This is mainly a turret build, but it actually work with her kit as a whole, the turrets are just the best part of the kit.
high duration because everything benefits from it. It makes the grenades exist longer, the turrets scale further, and the dispensary more efficient
medium strengh, because once more everything benefits from it, but we have alternative ways to increase the dmg, so while it's good it's not necessary to sacrifice anything for it
base eff. Dispensary+[Equilibrium] will take care of all energy needs, you can even go negative eff if you like. I for one don't like the idea of negative eff as a whole, it's just a personal issue
base range. I know people often use high range on [Protea], for the grenades. But the artillery is much better dmg, and already has very respectable range at base stat
After that we have:
Roar. Synergizing with the aura and the passive to easily reach +80% dmg, it will also double dip on both the turret heat procs and the grenades slash procs. Btw, 1.8^2 = 3.24
[Archon Vitality]. The special effect of this mod just double the heat procs, and as such double the heat proc dmg. Needless to say, heat procs are what we'll use to deal dmg
Theorem Demulcent. Now that's an optional thing, especially since it ask for a kitgun and is bothersome to maintain. But Residual Boils (the heat residual arcane) not only gives up to 180% heat dmg to guns, but it also improves the dmg deal by heat procs from all over the kit. That's right, [Blaze] artillery turrets benefit from +180% dmg on their heat procs (not on the turret hits sadly)
This does not work anymore sadly. I don't usually complain about DE choices, but man this interaction was a harmless one, nobody used it and it didn't break the game in any way. And it was "fixed" 3 years after it released.
I replaced it by the sister arcane Infection Demulcent, to buff the robo-doggo I use with [Protea] now that all pets are immortal.