantee the application of Clinging Flames.
b. Chemical Fire: which will cause this power to no longer apply Clinging Flames and now will apply Plasma Burn, which deals Particle damage over time.
c. Fan the Flames: which will refresh the duration of the Engulfing Flames debuff if it is present on targets.
d. Char: which will cause this power to Paralyze the primary target for 10 seconds and Stun surrounding targets by 2 seconds. It is important to note that the Inferno is locked in Ranged Damage Role so the effectiveness of this advantage will be reduced by 20%.
Level 8 - Fiery Form: This is our Slotted Passive which will increase all of our Elemental damage by a large amount scaling with our Super Stats (in this archetype case Fire Damage is considered elemental damage). This power also has other attributes like having a chance to apply Clinging Flames to foes in 50ft range, grants us a buff called Fiery Light that will increase even more our damage by 3.5% up to 10 stacks (maximum damage bonus 35%), increase our Elemental damage resistance by a small amount and increase our Fire damage resistance by a large amount, these resistances scale with our Super Stats, also this power will deal area of effect damage to foes near us and finally Fiery Form has a 20% chance to apply Clinging Flames to foes in melee range if they attack us.
Level 11 - Heat Wave OR Flame Prison: This is the second choice for this archetype, between two Crowd Control power that will have a chance to hold enemies and apply Clinging Flames to them. It is important to note that the Inferno is locked in Ranged Damage Role so the effectiveness of these powers will be reduced by 20%.
1. Heat Wave: This is a single target attack that will deal fire damage every 0.5 seconds and after 1 second of maintaining this power the target will be held, making them unable to perform any actions for a short time. Also this power has a 10% chance to apply Clinging Flames. This power has the following advantages:
a. Feed the Flames: which will cause this power to heal us for 3.5% of our health points and sap 3.5% of the enemy's energy pool. The energy sapping effect of this power will only affect other players or Nemesis super villains but has no effect on target without an energy bar.
b. Engulfing Flames: which will apply Engulfing Flames to the target if they are affected by Clinging Flames.
2. Flame Prison: This an area of effect attack that will deal fire damage every 0.5 seconds and after 1 second of maintaining this power the targets will be held, making them unable to perform any action for a short time. Also this power has a 10% chance to apply Clinging Flames. This power has the following advantages:
a. Engulfing Flames: which apply Engulfing Flames to the targets havint the primary target a 50% chance and 25% chance other targets caught in the area of effect of this power. These chances are doubled if the targets are affected by Clinging Flames.
b. Work Up: which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
Level 14 - Fiery Will: This is our toggle form that will grant us stacks of Boundless Energy which increase the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we apply a Burning effect. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Recovery super stat. Also increases our energy costs by 10%.
Level 17 - Incinerate: This is a single target attack that will deal a lot of fire damage as well apply a boosted version of the Unstable Accelerant to our target depending of the rank of this power. The scaling rank is the following at rank 1 is 69%, at rank 2 is 83% and at rank 3 is 100%. This power has a special advantage called Burninator which will make Incinerate deal 10% base damage more to targets affected by Clinging Flames.
Level 21 - Fire Shield: This is our block replacer power that can be maintained to reduce incoming damage from foes' attacks. This power will also deal a small amount of fire damage to attackers as well has a 35% chance to apply Clinging Flames to foes in melee range (25ft). Fire shield will generate energy based on the damage taken and our Recovery super stat, but given the Inferno is locked in Ranged Damage Role, this energy return works at 50% of its capacity. This power has a special advantage called Fiery Spirit that will grant our hero 50% knock resistance as well 446 Break Free damage to holds affecting us for 4 seconds. The advantage costs 3 advantage points.
Level 25 - Thermal Reverberation: This power is our energy unlock that will generate energy over time if we are near foes affected by our Clinging Flames debuff. The energy return of this power scales with our Endurance and Recovery super stats.
Level 30 - Conflagration OR Pyre: This is the third choice of this archetype between two powerful area of effect attacks.
1. Conflagration: This power will hit targets within a distance of 50 ft (with a 15 ft sphere) causing a blazing storm of fire every 0.5 seconds by being maintained and will track the movement of the primary target. Also has a 10% chance every hit to apply Clinging Flames. This power has the following special advantages:
a. Burning Rain: which will create a Pyre patch if Conflagration is fully maintained.
b. It's Raining Fire!: which will give this power a 10% chance to apply the Fear debuff to the targets lowering the damage they deal by 10% for 12 seconds and Fear is considered a Mental State.
2. Pyre: This power is a charge up attack that will detonate a explosion of fire to deal huge fire damage to foes around us in 25ft and has a 10% - 38% chance to apply Clinging Flames. Fully charging Pyre creates a Pyre patch which deals periodic damage to foes standing on it as well has a 10% chance to apply Clinging Flames for 10 seconds. This power has the following special advantages:
a. Backdraft: which will cause Pyre to knock down foes once every 5 seconds as well refresh the duration of any Clinging Flames on targets affected by it.
b. Burn Up: which will add interaction with the Ice power set by consuming the Chill effect on targets as well Shatter any Ice Objects near us dealing bonus fire damage. Costs 3 advantage points.
c. Burning Sun: which will create a magic healing Rune in our location healing us and our allies for a small amount of HP every 1 second for 10 seconds. This Rune is an Enchantment for Sorcery purposes. Costs 3 advantage points.
Level 35 - Immolation: This power is our Active Offense which will increase the damage of all our attacks for 15 seconds, will deal Break Free damage to any holds, roots or disables affecting us, reduce the energy cost of our powers, and have a 25% chance to apply Clinging Flames to foes attacking us. Activates a shared cooldown of 90 seconds on all other Active Offense powers. The special advantage of this power is called Blazing Body which will cause this power to Stun enemies for 2 seconds and deal a small amount of fire damage in 15 ft radius.
Level 40 - Flashfire OR Fire Snake: This is the final choice for this archetype between to powers with powerful interactions with the Engulfing Flames debuff.
1. Flashfire: This power will summon a Pyre patch and apply Clinging Flames to the targets withing 50ft. The Pyre patch deals fire damage periodically and has a 10% chance to apply Clinging Flames. This power has the following advantages:
a. Sweltering Heat: which will cause enemies affected by this Pyre patch to have the Snare debuff applied to the reducing their movement speed for a short time.
b. Fan the Flames: which will cause Flashfire to refresh the duration of Engulfing Flames and again when the patch it creates lasts for half of its duration. Additionally Pyre patches created by other abilities will refresh the duration of Engulfing Flames when they last for their full duration.
2. Fire Snake: This power will summon a fire serpent that will deal damage to foes, has a 10% chance to apply Clinging Flames, will apply Engulfing Flames to its targets which reduces fire resistance by 8% for 15 seconds. Stacks up to 3 times. This power has two special advantaves:
a. Trailblazer: which will increase the movement speed of our fire snake.
b. Fiery Path: which was intended to make the serpent move with us but it is buggy so don't take this advantage.
Build Examples
1. Fire Mutation Build Recommended for PVE
Level 1: Throw Fire
Level 1: Fire Strike (Wild Fire, Kindling)
Level 6: Fireball (Rank 2, Explosive)
Level 8: Fiery Form (Rank 2, Rank 3)
Level 11: Heat Wave (Engulfing Flames, Feed the Flames)
Level 14: Fiery Will
Level 17: Incinerate
Level 21: Fire Shield (Rank 2, Rank 3)
Level 25: Thermal Reverberation
Level 30: Pyre (Rank 2, Backdraft)
Level 35: Immolation (Rank 2, Rank 3)
Level 40: Flashfire (Sweltering Heat, Fan the Flames)
Adv. Points: 36/36
Travel Powers
Level 6: Athletics (Rank 2, Rank 3)
Level 35: Flight (Rank 2)
Specializations
Recovery: Gear Utilization (3/3)
Recovery: Staying Power (2/2)
Recovery: Super Charged (3/3)
Recovery: Efficient (2/3)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Surprise Attack (2/2)
Avenger: Preemptive Strike (3/3)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Mastery: Recovery Mastery (1/1)
2. Magma Creature Build Recomended for PVE
Level 1: Throw Fire
Level 1: Fire Strike (Wild Fire, Fan the Flames, Accelerated Metabolism)
Level 6: Fire Breath (Spitfire, Fan the Flames)
Level 8: Fiery Form (Rank 2, Rank 3)
Level 11: Flame Prison (Engulfing Flames, Work Up)
Level 14: Fiery Will
Level 17: Incinerate (Rank 2, Rank 3, Burninator)
Level 21: Fire Shield (Rank 2, Rank 3)
Level 25: Thermal Reverberation
Level 30: Conflagration (Rank 2, Rank 3)
Level 35: Immolation
Level 40: Fire Snake (Trail Blazer)
Adv. Points: 36/36
Travel Powers
Level 6: Athletics (Rank 2, Rank 3)
Level 35: Flight (Rank 2, Rank 3)
Specializations
Recovery: Gear Utilization (3/3)
Recovery: Staying Power (2/2)
Recovery: Super Charged (3/3)
Recovery: Efficient (2/3)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Surprise Attack (2/2)
Avenger: Relentless Assault (3/3)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Mastery: Recovery Mastery (1/1)
3. Pyrokinetic Recomended for PVP
Level 1: Throw Fire
Level 1: Fire Strike (Wild Fire, Break Through)
Level 6: Fire Breath (Spitfire, Fan the Flames)
Level 8: Fiery Form (Rank 2, Rank 3)
Level 11: Heat Wave (Engulfing Flames, Feed the Flames)
Level 14: Fiery Will
Level 17: Incinerate (Rank 2, Rank 3, Burninator)
Level 21: Fire Shield (Rank 2, Rank 3)
Level 25: Thermal Reverberation
Level 30: Conflagration (Rank 2, Nailed to the Ground)
Level 35: Immolation
Level 40: Fire Snake (Trail Blazer)
Adv. Points: 36/36
Travel Powers
Level 6: Athletics (Rank 2, Rank 3)
Level 35: Flight (Rank 2, Rank 3)
Specializations
Recovery: Gear Utilization (3/3)
Recovery: Staying Power (2/2)
Recovery: Super Charged (3/3)
Recovery: Efficient (2/3)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Surprise Attack (2/2)
Avenger: Relentless Assault (3/3)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Mastery: Recovery Mastery (1/1)
Talents for all builds
Level 7: Enduring (Con: 8)
Level 12: Boundless Reserves (Con: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 20: Ascetic (Con: 5, Ego: 5)
Level 25: Worldly (Ego: 5, Rec: 5)
Level 30: Daredevil (Ego: 5, End: 5)
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Precision + Recovery Enhancement x2 + Gambler's Lucky Gem
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Ego Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
2. Endgame
Primary Gear:
Distinguished Gloves of Offense + Recovery Enhancement x2 + Gambler's Lucky Gem x2
Distinguished Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Distinguished Helmet of Efficiency + Ego Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem x2
Secondary Gear:
Cosmic Strike + Special mod of your choice rank 5 max (Cosmic Strike drops from Teleiosaurus)
Cosmic Talons of Rage + Special mod of your choice rank 5 max
Cosmic Vision of Rage + Special mod of your choice rank 5 max
The Endgame Gear refers to the items that can be unlocked by defeating Cosmic Threats (Teleiosaurus, Qwyjibo, Kigatilik and the Eidolon of Destruction) at level 40, who award Silver and Gold Champions Recognition tokens as well have a rare chance to drop cosmic secondary gear. The cosmic secondary gear can also be bought at the Champions Recognition vendors around the different maps with the respective perks. Be aware that you can only beat 3 cosmic monsters per day plus one fight against the Eidolon of Destruction and each fight will provide diminishing rewards.
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun reducing things to ashes. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!