Navigation

Account

Social

Hildryn

Hildryn - Blazing Ward

by last updated 3 months ago

30

Strength is Hildryn’s virtue. Her unique high-damage abilities are powered by her Shields, which can be recharged with Energy. Hildryn proves that a strong offense is a good defense.

6 VOTES
5 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
0
HEALTH
280
SHIELD
1,780
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
315
Damage Reduction
51.2%
EFFECTIVE HIT POINTS
2,947
Guide
5 Comments
Hildryn builds
Builds by zack

Hildryn - Blazing Ward

Introduction

This build is optimized around a single goal - Allow the Balefire Charger to be usable at every point on the Steel Path WITHOUT sacraficing tank arcanes. This build accomplishes that by using a Lv. 175 Elite lancer as the benchmark, a unit you should be able to kill in droves if you have any hope of a weapon being useful on the Steel Path. With a combination of [Blazing Pillage] and Corrosize Projection to strip armor with a very exact amount of ability strength to up your damage enough, this build accomplishes that. It also still lets you keep Arcane Barrier and Aegis, two arcanes that are truely essential if you still want to claim to be a tank.

Mod/Arcane Analysis

Offense Features

  • Blazing Pillage + Corrosive Projection - With this much ability strength and the fact that each source of armor reduction stacks multiplicatively, enemies are left with 13.53% of their armor. This just barely lets Balefire Charger oneshot them reliably.
  • Transient Fortitude + Blind Rage + Power Drift - it is no exageration to say that even with 10% less ability strength, this build wouldn't work. It contributes to both Pillage's armor shred AND Balefire Charger's base damage to just clear our established benchmark.
  • Streamline - Here to offset Blind Rage. Even with all of our shields as fuel, this build would burn them too quickly without it.
  • Primed Continuity - This does three things. First it offsets Transient Fortitudes penalty. This leads to the second in that it helps reduce the drain caused by our 3rd ability Haven. Finally, it also lets Pillage expand another 10m radius thanks to how the ability works.
  • Stretch - This synergizes with [Blazing Pillage] by allowing Haven to [Reach] a greater number of enemies and allow their armor to be stipped. Also lets Balefire Charger have a larger AoE which is just a fun addition.

Defensive/Tank Features

  • Redirection - Simple and powerful, its a really great way to just survive more and is an obvious inclusion.
  • Adaptation - to call this essential almost feels like an understatement. As armor does not increase how tough your shields are, this is the only option for Hildryn to make her shields last 10 times longer against enemy fire!
  • Arcane Barrier - Rather simple, but being able to fully recharge our shields is very powerful with how much we have.
  • Arcane Aegis - Something this doesn't say in the arcane tooltip is that this allows your shield recharge to activate WHILE STILL TAKING DAMAGE! With Haven active, your looking at thousands of shields a second! Ya, get this if your serious about Hildryn.

Helminth System - Strong Ability Options

Replacing an Ability - When your looking at what ability to replace, it becomes obvious very quickly which one it should be. Your 1-Balefire Charger is useful in this build for clearing out hordes of enemies. Your 2-Blazing Pillage and 3-Haven are 100% esentail. However, Hildryns 4-Aegis Storm is more of a gimick. Its damage isn't great and the fact that [Blazing Pillage] makes most enemies flail about as crowd control means that there isn't a ton of reason to use it. This makes it a prime candidate for something that will contribute more to the build. For this there are a few fantastic options:

Elemental Ward (Electric)

This is arguably the best for increasing your survivability and is what this build is named after. First up it offers a lot defensively by giving 1200 extra shields (269%) for a total of 6,110 shields with 3-Haven active. This then feeds Arcane Barrier and Aegis as they both become more effective if you have higher shields. On the offense side of things we run into some [Hildryn] Specific Changes from subsuming this ability onto her:

  • The cost and drain of Hildryns abilities count as damage, contributing to the "pool" of damage that gets reflected as electric shocks.
  • The base multiplier for the "damage pool" that gets reflected is reduced from 10x down to 1x.

These changes really alter how the ability feels tactically on [Hildryn]. As the cost is an arbitrary 63 shield and lasts just over 30 seconds, this should have a 100% up time. Its reduced damage would be a serious issue, but enemies are a lot squishier after [Blazing Pillage] which means that even at only 3x multiplier with this build it remains an acceptable form of chip damage.

Thermal Sunder

A newer inovation that has a unique interaction with [Blazing Pillage]. When an enemy has a heat proc on them and is hit by this ability, it consumes that heat proc and deals its full damage instantly in addition to pulling all enemies towards its casting location. Then, if you cast the ability a second time it freezes all enemies with a cold proc on them in place. This means you can infintly keep them frozen since to get a new heat proc you cast [Blazing Pillage] instead of the held cast version of this which would normally consume the cold status. This means its a very decent crowd control and damage source since after two or three pillages enemies don't really have any armor remaining and are substantially squishier.

Recommended Equipment