Post by Criswolf09 on Jul 25, 2022 18:49:25 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Blazing Archetype. So what does this hero do? This is hero is a Support healer that can deal huge amounts of damage to foes using the powers of the Fire power set and heal allies.
This is a premium Archetype that can be purchased by Silver Players from the Zen Store or is free for Lifetime Subscribers
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 2 seconds 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.
Archetypes Super Stats
1. Primary Stat: Presence
2. Secondary Stats: Recovery and Constitution
Specialization Trees
1. Level 10: Presence
2. Level 20: Sentinel
3. Level 30: Overseer
Archetype Power Progression
1. Throw Fire
1. Fire Strike
6. Fireball OR Fire Breath
8. Hearth
11. Nova Flare OR Warmth
14. Smoldering
17. Absorb Heat OR Pyre
21. Fire Shield
25. Thermal Reverberation
30. Flame Prison OR Heat Wave
35. Flashfire
40. Fiery Embrace OR Rise from the Ashes
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. 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 we 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 powers for this Archetype.
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 the Mend heal over time. Illuminated is a type of Curse effect.
2. Fire Breath: This power will cause our hero to exhale a fire cone area of effect attack with 45 degrees and 50ft reach. 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.
Level 8 - Hearth: This is our Slotted Passive which will boost all of our Elemental damage (Fire, Cold and Toxic) scaling with our Super Stats, grant us a moderate amount of resistance against Elemental damage and a large amount of resistance against Fire damage and these resistances also scale with our Super Stats. When we are struck by Fire damage, Hearth 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. Has 10% chance to apply Clinging Flames to attackers.
Level 11 - Nova Flare OR Warmth: This is the second choice between two powers for this Archetype.
1. Nova Flare: This is a strange heal power that will heal allies within 50ft in a 10ft sphere and will apply a stack of Fiery Scalation which increases the healing performed by this power as well this heal cannot be used on our hero. Ranking up the power reduces the amount it heals but will increase the times it does it. Has a 3 second cooldown. The special advantage of this power is called Thaw which will apply Break Free damage to any Control effects affecting the allied targets.
2. Warmth: This is maintained heal power that will restore the lost health of either our hero or an ally within 50ft. When we are healing with this power a friendly target we get a damage resistance buff that lasts for 4 seconds. The special advantage of this power is called Illuminate which will apply the Illumination buff to either us or our ally. Illumination increases the healing received by the target for 3% and this buff lasts 20 seconds. Illumination is a type of Enchantment effect.
Level 14 - Smoldering: This is our toggle form that will grant us stacks of Empathy which increases the healing and shield strength of our hero by a large amount and damage for a lesser amount everytime we directly apply a Burning effect (Clinging Flames, Leaping Flames, Pyre Patches and Fire Snake). 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 stat. Also increases our energy costs by 10%.
Level 17 - Absorb Heat OR Pyre: This is the third choice between two powers for this Archetype.
1. Absorb Heat: This power will deal a small amount of Fire damage and consume all the stacks of Clinging Flames on the targets to radiate a strong healing pulse at first followed by a heal over time effect which amount of health points restored scale with the number of stacks of Clinging Flames purged. This power has the following special advantage called Chilling Touch which will apply the Chill debuff to all targets. Chill reduces the movement speed of the targets by 42% for 16 seconds.
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 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. 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 - Flame Prison OR Heat Wave: This is the fourth choice between two powers for this Archetype.
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.
2. 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.
Level 35 - 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.
Level 40 - Fiery Embrace OR Rise from the Ashes: This is the final choice between two powers for this Archetype.
1. Fiery Embrace: This power can only be used while defeated/dead. It will bring back to life our hero partially healed and for the next 20 seconds we apply Engulfing Flames and Clinging Flames to attackers as well defeating critters will restore health. This power has no special advantages and has a 5 minutes recharge.
2. Rise from the Ashes: 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 Spreading Flames which will increase the area of effect of this power to 50ft, revive up to 4 heroes that have been defeated and health is divided between targets.
Build Examples
1. Angelic Protector Recommended for PVE
Level 1: Throw Fire
Level 1: Fire Strike (Kindling, Fan the Flames)
Level 6: Fireball (Rank 2, 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 (Rank 2, Engulfing Flames)
Level 35: Flashfire (Sweltering Heat)
Level 40: Rise From the Ashes (Rank 2, Spreading Flames)
2. Mystic Healer Recomended for PVE
Level 1: Throw Fire
Level 1: Fire Strike (Wild Fire, Fan the Flames)
Level 6: Fire Breath (Spitfire, Char)
Level 8: Hearth (Rank 2, Rank 3)
Level 11: Nova Flare (Rank 2, Rank 3)
Level 14: Smoldering
Level 17: Pyre (Rank 2, Burning Sun)
Level 21: Fire Shield (Rank 2, Rank 3)
Level 25: Thermal Reverberation
Level 30: Heat Wave (Engulfing Flames, Feed the Flames)
Level 35: Flashfire (Sweltering Heat, Fan the Flames)
Level 40: Fiery Embrace
3. Death/Life Deity Recomended for PVE
Level 1: Throw Fire
Level 1: Fire Strike (Kindling, Fan the Flames)
Level 6: Fireball (Rank 2, Illuminate)
Level 8: Hearth (Rank 2, Rank 3)
Level 11: Warmth (Rank 2, Rank 3)
Level 14: Smoldering
Level 17: Absorb Heat (Rank 2, Chilling Touch)
Level 21: Fire Shield (Rank 2, Rank 3)
Level 25: Thermal Reverberation
Level 30: Heat Wave (Engulfing Flames, Feed the Flames)
Level 35: Flashfire (Sweltering Heat)
Level 40: Fiery Embrace (Rank 2, Rank 3)
Specializations for all builds[/u]:
Presence: Repurpose (1/3)
Presence: Selfless Ally (2/2)
Presence: Dominion (2/2)
Presence: Moment of Glory (3/3)
Presence: Force of Will (2/2)
Sentinel: Caregiver (3/3)
Sentinel: Sentinel Aura (2/3)
Sentinel: Moment of Need (3/3)
Sentinel: Genesis (2/2)
Overseer: Administer (3/3)
Overseer: Ruthless (2/2)
Overseer: Trapped (3/3)
Overseer: Conservation (2/2)
Mastery: Sentinel Mastery (1/1)
Talents for all builds
Level 7: Energetic (End: 8)
Level 12: Prodigy (Pre: 5, End: 5)
Level 15: Amazing Stamina (Rec: 5, End: 5)
Level 20: Boundless Reserves (Con: 5, End: 5)
Level 25: Shrug It Off (Con: 5, Pre: 5)
Level 30: Lasting Impression (Pre: 5, Rec: 5)
For gearing this Archetype I suggest the following gear:
Primary Gear:
Heroic Gloves of Healer + Presence Enhancement x2 + Sentinel's Brooch
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Utility + Recovery 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.
Endgame Gear
Endgame gear exists in Champions Online. For more information about this and other Champions Online related information, join the Champions Online: On Alert Discord where my guides are featured! Please use the invite link below:
discord.gg/Tyhjp3YSwH
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!