Luminary - Support Stance Luminary
This build was last updated on November 30, 2025 and is up to date for the November 18, 2025 patch.
Overview
A PvP support Guardian build for the Luminary elite specialization introduced with Visions of Eternity.
Skill Bar
Staff
Sword/Shield
Utility
Skill Variants
Utility
- over - if CC isn't a problem for you, Effulgent Stance could be taken for damage mitigation via barrier sharing and trait synergy.
Template Code
[&DQExNi46URlhHQAANgEAAHgdAAAyAQAANwEAAAAAAAAAAAAAAAAAAAAAAAADMgBaADEAAA==]
Specializations
Variants
- gives you better group healing, even when not using Mace. Losing the other trait however can make it harder to revive allies.
Equipment
Staff
Sigil
Sigil
Sword
Shield
Sigil
Sigil
Rune
Amulet
Relic
Usage
Luminary basics
- You can access a new set of weapon skills with .
- The time you get to spend in the forge is limited, you start running out of energy gradually.
- This isn't a resource you can build or manage. You always start with a full bar upon entering the forge. It's more of a timer.
- The minimum recharge for the forge itself is 5 seconds. If you use 2 or more weapon skill, the recharge goes up.
- Skills 2-5 have flipover chain skills. The chain skills don't add extra recharge time.
- You lose the chance to use chain skills if you cast another skill before using the previous one's chain. For example if you used skill #2 then went straight to skill #3, you can use skill #3's chain skill now, but #2's is no longer available.
Settings
- Under General Options / User Interface enable "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of who needs your support. For more tips check out our settings guide.
General
- Your role is to rotate wherever the teamfight is and keep your team alive. Avoid getting locked into 1v1s.
- Radiant Forge gives you a significant damage boost, even on a support build. Support Luminaries are able to contribute quite a bit of damage that could help the team with securing kills.
- is a powerful tool when used at the right moment. Against Thieves and Revenants for example you can put the ward beneath your feet and they get CC'd the moment they teleport to you. The ward may also interrupt evade frames such as regular dodging or if they bump into it.
- helps with rotating around the map, assuming you have a target you can lock on to. In combat the
Blind can be used to mitigate incoming damage and the teleport is still valuable especially for vertical mobility. SoB is great at navigating difficult terrain, reaching allies at upper levels and leaving pursuing enemies behind (assuming you can target an enemy elsewhere).
- Get creative with , for example:
- Teleport to an enemy at the highground and knock them off with , setting up a kill for your allies below.
- Let's say you're at the Clocktower on Battle of Kyhlo, getting focused by multiple enemies. Target the one that's farthest away from you, jump off the building, wait for them to jump after you. Right before the farthest enemy jumps use them to teleport back up, leaving the rest of them below. Chances are even they will jump if you can time it just right.
- Use destructible objects to your advantage, like the Trebuchet on Kyhlo or doors on Legacy of the Foefire. Even if they are out of range, teleporting in their direction while being focused by the enemy team could put distance between you and those who are chasing you.
- is one of the lowest CD anti-projectile skills in the game and even does decent damage in melee range.
- is your best defensive cooldown. Complete immunity to both direct and condition based damage (except fall damage) and even CC, this is your "time out" button that also refreshes your virtues. If you're forced into using Renewed Focus because you're getting focused hard by the enemy team and some of your virtues are still up, make sure to use them before you finish channeling the skill as there's no reason not to send them on CD.
- Using this skill only to refresh your virtues is a viable strategy if an ally is on the brink of death and you have nothing else to support them with, but it's a waste of you don't use it as a last resort.
- If you don't have access to stun breaks or
Stability and you feel like you're in danger, consider using before you drop too low. With stunbreaks and stability available you may comfortably sit on this skill until the last moment, but without them you don't want to get caught in a CC chain when you're say, below 25% HP.
- Using forge skills partially recharges your virtues thanks to . This is extremely important! If you're entering forge and planning to use multiple skills, make sure that most if not all of your virtues are on CD! Otherwise you're potentially missing on some extra uses of these skills.
Healing/Support
- is your best healing skill, as 100% of the healing is shared with allies and it heals for a huge amount. Even when you're using this for self-healing, try to do it next to teammates.
- is your next best thing, it'll heal allies whenever you apply a boon to them. It's best used with , which applies several
Might stacks per pulse on top of some base healing of its own.
- might heal less then the previous 2 skills, but at least it's instant, which makes it great at emergency healing/cleansing.
- Instant
Poison cleansing before your big heals is quite impactful too. - This skill buffs the next use of your significantly, causing it to heal for more. Since Radiant Resolve is instant, you could even activate it while casting Luminous Staff.
- Instant
Stability access is quite good in the build, which makes your team fairly resistant to CC. Other than Valorous Stance you also have and the F3 .
- when traited with is one of the few skills in the game that are capable of breaking stun for allies! This sets it apart from your other stability sources - while your other skills only make allies immune to CC, this can also be used reactively to break them out of it.
- Use Staff's on CD, assuming anyone on your team's missing health. Try to drop it inside a light field whenever possible - executing a blast finisher in them results in AoE condition cleansing.
- All of your symbols are light fields.
- On Sword/Shield most of your supportive capabilities are tied to Shield skills.
- is mainly for damage mitigation via
Protection and
Aegis, but Aegis also heals when it's consumed. It's a good skill to use before you'd start healing an ally, immediately stabilizing them a bit and slowing the rate at which they take damage, giving you more time to act.
- is a very versatile skill:
- The first part of the skill knocks back enemies which could be used to peel for allies or interrupt important skills/actions like a .
- While channeled, the skill also acts as a Light Field. You could precast on Staff before swapping weapons and combo it with for AoE cleansing.
- The channeled portion also absorbs projectiles and could even shut down a .
- Finally you may choose to detonate the dome for AoE healing. This could be done right away by double tapping SoA if you don't want to channel the skill at all.
- Dodge rolling and
Aegis spamming (specifically through the traits and ) add a lot to your sustained group healing. Try to dodge in the direction of your allies whenever possible to get the most out of Selfless Daring, and stay close to them.
- Every forge skill can be used defensively or to support your team, mostly by peeling for them with CC like
Daze or
Blind. Skill #3 is the standout here, its chain skill is a strong healing skill that also gives allies damage mitigation by redirecting some of the incoming damage to you.
- Don't worry about using this on low health, damage won't be redirected if you're below 50% HP.
Cleansing
- is further empowered by , turning this skill into an instant AoE mass cleanse.
- also has good cleansing tied to it. Tip: if you're going to chain multiple condi removal skills together, start with this one. Resolute Stance has a lingering effect that heals you whenever a condition gets removed.
- Forge's #3 chain skill is the 3rd best thing to use vs conditions. The first part of the skill also creates a light field which you can blast with for extra cleansing.
- cleanses conditions around you whenever you gain
Light Aura. Sources include:
- Forge #4 inside a light field, as it's a leap finisher.
- Forge #2 when used in a combo field (any field). Using it inside a light field cleanses 2 conditions, as it's also a blast finisher.
Reviving Allies
- Couple of things worth mentioning about :
- This is easily the most gamechanging skill on your bar, so do not waste it. Just because you have an option to revive people from range doesn't mean you have to do it whenever this skill is available. Keep it for emergency situations where manual rez would be impossible or too risky!
- Try to use it with
Stability to increase your odds of success. If possible, break line of sight while channeling the skill (for example run behind a pillar) to make it harder for enemies to interrupt you. - If you're absolutely certain that your ally is going to hit the ground, you can start channeling in advance on your ally's location. With proper timing the skill should finish its animation a split second after your teammate went down, bringing them back up immediately.
- The signet basically restores a large chunk of downed health all at once. This counts as healing, and is therefore affected by healing reduction effects such as
Poison. If your downed ally barely has any HP left and has
Poison, it's possible that the signet alone won't be enough to get the rez.
Pre-game Buffing
- Stack Swiftness for your team before leaving the base! Use on the spawn point's exit gate ~4 seconds before the match starts. Each pulse of the symbol stacks
Swiftness.
- You can contribute to combo fields dropped by allies with . Lightning fields for
Swiftness, smoke fields for
Stealth, water fields for healing and fire fields for
Might are the most common ones.
Related Builds
- Guardian - Shout Support - core/F2P version of the build.
Ratings
Probably the best support build of VoE, beating Toubadour for the spot.
Comments
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