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Wisp

Wisp: Roar/Spellbind/Smite - Eidolon Support

by — last updated 3 years ago

60

Wisp floats between the material and the ethereal. She accesses multiple dimensions to support her allies. Her countenance is mysterious and enigmatic.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
300
HEALTH
370
SHIELD
280
SPRINT SPEED
1.2
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
185
Damage Reduction
38.1%
EFFECTIVE HIT POINTS
972
Guide
0 Comments
Wisp builds
Builds by F1ameBlade

Wisp: Roar/Spellbind/Smite - Eidolon Support

[Wisp] provides the quintessential support role during Eidolon hunts. This build attempts to give you multiple options to assist your team with quick and safe captures. We subsume an ability to assist the DPS or grant QoL if you're having issues with status procs during slower runs.

Roar is chosen because you're usually running the highest ability strength of any frame during the [Hunt]. This allows you to fill in as a pseudo [Rhino]. Smite fills a similar role but requires an augment which may be difficult to fit into the polarity plan. Spellbind allows you or your team to drop tools like Arcane Nullifier and Primed Sure Footed.

Sol Gate is usually replaced as it's far too expensive on most builds but Wil-O-[Wisp] is another option if you're abusing your invisibility passive. Sol Gate is definitely the call here as it has absolutely no purpose in an Eidolon [Hunt].

[Corrosive Projection] and [Coaction Drift] are good DPS boosts when stacked throughout your entire team. You only need 3 CDs to get the maximum 80% strip but this is one of the build that should most likely make a small [Sacrifice] to run CD.

Duration is boosted so that you have ample time to abuse Haste motes during archwing. The faster your runs become the more Duration that you can cut for other impactful mods. [Narrow Minded] can be run to benefit your subsumed ability but it forces your DPS player to get much closer to your motes.

Efficiency shouldn't matter. The only ability you'll be using at the start of the [Hunt] is a Haste mote and by the time you'll be using more Reservoirs and other buffs you'll have plenty of energy.

Range is boosted a bit so that allies don't have to stack onto a small mote range to refill their buffs. It also gives you ample range to hit allies with any other subsumed abilities. It can be cut for additional Efficiency or [Primed Flow] to help your energy economy at the cost of ally QoL.

Strength is a huge focus on this build. Any mod cuts should be focused on improving Strength rather than decreasing it. If you're still having issues with your energy economy for some reason, you should replace [Blind Rage] with [Energy Conversion] and time your Reservoirs appropriately.

[Natural Talent] benefits multiple abilities but is great for repositioning motes. Replacing it probably shouldn't be done unless you're doing slower runs where repositioning is far slower.

[Adaptation] or [Rolling Guard] can be cut as your runs become faster. [Harrow] should be filling this role in full hunts but not every [Hunt] can bring a Covenant caster. [Vitality] is a bit weaker on this build as your motes should be giving you a massively increased health pool. It's still a decent option if you don't want to deal with the mechanics of either of the mentioned mods.

Arcane Energize is still useful even on Eidolon hunts as Eidolon synovia drop energy orbs when destroyed. Arcane Nullifier protects you from magnetic procs if you don't have another way of preventing them. Both can be replaced at your discretion but there aren't many options that benefit the build due to your role.

BUILD SUGGESTIONS FROM WIZ