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Chroma Prime

Chroma: Spellbind/Smite/Dispensary - Profit Taker Team

by last updated 2 years ago

70

Bind the elements and unleash untold destruction with Chroma Prime. Featuring altered mod polarities for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
300
HEALTH
370
SHIELD
370
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
450
Damage Reduction
60%
EFFECTIVE HIT POINTS
1,418
Guide
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Chroma Prime builds
Builds by F1ameBlade

Chroma: Spellbind/Smite/Dispensary - Profit Taker Team

Chroma Gameplay Guide

Profit Taker Heist Phase 4 is a difficult mission for many players as it employs several mechanics that require you to bring high damage, varied weapons, decent survivability and a bit of crowd control negation. [Chroma] can provide all of those in a single kit while also granting an increased credit bonus through his Effigy ability.

📝 Build Overview 📝

This is a team variant of Profit Taker [Chroma] builds designed to grant the credit bonus from Effigy while providing everyone with modest offensive and defensive buffs. Mods are focused on quality of life because other frames are able to cover the damage loss.

🔢 Helminth Options 🔢

Spectral Scream is replaced because it has marginal impact on his kit even after the buffs. Most builds only want a single element and changing it mid mission doesn't come up enough to warrant using the ability in most scenarios. Effigy can be replaced if you're not planning on using the increased credit bonuses.

Spellbind is used to [Negate] the area of effect Magnetic proc that the Profit Taker does periodically through the fight. It has redundancy with [Primed Sure Footed] but it saves you from having to use energy restoring pads every time you get hit by the effect. Fire Walker is similar but it doesn't synergize with Exodia Contagion so it's far more inconsistent.

Smite along with the [Smite Infusion] augment provides a free Radiation damage source while also giving you enough damage to always kill shield pylons with a single shot. It requires you to replace a flex mod which can lead to a small loss of survivability or damage overall.

Dispensary gives a steady source of health, ammo, and energy which the entire team can use to their benefit. Duration may need to be increased to make it feel more convenient.

Other buffs and quality of life abilities are usable but the cost of each ability along with the relatively short length of the fight will make most of them feel inconsequential or a flat out waste of energy.

📊 Ability Stats 📊

Strength is preferred over other stats but most are kept a bit above the baseline. Effigy is the only important ability in the build so many stat choices are more focused on quality of life.

⏲️ Duration ⏲️

Duration is a bit above the baseline as the build doesn't have much room to increase it further. [Narrow Minded] can be run over a flex mod if your team is okay with tighter grouping. [Augur Message] or [Constitution] instead of a Range mod is a similar option but due to the polarity plan it might not be possible to fit the mods into the build.

⛽ Efficiency ⛽

Efficiency is increased to keep the cost of various abilities in check throughout the entire fight. [Streamline] is a flex mod if you're using multiple sources of energy regeneration. Blind Rage can fit into the slot but it might be a bit too far in the opposite direction.

📏 Range 📏

Range is increased so that teammates can more easily stay within range of your buffs. It can be decreased if your team has more coordinated positioning.

💪 Strength 💪

Strength is increased by a few mods but it doesn't need to be as high as solo Profit Taker builds. The team should have enough collective damage to cycle shields instantly. [Blind Rage] significantly impacts the energy economy of Effigy which can cause you to miss credit bonuses at the end of the fight.

↔️ Alternate Playstyles ↔️

Most builds utilize tools that can be swapped out to serve the same purpose albeit in a different manner. The following suggestions are an outline and aren't exhaustive.

🔧 Mods 🔧

  • [Aerodynamic] provides damage reduction by simply using Exodia Contagion throughout the fight. It can be replaced if you're confident in your survivability. Speed Holster allows you to replace Vigorous Swap or other holster speed mods.
  • [Primed Sure Footed] is a great quality of life buff but it's a login reward so replace it with anything that fits into the polarity plan. It's also suggested that you polarize the exilus slot only after you've gained access to the mod due to the few Vazarin polarity exilus options. Some form of knockdown resistance must be used in a Profit Taker build.
  • [Vigorous Swap] is necessary to hit certain damage breakpoints and provides your only necessary source of holster speed. It shouldn't be replaced unless you have other sources of holster speed on weapons or Elemental Ward.
  • Stretch and Streamline are flex mods depending on the coordination with your team and your energy economy.
  • [Vitality] is a flex mod when using Heat Elemental Ward due to diminished returns. Operator arcanes should keep you alive as long as you have enough health to survive the initial few seconds in the fight.
  • Chroma has lackluster base augments but flex mods can be replaced to fit them into the build.

⚙️ Arcanes ⚙️

Arcane Avenger grants additional damage and more consistency on all of your weapons. It synergizes with missions where you'll be constantly taking damage. It probably shouldn't be replaced on a solo build.

Arcane [Guardian] grants you additional survivability by simply getting hit. It can be replaced if you're confident in your survivability or if you need additional damage for various reasons. Tertiary offensive arcanes like Arcane [Rage] or Arcane Velocity are usually the call. Arcane Tanker is stronger but doesn't provide armor at the very start of the fight.

📋 Final Notes 📋

Many aspects of this build are redundant. Spellbind and [Primed Sure Footed] fill each others roles. [Vigorous Swap] and Vex Armor have additive bonuses to each other. Massive survivability is used but we're not using Eclipse. All of this is intentional so that a player can slowly customize this build and remove redundant features as they become more skilled. Good mission knowledge, quick reflexes, and even a few good Rivens can significantly change your playstyle.

Elemental Ward has wildly varied usage depending on what element is chosen. Heat gives the best survivability bonus when combined with Vex Armor. Cold reflects enemy area of effects attacks which can significantly limit their damage. Toxin provides a great holster and reload speed bonus on low Strength builds. Electricity is better on frames that have massive shield pools and shield regeneration.

Spectral Scream isn't necessary to select elements. You primary emission color will also change what element you start the mission using. Listing off every single color and their elements isn't a reasonable option for this guide but you can tell which element you'll get when you go to the color customization screen.

🔄 Linked Builds 🔄

Frames

Weapons

Other Necessary Tools

📧 Contact Information 📧

Remnants of the Void / Phantom Vanguard Discord Server
If you have any questions or concerns please contact us through the Discord server. We appreciate all forms of support and welcome any criticism designed to help us improve. If you enjoyed this guide you can also support us by giving it a 👍 and sharing it with your friends!

This build is part of a collection that you can either find on the builder's profile or through a special bot we have in the Discord server. We have builds for every item in the game and we're adding new ones frequently. Come check it out!

🏆 Credits 🏆

  • NICHE - Developed tools that made generating builds far easier.
  • Dragazer - Helped to clarify certain melee interactions.
  • Marr - Helped with proofreading original build format.
  • Biwadup - Added insight into Profit Taker runs.
  • Voltage - Added additional insight into Profit Taker builds.

🛑 Disclaimers 🛑

This build may make certain assumptions about mechanics that can change after a patch. Multiple unnecessary forma may be used to facilitate more options across multiple builds with one polarity plan. Certain sub-optimal mods may be run to fit them into the forma polarity plan. We do not make builds that purposely attempt to abuse mechanics that aren't intended by the developers. None of these previous statements are excuses for a fundamentally incorrect build and we ask that you please contact us when we're wrong. We do not consent to anyone other than the original author of this guide posting it without permission.