
REAL DEMON HYBRID REVERENT
Hybrid Reverent - Damage/Supp
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
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.
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.
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%.
Brotherhood
While alive, grants increased Defense to yourself and allies. If multiple team members have this affix, only the highest-level affix takes effect. Upon reaching a certain level, grants increased Attack to yourself and allies.
Lv.1 Defense +6.
Lv.2 Defense +12.
Lv.3 Defense +18.
Lv.4 Defense +24.
Lv.5 Defense +30. Attack +1.8%.
Lv.6 Defense +36. Attack +1.8%.
Lv.7 Defense +42. Attack +1.8%.
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%.
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.
Elusive
Reduces Dodge Energy Cost.
Lv.1 Dodge Energy Cost Reduction +4%.
Lv.2 Dodge Energy Cost Reduction +8%.
Lv.3 Dodge Energy Cost Reduction +12%.
Lv.4 Dodge Energy Cost Reduction +16%.
Lv.5 Dodge Energy Cost Reduction +20%.
Guide
Build Overview
The main idea of this build is to control the battlefield and dictate where fights happen. Good positioning and patience are more important than constantly throwing abilities out. Your runes should be used to create favorable areas and punish enemies for entering or leaving them.
Runes
- Shelter Rune — Try to place it ahead of the fight, covering the area where you expect the engagement to happen.
- Punishment Rune — Set it around the enemy's approach and play near its edge so you can maintain pressure while staying in range.(This rune can also be replaced with another option depending on your personal preference and playstyle).
- Binding Rune — Keep this available for key moments. It's especially useful when an enemy overextends or attempts to disengage.
Divine Arts
- Death Ward — Treat this as a defensive tool. Don't rush to activate it at the beginning of a fight; keep it ready for dangerous situations. It can also be used on yourself.
- Healing Art — Remember that you can heal yourself with it. Staying alive can be more valuable than saving the ability for an ally.
Important Details: Shields benefit from Attack, so increasing Attack also improves your defensive potential.
- Healing Block makes direct healing much less effective. When affected by it, prioritize shields and survive until the debuff wears off.
Positioning is key. A well-placed rune can be more impactful than trying to maximize every cooldown.
PT-BR
Visão Geral da Build
A ideia principal dessa build é controlar o campo de batalha e decidir onde os combates vão acontecer. Um bom posicionamento e saber esperar o momento certo são mais importantes do que simplesmente usar as habilidades assim que ficam disponíveis.
Runas
- Shelter Rune — Procure colocá-la à frente, cobrindo a área onde você espera que o combate aconteça.
- Punishment Rune — Coloque-a próxima à área de confronto e lute na região da borda para manter a pressão sobre os inimigos. Essa runa pode ser substituída por outra opção de acordo com sua preferência e estilo de jogo.
- Binding Rune — Guarde para momentos importantes. É especialmente útil quando um inimigo avança demais ou tenta fugir.
Divine Arts
- Death Ward — Use principalmente como recurso defensivo. Evite gastar logo no início da luta e mantenha-a disponível para situações de perigo. Ela também pode ser utilizada em você mesmo.
- Healing Art — Lembre-se de que você pode utilizá-la em si mesmo. Sobreviver pode ser mais importante do que guardar a habilidade exclusivamente para curar um aliado.
Pontos Importantes: Os escudos são beneficiados pelo Attack, então aumentar seu Attack também melhora sua capacidade defensiva.
- Healing Block reduz bastante a eficiência da cura. Enquanto estiver sob esse efeito, priorize os escudos e tente sobreviver até o debuff acabar.
Posicionamento é fundamental. Uma rune bem posicionada pode ter mais impacto do que tentar aproveitar cada habilidade assim que o cooldown termina.
Comments (1)
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hey can u pls link a gear <3
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