
Solo Reverent - Damage/Self-Sustain
Kill and survive on your own, using stagger-guaranteed crits to refund the energy that fuels them.
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.
Burst RuneHold to chant, then call down a runic impact on the target area, dealing Magic Damage to all enemies within range and recovering Psionic Energy based on the number of enemies hit. The Burst Rune leaves rune energy on the ground for a period of time. Enemies who come into contact with the rune energy will be marked by the rune. After a delay, the mark will explode, dealing Magic Damage and inflicting stagger.
Intimidation RuneAfter using the skill, immediately summon an Intimidation Rune nearby, dealing Magic Damage to all enemies in the area and knocking them back. When the Intimidation Rune is shattered, it deals Magic Damage to all enemies in the area and knocks them back. Intimidation Rune is a Construct. Summoning Intimidation Runes does not consume Psionic Energy.
Divine Arts
Selected Skills
Wind SurgeAfter using the skill, launch a high-pressure cyclone toward the crosshair direction, dealing Magic Damage and knocking back all enemies within range.
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.
Talents
Affixes
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.
Fervor
After hitting an enemy, increase Physical Damage and Magic Damage for 3s, stacking up to 5 times. Upon reaching the required level, when the number of stacks is greater than or equal to 3, increase Defense Penetration.
Lv.1 Physical Damage +0.4%. Magic Damage +0.4%.
Lv.2 Physical Damage +0.8%. Magic Damage +0.8%.
Lv.3 Physical Damage +1.2%. Magic Damage +1.2%.
Lv.4 Physical Damage +1.6%. Magic Damage +1.6%.
Lv.5 Physical Damage +2%. Magic Damage +2%. Defense Penetration +2.5%.
Lv.6 Physical Damage +2.4%. Magic Damage +2.4%. Defense Penetration +2.5%.
Lv.7 Physical Damage +2.8%. Magic Damage +2.8%. Defense Penetration +2.5%.
Near 100% uptime thanks to Punishment Rune and your attacks, providing a constant damage boost.
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.
Seeker
Hitting an enemy increases Movement Speed for 3s. Upon reaching a certain level, the Speed Boost can stack.
Lv.1 Movement Speed +1.5%.
Lv.2 Movement Speed +3%.
Lv.3 Movement Speed +4.5%.
Lv.4 Movement Speed +4.5%, stacking up to 2 times.
Lv.5 Movement Speed +6%, stacking up to 2 times.
Near 100% uptime thanks to Punishment Rune and your attacks, providing a constant movement speed boost.
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%.
Reduces Dodge Energy Cost.
Guide
Summary
The solo Reverent trades team protection for a self-funding damage loop.
Keep yourself alive, and leave fights you can't win.
Psionic Energy is your only resource, so the build is built to pay for itself.
Key Combo
Burst Rune staggers, and a staggered enemy can't dodge. Follow it with an enhanced orb for a guaranteed critical hit, and Sustain refunds the energy you just spent.
Burst first, orb second, repeat that loop is the whole build.
Opening
- Punishment Rune — place it on the contact line and fight from its inner edge. Synergy only triggers while you are standing inside your own rune.
- Burst Rune — your opener and your damage. Rune Vulnerability builds its multiplier the longer enemies stay in the area, so place it where they have to stand.
- Intimidation Rune — hold it. It is instant and needs no aiming, which makes it the only thing that saves you once something is already on top of you.
Divine Arts
- Wind Surge — knocks back and stuns. Follow it with an enhanced orb and Opportunist Strike stuns again. The more energy the orb consumes, the longer the stun lasts.
- Healing Art — self-cast it. Deep Healing scales with missing health, so hold it until you are actually low instead of topping yourself off.
General Tips
- The Seer has no stamina bar. Synergy and Sustain are your only energy income miss too many orbs and you simply stop casting.
Notes
Still a work in progress refine the build. I'll continue updating it as I discover new optimizations and refine the build.
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