Post by Criswolf09 on Jul 19, 2022 14:54:50 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Hexslinger Archetype. So what does this hero do? This hero has unlocked the ancient secrets of the Arcane and Mystic to use their powers to damage enemies and hex them applying multiple ailments.
This is a premium Archetype that can be purchased by Silver Players from the Zen Store or is free for Lifetime Subscribers
Main Mechanics:
1. Enchantments: These are buffs granted by multiple powers and advantages that will enhance the survability of our hero.
A. Illumination: This buff increases by 3% the healing received by our allies.
B. Light Everlasting: This buff is a heal over time that will heal allies around us.
C. Mystified: This buff reduces the energy cost of the powers from the Celestial, Darkness, Sorcery and Infernal Supernatural by 3% and stacks up to 3 times for 15 seconds.
D. Detect: This is a buff that increases the Stealth detection temporaly, allowing our hero and allies to see invisible foes like VIPER's Infiltrators.
E. Circles: These powers can boost our hero in many ways like increasing damage (Circle of Ebon Wrath), defense (Circle of Primal Dominion), energy (Circle of Arcane Power) or even revive our hero (Circle of Radiant Glory).
F. Runes: These are areas created by many powers and advantages that primarily heal our hero and surrounding allies for a small amount of health every 2 seconds for 10 seconds. There are other Runes which recharge energy, grant shields or even revive fallen allies.
G. Spellcaster: This is a toggle form that will grant us stacks of Ensorcelled which increases the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we apply an Enchantment or a Curse directly. This power grant a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this ability scales with our Intelligence stat. Also increases our energy costs by 10%. The fact that this power is considered an Enchantment will not trigger its stacking effect.
2. Curses: These are debuffs granted by multiple powers and advantages that will apply negative status effects on the enemies lowering their effectiveness in battle.
A. Illuminated: This is a debuff which will be placed on a foe, and allies attacking this marked target have a 15% chance to be healed by the Mend buff restoring a small amount of health over time.
B. Jinx: This is a debuff which will be placed on a foe, reducing their damage for 10% as well their movement speed for 15% for 8 seconds. After Jinx expires, the target will be Knocked down.
C. Debilitating Poison: This is a debuff that reduces the foe's resistance against Toxic damage by 18% for 15 seconds. This is also considered a Poison effect.
D. Noxious Poison: This is a debuff that places a Toxic damage over time on a foe and will deal damage to the target and their allies around them. This is also considered a Poison effect.
E. Hexed: This is a debuff that reduces the foe's resistance against Magic damage by 18% for 15 seconds.
F. Devoid: This is a debuff that reduces the foes's resistance against Dimensional damage by 18% for 15 seconds.
G. Corruption: This is a debuff which will make enemies of the ranks Henchmen and Villain fight for our hero for 12 second. When Corruption expires Henchmen and Villains take damage of their maximum health points.
H. Sigils of Ebon Weakness: This power will summon 5 Sigils which each one will reduce the damage dealt by our enemies and their base movement speed scaling with our Presence stat.
Special Note: You can customize the weapon(s) of this hero in the Tailors around the world to match your character designs. In this archetype special case you change the color and symbol for Soul Beam and/or Star Barrage.
Archetypes Super Stats
1. Primary Stat: Intelligence
2. Secondary Stats: Dexterity and Ego
Specialization Trees
1. Level 10: Intelligence
2. Level 20: Guardian
3. Level 30: Avenger
Archetype Power Progression
1. Eldritch Bolts
1. Eldritch Blast
6. Enchanter
8. Star Barrage OR Skarn's Bane
11. Magician Dust
14. Spellcaster
17. Soul Beam
21. Eldritch Shield
25. Circle of Arcane Power OR Conjuring
30. Hex of Suffering OR Warlock's Blades
35. Imbue OR Resurgence
40. Plannar Fracture OR Sigils of Destruction
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 - Eldritch Blast: This is a power that can be charged to launch a focused bolt of magic energy, and is tagged as a Blast for specialization tree purposes, which has a 12% - 50% chance to apply the Mystified buff to our hero. Mystified reduces the energy cost of the powers from the Celestial, Darkness, Infernal Supernatural and Sorcery power sets for 3% for 15 seconds and stacks up to 3 times. This effect is considered an Enchantment. This power has the following special advantages:
a. Sorceror's Whim: This advantage will grant a 25-100% chance (based on charge time) to Root the enemy for 12 seconds.
b. Chant: Eldritch Blast now refreshes the duration of the Hexed debuff on the target.
c. Blinding Light: This advantage will apply the Illumination buff to our hero and near allies for 20 seconds. Blinding Light will also apply to the target the Illuminated debuff which will cause foes attacking the target to receive the Mend heal over time with a chance of 15%.
d. Bad Luck: Which will apply with a 25-100% chance (based on charge time) the curse effect called Jinx to the foe reducing their damage for 10% as well their movement speed for 15% for 8 seconds. After Jinx expires, the target will be Knocked down.
Level 6 - Enchanter: This is our Slotted Passive which will increase the Dimensional, Magic and Toxic damage we deal for a large amount and also grant us resistance to those types of damage. Recovers energy when struck with Dimensional, Magic or Toxic attacks, and counts as an Energy Form.
Level 8 - Star Barrage OR Skarn's Bane: This is the first choice between two powers for this Archetype.
1. Star Barrage: This power will assault up to 5 enemies with magic projectiles in a 10ft sphere and 100ft range every 0.5 seconds for 4 seconds. Has a 20% chance every hit to apply Illuminated to the targets. Illuminated is a Curse. This power has the following special advantages:
a. Light Everlasting: Which will grant our hero and nearby allies the buff called Light Everlasting when is fully maintained, that will heal us for a small amount of HP every second for 10 seconds. This is an Enchantment.
b. Mystified: Each pulse of this power now has a chance to apply and refresh stacks of the Mystified buff on our hero.
2. Skarn's Bane: This power will deal Magic damage to foes in front of our hero in a 45 degree cone and a 50ft reach every 0.5 seconds. Each pulse of this power has a 10% chance to apply the Hexed debuff to the targets and fully maintaining it will raise this chance to 100%. This power has the following special advantages:
a. Warlock's Malice: Each pulse of this power now has a 20% chance to Root enemies in place for a short time.
b. Chaos Magic: Each pulse of this power now has a 20% chance to apply Bane 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 advantage will apply more random debuffs.
c. Mystical: Each pulse of this power now has a 20% chance to apply the Mystified buff to our hero.
d. Trance: Each pulse of this power now has a 20% chance to briefly Stun the targets. If they are affected by Jinx the chance raises to 100%.
Level 11 - Magician's Dust: This is a Threat Wipe ability that will erase the threat cause by our attacks and Placate the enemies, making them unable to attack our hero, as well apply to them the Drained debuff which lowers their travel speeds for a short time. This power will affect weaker targets like Henchmen, Villain, Master Villains and Enforcers. Higher ranked targets cannot be Placated such as Super Villains, Legendary Villains or Cosmic Monsters. This power has no special advantages and has a recharge of 1 min and 30 seconds.
Level 14 - Spellcaster: This is a toggle form that will grant us stacks of Ensorcelled which increase the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we directly apply an Enchantment or a Curse. 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 Intelligence stat. Also increases our energy costs by 10%.
Level 17 - Soul Beam: This is a ranged attack that will deal Magic damage to a foe within 100ft every 0.5 for 4 seconds. Deals 10% more damage if our hero is affected by an Enchantment, and 10 more if our foe is affected by a Curse. This power has a special advantage called Mystical which will give each hit a 20% chance to apply and refresh the Mystified buff on our hero.
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 - Circle of Arcane Power OR Conjuring: This is the second choice between two powers for this Archetype.
1. Circle of Arcane Power: This power will conjure a Circle at the feet of our hero generating energy over time and also reduces our energy decay rate by a certain percentage. This ability cannot coexist with any Energy unlock powers and will dissapear if we leave the circle after a few seconds, also counts as having an Energy Form. The special advantage of this power is called Advanced Casting which will prolong the existance of the circle if we leave it up to 10 seconds and costs 3 advantage points.
2. Conjuring: This power is an energy unlock power that will generate energy over time if we apply a Curse effect directly. The energy return of this ability scales with our Intelligence and Recovery stats.
Level 30 - Hex of Suffering OR Warlock's Blades: This is the third choice between two powers for this Archetype.
1. Hex of Suffering: This power is ranged area attack that will mark a foe with a Curse dealing Magic damage to them and their allies every second for 16 seconds. The damage of this power scales with our Critical Hit Chance and Severity but can't perform a Critical Hit as well innately apply the Hexed debuff to all targets. The special advantages of this power are the following:
a. Rune of Lethargy: Which will make this power Root enemies in place for 8 seconds.
b. Rune of Dismay: Which will make this power Stun enemies for 2 seconds, making them unable to perform any actions.
c. Rune of Terror: Which will make this power to apply the Fear debuff to the enemies causing them to cower in our presense, lowering their damage by 10% for 12 seconds. Fear is considered a Mental State.
2. Warlock's Blades: This power will summon a pair of floating swords that will fight for us, which attacks can hit up 3 enemies. Has a 20 second recharge. This power has no special advantages.
Level 35 - Imbue OR Resurgence: This is fourth choice between two powers for this Archetype.
1. Imbue: This power is an Active Offense which will grant us a Critical Hit Chance and Severity buff for a small percentage for 15 seconds. These percentages will scale up if our heal goes down. Also like other Active Offenses, Imbue will assist in breaking out of Hold, Roots or Disables affecting our hero. The special advantage of this power is called Illusive which will cause our attack to generate less Threat for 100% for 10 seconds.
2. Resurgence: This power is an Active Defense which will increase our maximum health points, grant us a health regeneration buff and heal us for a percentage of our health. These benefit increase with ranks instead of the Presence stat. The special advantage of this power is called Unchained which will apply a large amount of Break Free damage to any holds or disable affecting our hero, a stack of hold resistance and a stack of knock resistance.
Level 40 - Plannar Fracture OR Sigils of Destruction: This is the final choice between two powers for this Archetype.
1. 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.
2. Sigils of Destruction: This power will summon forth 5 Sigil stones that will deal Magic damage in the form of lightning bolts every 2 seconds around our hero. There is a 10% chance that the lightning bolt will chain from one sigil stone to another and then to the foe dealing 77,5% of the initial amount of damage. We can only have one set of Sigils spawned at a time and this ability has a 30 second cooldown. This power has the following 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.
Build Examples
1. Occult Master Recommended for PVE
Level 1: Eldritch Bolts
Level 1: Eldritch Blast (Blinding Light, Bad Luck)
Level 6: Enchanter (Rank 2, Rank 3)
Level 8: Star Barrage (Rank 2, Light Everlasting)
Level 11: Magician's Dust
Level 14: Spellcaster
Level 17: Soul Beam (Rank 2, Rank 3)
Level 21: Eldritch Shield (Rank 2)
Level 25: Circle of Arcane Power (Rank 2, Rank 3)
Level 30: Warlock's Blades (Rank 2, Rank 3)
Level 35: Imbue (Rank 2, Illusive)
Level 40: Sigils of Destruction (Rank 2, Inner Peace)
2. Dimensional Arcanist Recomended for PVE
Level 1: Eldritch Bolts
Level 1: Eldritch Blast (Chant, Blinding Light)
Level 6: Enchanter (Rank 2, Rank 3)
Level 8: Skarn's Bane (Rank 2, Chaos Magic)
Level 11: Magician's Dust
Level 14: Spellcaster
Level 17: Soul Beam (Rank 2, Rank 3)
Level 21: Eldritch Shield (Rank 2, Rank 3)
Level 25: Conjuring
Level 30: Hex of Suffering (Rune of Lethargy, Rune of Dismay)
Level 35: Resurgence (Rank 2, Rank 3)
Level 40: Planar Fracture (Rank 2, Double Vortex)
3. Mystic Conduit Recomended for PVP
Level 1: Eldritch Bolts
Level 1: Eldritch Blast (Chant, Break Through)
Level 6: Enchanter (Rank 2, Rank 3)
Level 8: Star Barrage (Rank 2, Rank 3)
Level 11: Magician's Dust
Level 14: Spellcaster
Level 17: Soul Beam (Rank 2, Rank 3)
Level 21: Eldritch Shield (Rank 2, Rank 3)
Level 25: Conjuring
Level 30: Hex of Suffering (Rune of Lethargy, Nailed to the Ground)
Level 35: Resurgence (Rank 2, Rank 3)
Level 40: Planar Fracture (Rank 2, Double Vortex)
Specializations for all builds[/u]:
Intelligence: Enlightened (3/3)
Intelligence: Tactician (2/2)
Intelligence: Detect Vulnerability (3/3)
Intelligence: Expertise (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Surprise Attack (2/2)
Avenger: Relentless Assault (3/3)
Mastery: Intelligence Mastery (1/1)
Talents for all builds
Level 7: Negotiator (Int: 5, Rec: 5)
Level 12: Investigator (Int: 5, End: 5)
Level 15: Worldly (Ego: 5, Rec: 5)
Level 20: Daredevil (Ego: 5, End: 5)
Level 25: Impresario (Dex: 5, Rec: 5)
Level 30: Accurate (Dex: 5, End: 5):
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Precision + Intelligence Enhancement x2 + Gambler's Lucky Gem
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Recovery 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 + Intelligence Enhancement x2 + Gambler's Lucky Gem x2
Distinguished Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Distinguished Helmet of Efficiency + Recovery 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. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!