Post by Criswolf09 on Jul 12, 2022 18:43:01 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Radiant Archetype. So what does this hero do? This hero has been blessed by the powers of the Light and uses this power to heal the injuries of the allies and even revive the fallen, as well punishing the ones who are evil.
Main Mechanics:
1. Paralyze: This is a Crowd Control effect that will render the enemy unable to perform any actions until this effect expire. Friendly targets/allies of our hero can break the hold by dealing damage to the held target.
2. Incapacitate: This is a Crowd Control effect that will hold enemies after 1 second of maintaining a certain power and while the it lasts, the effect will be refreshed by 1 second as well prolong for a short time the duration of this effect. Friendly targets/allies of our hero will break the hold by dealing damage to the held target.
3. Stun: This is a Crowd Control effect that will make the foes unable to perform any actions for a short period of time.
4. Healing: This hero has two powerful heal powers to restore the lost health dealt as damage in the battle and also has a revive power that will bring back to life fallen allies.
Archetypes Super Stats
1. Primary Stat: Presence
2. Secondary Stats: Intelligence and Ego
Specialization Trees
1. Level 10: Presence
2. Level 20: Sentry
3. Level 30: Sentinel
Archetype Power Progression
1. Eldritch Bolts
1. Rebuke
6. Vengeance
8. Seraphim
11. Expulse
14. Compassion
17. Circle of Radiant Glory OR Sigils of Radiant Sanctuary
21. Eldritch Shield
25. Arcane Vitality
30. Binding of Aratron OR Soul Mesmerism
35. Divine Renewal
40. Plannar Fracture
Power Explanation
Level 1 - Eldritch Bolts: This is our energy builder power that doesn't need to be ranked up in order to generate energy for us so I recommend leaving it at rank 1. It will deal Magic damage to the target and the first hit is slightly more effective as well has a 15% chance to Root the target in place for 11 seconds. The special advantage of this power is called Wizard's Descretion and now each hit has a 20% chance to Stun the target for 2 seconds.
Level 1 - Rebuke: This power comes from the Celestial powerset and is tagged as a Blast for Specialization Tree purposes, that has a dual nature given that if we use it against a foe it will deal Dimensional damage and if we are targeting a friendly target/ally it will heal them. Rebuke can heal/damage a target within 100 ft. This power has an special advantage called Admonish which will cause this power to Stun near enemies around our main target in both healing and damage forms for a short time.
Level 6 - Vengeance: This power comes from the Celestial power set and can be charged to deal Dimensional damage to 5 enemies with a pillar of light. Charging this power will increase its area of effect to a maximum of 15ft and apply the Unforgiven buff to our hero. Unforgiven reduces the energy cost and charge time of this ability by 10% per stack and stacks up to 3 times. The special advantage of this power is called Redemption Denied which will Paralyze the main target for 12 seconds and Stun surrounding enemies by 2 seconds.
Level 8 - Seraphim: This is the Slotted Passive of the Celestial power set which will boost all of our Paranormal damage (Ego, Magic and Dimensional) scaling with our Super Stats, grant us a moderate amount of resistance against Paranormal damage and a large amount of resistance against Dimensional damage and these resistances also scale with our Super Stats. When we are struck by Dimensional damage, Seraphim will generate a small amount of energy based on the amount of damage taken and the Recovery stat. Also this power has a small healing aura that will heal passively us and our allies every 3 seconds and will increase the healing we perform. This power has a special advantage called Balance which will improve the healing aura of this power, while we are in combat and Seraphim is active, up to 5 enemies will take Dimensional damage over time.
Level 11 - Expulse: This power must be fully charged in order to deal a moderate amount of Dimensional damage to 5 enemies. Also when fully charged this power will spawn a Healing Rune in the floor, which heals us and our allies for a small amount of health points every 2 seconds for 10 seconds, and Expulse has a 3 second recharge. This power has the following special advantages:
a. Impose: This advantage will cause enemies hit by Expulse to be Snared, reducing their movement speed for a time.
b. Expel: This advantage will cause this power to Knock back targets (knock distance scaling with the Ego stat).
c. Daybreaker: This advantage will create a Pyre patch in the area, dealing Fire damage over time to foes standing on it and also has a 10% chance to apply the Clinging Flames debuff to the targets. Clinging Flames deals Fire damage over time once every 2 seconds for 12 seconds and is considered a Burning Effect alongside the Pyre Patch.
Level 14 - Compassion: This is our toggle form that will grant us stacks of Compassion which increase the healing and shield strength of our hero by a large amount and damage for a lesser amount everytime we directly heal an ally or ourselves. 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 Presence or Recovery stat, whichever is higher. Also increases our energy costs by 10%.
Level 17 - Circle of Radiant Glory OR Sigils of Radiant Sanctuary: This is the first choice between two powers for this archetype.
1. Circle of Radiant Glory: This power will create a Circle of benevolent energy at the feet of our hero and should we be defeated, this power will revive us and going on a long cooldown of 2 minutes. This Circle is different than other circles in the sense that it will last up 10 seconds before desappear and its location can be changed, healing allies at both its new and old location. The location change can happen once every 6 seconds.
2. Sigils of Radiant Sanctuary: This power will summon 5 Sigil stones around our hero that will buff them alongside our allies by granting a small amount of resistance against all damage, a small amount of heal over time and place them in Stealth making it hard for foes to see us, a moderate amount of resistance to Knock and Hold effects as well. This power has the following special advantages:
a. Mystic Transference: This advantage will cause the power to now summon two Stones that can coexist with another sigils, the recharge time of the power will be reduced to 10 seconds, the activation time and its energy cost.
b. Inner Peace: 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 21 - Eldritch Shield: This is our block replacer power that can be maintained to reduce incoming damage from foes' attacks. The feature of this power is that it grants better Non-Physical damage resistance than other block powers. Eldritch Shield will generate energy based on the damage taken and our Recovery stat. The special advantage of this power is called Imbue with Power which will cause different effects depending if our Slotted Passive power is one of the four Sorcery Auras.
Level 25 - Arcane Vitality: This power will heal allies in front of our allies or our hero if there's no target selected, and the heal will become weaker if we are healing more than 2 targets at the same time every 0.5 seconds within a 45 degree cone in a 50ft reach. The special advantages of this power are the following:
a. Impart Freedom: Which on a full maintain will remove all control effects on our allies if they are held, rooted or disabled.
b. Mystical: Each pulse of this power now has a 20% chance to apply the Mystified buff to our hero.
Level 30 - Binding of Aratron OR Soul Mesmerism: This is the second and final choice between two powers for this archetype.
1. Binding of Aratron: This is a single target attack that will deal Magic 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 and has a 10 seconds recharge. The special advantage of this power is called Tenable Bonds which will restore 2% of our health and remove 5% of the energy pool of the enemy. This energy sap power has no effect in foes without an energy bar like most enemies with the exception of a Nemesis Super Villain or another player.
2. Soul Mesmerism: This power must be fully charged to Paralyze an enemy for 12 seconds and this power has a 10 seconds recharge. The special advantage of this power is called Glossolalia which will cause the target to start speaking in tongues suffering a minor Sonic damage over time effect, and nearby foes have a 20% chance to join the chant and be affected by the Paralyze effect of this power.
Level 35 - Divine Renewal: This power will bring back to life a defeated hero within 25ft with a percentage of their life scaling with the rank of this power. The special advantage of this ability is called Radiant Renewal which will increase the area of effect of this power to 50ft, revive up to 4 heroes that have been defeated and the health they return with is divided among them, but doubling the charge time of this power from 2 seconds to 4 seconds.
Level 40 - Plannar Fracture: This is an Ultimate power from the Mystic power frameworks that will open a rift in the fabric of space-time creating an area which emits degenerative energies applying random debuffs to 10 targets and has a 1 minute recharge. The special advantage of this power is called Double Vortex which will apply multiple stacks of the Bane debuff to the targets. Bane will apply one of the following debuffs to the targets randomly: Fear, Confuse, Stun, Disorient, Lethargic, Bleed, Deadly Poison, Clinging Flames, and Stagger. This what is advertised in the tooltip but this effect will apply more random debuffs.
Build Examples
1. Radiant Sorcerer Recommended for PVE
Level 1: Eldritch Bolts
Level 1: Rebuke (Rank 2, Admonish)
Level 6: Vengeance (Rank 2, Redemption Denied)
Level 8: Seraphim (Rank 2, Rank 3)
Level 11: Expulse (Expel)
Level 14: Compassion
Level 17: Sigils of Radiant Sanctuary (Rank 2, Rank 3)
Level 21: Eldritch Shield (Rank 2)
Level 25: Arcane Vitality (Rank 2, Rank 3)
Level 30: Binding of Aratron (Tenable Bonds)
Level 35: Divine Renewal (Rank 2, Rank 3)
Level 40: Planar Fracture (Rank 2, Double Vortex)
2. Solar Guardian Recomended for PVE
Level 1: Eldritch Bolts
Level 1: Rebuke (Rank 2, Admonish, Accelerated Metabolism)
Level 6: Vengeance (Rank 2, Redemption Denied)
Level 8: Seraphim (Rank 2, Rank 3)
Level 11: Expulse (Expel)
Level 14: Compassion
Level 17: Circle of Radiant Glory
Level 21: Eldritch Shield (Rank 2, Rank 3)
Level 25: Arcane Vitality (Rank 2, Rank 3)
Level 30: Soul Mesmerism (Glossolalia)
Level 35: Divine Renewal (Rank 2, Radiant Renewal)
Level 40: Planar Fracture (Rank 2, Double Vortex)
3. Archangel Recomended for PVP
Level 1: Eldritch Bolts
Level 1: Rebuke (Rank 2, Break Through)
Level 6: Vengeance (Rank 2, Redemption Denied)
Level 8: Seraphim (Rank 2, Rank 3)
Level 11: Expulse
Level 14: Compassion
Level 17: Sigils of Radiant Sanctuary (Rank 2, Inner Peace)
Level 21: Eldritch Shield (Rank 2)
Level 25: Arcane Vitality (Rank 2, Rank 3)
Level 30: Soul Mesmerism (Glossolalia)
Level 35: Divine Renewal (Rank 2, Radiant Renewal)
Level 40: Planar Fracture (Rank 2, Double Vortex)
Specializations for all builds[/u]:
Presence: Repurpose (2/3)
Presence: Selfless Ally (2/2)
Presence: Dominion (2/2)
Presence: Force of Will (2/2)
Presence: Vulnerability (2/2)
Sentry: Fortified Gear (3/3)
Sentry: Precise (3/3)
Sentry: Sentry Aura (3/3)
Sentry: Stalling Tactics (1/3)
Sentinel: Caregiver (3/3)
Sentinel: Sentinel Aura (3/3)
Sentinel: Wither (2/2)
Sentinel: Genesis (2/2)
Mastery: Sentinel Mastery (1/1)
Talents for all builds
Level 1: The Radiant (Int: 10, Ego: 10, Pre: 10, Rec: 8)
Level 7: Diplomatic (Int: 5, Pre: 5)
Level 12: Academics (Int: 5, Ego: 5)
Level 15: Showmanship (Ego: 5, Pre: 5)
Level 20: Shrug It Off (Con: 5, Pre: 5)
Level 25: Healthy Mind (Con: 5, Int: 5)
Level 30: Ascetic (Con: 5, Ego: 5)
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Healing + Presence Enhancement x2 + Sentinel's Brooch
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Intelligence Enhancement x1 + Recovery 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:
Virtuous Gloves of Precision + Presence Enhancement x2 + Sentinel's Brooch x2
Virtuous Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Virtuous Helmet of Efficiency + Intelligence Enhancement x1 + Recovery Armoring x1 + Gambler's Lucky Gem x2
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. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!