[1.1.9.6] Realm Knights - Four Builds To Join Friends With - Deep SR Multiplayer Team (SR ~150)

Team Concept (click for details)

Team Concept:

Realm Knights are a synergistic team of valiant defenders of Cairn, built to explore the depths of the Shattered Realm together. In the past, I’ve worked on team builds with very strict roles, ie - “This build is a tank, the only thing it does it keep aggro and stay alive, but it cannot deal any damage. Like, none.” or “This build is a healer, the only thing it does is provide heals and buffs to the team” and so on.

For my own interest as a theorycrafted, I wanted to set myself a different challenge - Could I make a team that could take on deep SR effectively, where each build is also capable and FUN to play as a solo build?

There are certain criteria that must be met for builds to survive in deep SR. Typically, with team buffs, the DA of a build must be like, 3500 minimum, but should be 3800-4000. All resists must be comfortably overcapped, all builds must have great physical resistance, all builds must have minimum of ~30k HP, with the tanks having minimum of 50-60k hp. All builds must have a strong leaning toward defensiveness and survivability, otherwise boss fights are awful; the weakest link in the team inevitably dies, resetting boss HP while the rest of the team scrambles.

So, rather than traditional ‘tank/healer/dps’ roles, each build is a hybrid, bringing a combination of essential team-wide buffs and damage. Each build, with team buffs, is intended to be able to take a hit or two incase they take aggro. Each build has high HP, high DA and brings some source of healing or another for themselves and others. And, each build is more than capable of soloing SR 75 and Crucible 150.


Team Overview:

Across the team, there are a tonne of buffs helping out the team. With all team buffs active, each build typically gets between 30-38k HP, with ~80% or more physical resistance, DA of ~3800-4000, OA of ~3500-4000, ~2k HP regen, and then ~830 + 20% damage absorption. Each build gets between 22-61% healing increase, and there is a tonne of healing skills constantly being cast throughout each fight.

List of Healing Skills
  • Wendigo Totem
  • Two Great Ravens casting Mend Flesh
  • Two lots of Healing Rain proccing at different times
  • Menhir’s Bastion
  • Blood of Dreeg
  • Apothecary’s Touch
  • Empyrion’s Touch
  • Word of Renewal
  • Touch of Purity

The team turns into a group of super tanky builds, each capable of dishing out damage, many of the builds share complementary resistance reduction (for example, Barrage benefits from the physical RR provided by Shielder and Illuminance. Illuminance benefits from the elemental RR provided by Barrage and so on).

140 boss room - Killing Moosilauke

While I have some video footage of us clearing some of the chunks of SR 150, I didn’t seem to have the boss room. I don’t think we cleared 150, but from memory we got 3 of 4 bosses down and then I had to go to bed, lol. But, here’s us clearing the 140 boss room.


The Builds:

D E A D E Y E - Ranged DPS/Support Hybrid

Deadeye brings great damage to the team, blasting monsters with a 2h aether rifle, provides Inquisitor Seals for defensiveness, healing, a tonne of OA and DA and a nice 22% ph ysical resistance buff. As a solo build, Deadeye has the least amount of HP (at only 17k), but this means in a team, her HP is bolstered the most (from memory, up to around ~30k or so). With Eye of Korvaak assigned to thermite mines, she’s able to drop ‘petrify traps’ across the battlefield to help take pressure off the frontline.


I L L U M I N A N C E - Pets-Based Healer, Support and Tank

Illuminance brings the healing and the protection. Her Briarthorn and Hellhound help to take aggro away from the players, while her two birds, wendigo totem and other healing abilities all help to keep everyone’s HP nicely topped up. She provides a lot of flat OA to the team to get those lovely orange numbers happening.


B A R R A G E - Caster DPS/Support Hybrid

Barrage brings some great AOE damage with low cooldown, highly buffed physical damage Devastation. She’s also equipped with the Augur set, for regular healing and a nice amount of flat regeneration to the team. Her damage output is significantly bolstered by the team who bring a lot of additional physical resistance reduction to the table. She also brings a wonderful 22% Healing Increase buff to the teammates, which significantly boosts the efficacy of all of the heals firing off across the players. Barrage also brings vitally important HP buffs (40%) to help keep everyone’s HP very high.


S H I E L D E R - Tank

Shielder brings a tonne of essential buffs to the team (Stone Form, Menhir’s Bastion etc) which significantly bolster the toughness of the team. His set up is optimised for cooldown reduction to skills, to maximise the uptime of these buffs, and the frequency of casting various heals, taunts and debuffs to enemies. As a solo build, he only has 30% physical resistance, but this is comfortably boosted 80% with 9% overcap from the team buffs.


While this team hasn’t been optimised for SR 200+ or anything like that, for a team without specialised rolls, without too many pets, where each build is also comfortably capable of being run as a solo build… I’d say, mission accomplished.

As always, a special thank you to @desioner @Skelemental and @WeaponZero for piloting the builds, and to this community for sharing builds and content :smiley:

I hope you enjoy these builds, solo or with friends! :smiley:

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@WyreZ: Always an honor to suit up in the depths of Cairn along side you :sunglasses:

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