
Hybrid Seer - Damage/Support
Support your team while dealing damage, using Attack to scale both offense and shields.
Item Set Import Codes
SkillsReverent
Rune Pillar
Basic
Psionic OrbPress the assigned button to fire a psionic orb. Both firing and hitting with psionic orbs accelerate Psionic Energy recharge. Hold the button to chant and consume 1 Psionic Energy to fire an enhanced orb. Enhanced orbs have a higher Damage Multiplier, greater Impact, longer Effective Range and Maximum Range.
Rune SummonConsumes Psionic Energy to summon the currently selected rune at the target location.
Selected Skills
Punishment RuneHold to chant, then summon a Punishment Rune at the target location, continuously dealing Magic Damage to the enemy with the lowest Health within range. The Punishment Rune prioritizes attacking enemy players and deals more Magic Damage to them. Punishment Rune is a Construct, more durable in trio mode.
Binding RuneHold to aim and summon a Binding Rune at the target location. After a short delay, it establishes connections with all enemies within range. Enemies connected by the Binding Rune are immobilized and cannot jump for a period when breaking free and leaving the area. Each successful binding of a player restores Psionic Energy to the Reverent. Binding Rune is a Construct.
Shelter RuneHold to chant, then summon a Shelter Rune at the target location, providing a shield to all allies within range. For a period of time, the rune also provides a shield at a fixed rate to the ally with the lowest Health within range. Shield value scales with Attack. Shelter Rune is a Construct, more durable in trio mode.
Divine Arts
Selected Skills
Healing ArtHold to perform Area Targeting, restoring Health to selected units. Healing Art cannot be used on downed targets and has limited uses per match, with more uses available in trio mode.
Death WardHold to perform Area Targeting and provide powerful buffs to selected units, granting them Super Armor and preventing death for a period of time. Death Ward cannot be used on downed targets. (Unlocks at Lv. 7)
Talents
Affixes
Valor
Increases Attack. Upon reaching a certain level, also increases Defense Penetration.
Lv.1 Attack +1.5%.
Lv.2 Attack +3%.
Lv.3 Attack +4.5%.
Lv.4 Attack +6%.
Lv.5 Attack +7.5%. Defense Penetration +1.8%.
Lv.6 Attack +9%. Defense Penetration +1.8%.
Lv.7 Attack +10.5%. Defense Penetration +1.8%.
Increases Attack, improving Damage, Healing, and Shield Strength.
Spirit Shield
Increases shield strength. Upon reaching a certain level, the shields you apply grant Magic Resistance to shielded units while active.
Lv.1 Shield Strength +2.4%.
Lv.2 Shield Strength +4.8%.
Lv.3 Shield Strength +7.2%.
Lv.4 Shield Strength +9.6%.
Lv.5 Shield Strength +12%. Magic Resistance +5%.
Lv.6 Shield Strength +14.4%. Magic Resistance +5%.
Lv.7 Shield Strength +16.8%. Magic Resistance +5%.
Increases Shield Strength.
Eloquence
Increases Chanting Speed. Upon reaching a certain level, chanting cannot be interrupted by minor Impact. Cooldown: 10s.
Lv.1 Chanting Speed +3%.
Lv.2 Chanting Speed +6%.
Lv.3 Chanting Speed +9%.
Lv.4 Chanting Speed +12%.
Lv.5 Chanting Speed +15%. Chanting cannot be interrupted by minor impacts.
Lv.6 Chanting Speed +18%. Chanting cannot be interrupted by minor impacts.
Lv.7 Chanting Speed +21%. Chanting cannot be interrupted by minor impacts.
Level 5 passive makes it harder for enemies to interrupt your spellcasting.
Creation
Increases the duration of Constructs. Upon reaching a certain level, successfully summoning a Construct increases Physical Damage and Magic Damage for a period of time. Constructs: Objects generated by players that have a limited lifespan and can be destroyed are collectively referred to as Constructs, such as: the Seer's Rune Pillar, Frostbite Trap, Eye of True Sight, mushroom traps from Spore Arrow, Forbidden Gate, etc.
Lv.1 Construct Duration +4%.
Lv.2 Construct Duration +8%.
Lv.3 Construct Duration +12%.
Lv.4 Construct Duration +16%.
Lv.5 Construct Duration +20%. Physical Damage +5%. Magic Damage +5%.
Lv.6 Construct Duration +24%. Physical Damage +5%. Magic Damage +5%.
Lv.7 Construct Duration +28%. Physical Damage +5%. Magic Damage +5%.
Increases Rune Duration.
Guide
Summary
This build focuses on controlling space, protecting your team, and forcing enemies to fight on your terms. Positioning is more important than constantly casting, and knowing when to hold your abilities is often stronger than using them on cooldown.
Opening
- Shelter Rune — Place it where the fight is going to happen, not where you're currently standing.
- Punishment Rune — Place it on the contact line and fight from its inner edge to stay within range.
- Binding Rune — Hold it until an enemy commits or tries to escape. Use it reactively instead of proactively.
Divine Arts
- Death Ward — Save it for emergencies instead of using it as an opener. Remember that it can also be cast on yourself.
- Healing Art — Can be self-cast, so don't hesitate to use it to keep yourself alive when needed.
General Tips
- All shields scale with Attack.
- Against Healing Block, don't waste cooldowns trying to outheal it. Focus on stacking shields until the effect expires.
- Positioning will have a bigger impact than perfect ability timing.
Notes
- This build is still a work in progress. I'll continue updating it as I discover new optimizations and refine the build.
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