A detailed guide to the Fiery Pathfinder in detachments. How to use it correctly in battle, and what rotation to follow. List of materials required for leveling the Pathfinder.
Fiery GG is a legendary character, next Conservation Paths. He is a basic hero who can change his element and class as he progresses through the storyline. When using the fire element, it functions as a secondary damage dealer and a tank, ing the squad and dealing area damage. In the game's lore, it is a vessel containing the forbidden energy of Stellaron.
Rating | C-position in dash list |
Rarity | βββββ |
[Type] element | Fire damage |
Path | Preservation |
when added to the game | April 26, 2023 (patch 1.0) |
How to get a character | Complete the quest βReturnβ from the chain βUnder the scorching dawn sunβ |
Gender | Female Male |
Home region | No |
Role in the squad | Tank, Shielder, Secondary DPS |
Role in the game | Main character, crew member of the Starlight Express |
signature light cone | No |
Voice actresses of the female version |
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Male version voice actors |
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Biography
Fire Pathfinder from Honkai: Star Rail is the main character who has embarked on the Path of Conservation. First appears in the prologue when Silver Wolf penetrate on board the Hertha space station and activate the vessel with Stellaron: the name of the female protoganist is Stella, and the male protoganist is Kelus. It is known that this event was foreseen in advance by Elio, the leader of the Stellaron Hunters organization, who sent his subordinates on the mission.
Upon awakening, the character is faced with March 7, after which he begins his journey aboard the Starlight Express with them and other crew . In this case, the energy stored inside the βvesselβ becomes a key driving figure in the development of history. During the final battle of Belobog's plot, the Pathfinder unexpectedly awakens a new power, which subsequently allows you to choose the Path and use Preservation skills in battle.
How to get the Fire Pathfinder in Honkai: Star Rail
To make the Pathfinder Fiery, you must complete the mission "Return" from the quest chain βUnder the scorching dawn sun.β The character gains new power during the boss battle, Guardian of Belobog, - Kokoliya.
Subsequently, the element along with the Path can be switched in the menu. For this:
- Open the character tab.
- Click on the "Change Path" icon in the lower right corner of the screen.
- Select your desired class.
Subsequently, for completing the storyline you can get two eidolons - βShadows of Preservationβ. The remaining four shards can be purchased for 250 arrows at Jeweler's Pagoda in Luofu Xianzhou.
Features
When pumping up the Fiery GG, health, attack power and defense indicators increase. At the same time, speed and taunt remain unchanged - these characteristics are only affected by bonuses from relics, light cone or allied buffs.
Level of | Basic HP | Basic Attack | Basic protection | base speed | Basic taunt |
1 | 168 | 81 | 82 | 95 | 150 |
10 | 245 | 118 | 119 | 95 | 150 |
20 | 329 | 159 | 160 | 95 | 150 |
30 | 481 | 233 | 235 | 95 | 150 |
40 | 633 | 306 | 309 | 95 | 150 |
50 | 785 | 380 | 383 | 95 | 150 |
60 | 937 | 454 | 457 | 95 | 150 |
70 | 1089 | 527 | 532 | 95 | 150 |
80 | 1241 | 601 | 606 | 95 | 150 |
Basic skills
The Fire Pathfinder's abilities are aimed at performing protective functions while simultaneously dealing area damage. The main character can tank, distracting the attention of enemies with the help of a skill, and at the same time apply shields to all allies when using any skills.
Next, weβll take a closer look at how the Fire GGβs skills work and in what order they should be upgraded. In addition, we will separately analyze the traces that represent ive talents and eidolons.
Active skills
- Technique "The Guardian's Call" || Protection
At the beginning of the next battle, for 1 turn, gives a shield that absorbs damage equal to 30% from protection + 384 units.
- Basic Attack "The Light That Breaks the Ice"
Single attack
Deals fire damage to the selected target equal to 50-130% on attack power, and gives 1 level of Magma Will.
Explosion
Consumes 4 levels of Magma Will and strengthens the basic attack, which deals fire damage equal to 90-168,75% on the strength of the attack. Also, nearby targets receive fire damage equal to 36-67,5% of the attack power.
- Emboldening Salvo "Eternally Burning Amber" || Protection
Reduces damage taken by 40-55% and gives 1 level of Magma Will. Also has a 100% chance of attracting attacks from enemy targets for 1 turn.
- Superpower "Burning Spear Behind Enemy Lines" || Area Attack
Energy: 120
Deals fire damage to all enemies equal to 50% from attack power + 75% from protection. The next basic attack will be strengthened and will not consume Magma's Will.
ive skills
- Talent "The Architects' Treasure" || Gain
When receiving damage, accumulates 1 level of Magma Will (maximum 8 times). When Will of Magma is at 4 levels, the basic attack is enhanced and deals damage to the selected enemy and nearby targets. In addition, when using a normal attack, skill, or superpower, a shield is applied to all allies, absorbing damage equal to 4-7% from protection + 20-103 units, for 2 turns.
The order of leveling abilities
Superpower is the main skill that not only deals a large amount of damage in an area, but also instantly boosts the next basic attack without spending Magma Will. Talent - an equally important skill, so it is advisable to pump it in parallel with the ult. The strength of the Pathfinder's shield depends on the talent.
Basic Attack allows you to gain levels of Magma Will and at the same time restore skill points. In addition, its pumping affects the damage dealt by an attack when it reaches 4 levels. Emboldening Salvo also grants 1 stack of Will of Magma, but is aimed at activating defensive functions, reducing damage taken and attracting the attention of enemies.
- If the character is playing the role of a tank, priority is given to the skill.
- If you need to deal damage, it is better to increase the level of basic attack first.
Tracks
Traces of the fiery Pathfinder increase stats that affect damage, shield strength and overall health. At the same time, the talent tree opens up ive skills that provide additional bonuses to the hero himself and the rest of the team.
Defense +5% | |||
The strong protect the weak: After using a skill, damage taken by allies is reduced by 15% for 1 turn. | Attack Power +4% | Defense +5% | |
HP +4% | |||
Unwavering Courage: Using an enhanced basic attack (when gaining lvl 4 Magma Will) restores 5% HP. | Defense +7.5% | Attack Power +6% | |
Defense +7.5% | |||
Actions are more important than thoughts: If Pathfinder is shielded, gain 15% more attack power and 5 points of healing. energy. The effect lasts until the end of the current action. | HP +6% | Attack Power +8% | Defense +10% |
General increase in characteristics:
DEF | 35% |
ATK | 18% |
HP | 10% |
Eidolons [Constellations]
All eidolons of the Fiery Pathfinder:
number | Name | <font><font>Materials</font></font> |
1 | Earth-Shaking Resonance | Basic attack deals additional fire damage equal to 25% of defense. Empowered basic attack deals additional fire damage equal to 50% of defense. |
2 | Time-Defying Tenacity | The shield applied by the talent absorbs additional damage equal to 2% of defense + 27 points. |
3 | Trail-Blazing Blueprint | Skill level +2. Talent level +2. The maximum level is 15. |
4 | Nation-Building Oath | At the start of the fight, grants level 4 Magma Will. |
5 | Flame that warms the spirit | Superpower level +2. The maximum level is 15. The level of basic attack +1. The maximum level is 10. |
6 | Ramparts that temper the city | After using an enhanced basic attack or super ability, defense is increased by 10%. The effect can stack up to 3 times. |
Best Fire Pathfinder Eidolons β E2, E4 ΠΈ E6:
- Feature second eidolon: Strengthens the shield generated by the talent, making it stronger with additional scaling from defense. Despite its rather low strength compared to other analogues, the second shard makes the Pathfinder armor more competitive.
- Feature fourth eidolon: allows you to start the battle with Magma Will level 4 and instantly use an enhanced attack that deals fiery AoE damage. It also helps to implement E6 and, if you have high speed, immediately receive a bonus to defense at the start.
- Feature sixth eidolon: Increases defense after using an enhanced attack or superpower by a total of 30% for all applications. This, in turn, will increase the strength of the shield and the damage dealt by the ultimate.
Advantages and disadvantages
Considering the features and mechanics of the Pathfinder's skills, we can draw general conclusions about the character's strengths and weaknesses.
Advantages | Disadvantages |
Handy character to complete various combat content (virtual universe): Can tank, shield, deal damage, and destroy enemy armor if they have a weakness to fire. | As a shieldman competes poorly with other characters of the Path of Conservation, since the armor they apply is quite weak and is inferior in power to its analogues. This is partly solved by the discovery of eidolons. |
Build Availability. The main character's eidolons are unlocked as you progress through the story and additional activities. Thus, to get a full awakening, you do not need to spend donated currency. | Late in the game needs additional s Paths of Abundance or Conservation. This is because it becomes much more difficult to keep the team alive on your own. |
Does not require large investmentsto be useful in any battle. The Fire GG does not need to have a legendary weapon to unlock its maximum potential - it is enough to get all the constellations that are unlocked for free. | High consumption of skill points. In order to activate Taunt and take hits from enemies, you need to constantly use the skill. However, shields themselves are not always effective enough. |
Fire damage in area. It has a superpower that deals area damage, as well as a unique mechanic that enhances a basic attack to an explosive one (AoE). This makes the Pathfinder a good alternative to the heroes of the Path of Erudition of the fire element. | It is difficult to increase your own damage without sacrificing defensive functions. While skills scale only with the defense stat, the basic attack and super ability scale, including the attack power. |
"Taunt" mechanic. With the help of this skill, he diverts the attention of enemies, which allows other characters not to fall under targeted single attacks and not be affected by negative effects. |
Leveling
This paragraph presents everything that a Fiery Pathfinder needs to level up to the maximum level.
Elevation materials
Level of | Material 1 | Material 2 | Material 3 |
---|---|---|---|
30 | |||
40 | |||
50 | |||
60 | |||
70 | |||
80 |
To raise a Pathfinder to level 80, the following components are needed:
- Credits Γ826 200 - awarded for completion dailies, tasks or participation in events.
- Thief Instinct Γ12,distorted ambitions Γ13 and the will of the conqueror Γ12 β reward from opponents Void Rangers: invaders and other monsters in the Zone on Yarilo-6. Alternative options for obtaining: purchasing from the Pom-Pom store, completing daily quests, ing Mastering levels.
- Travel Guides Γ289, adventure logs Γ6, travel meetings Γ3.
Skill Leveling Materials
In the table you can see the total amount of resources that will be required to upgrade the skills of the Fiery Pathfinder.
Emboldening Salvo | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
In addition to standard materials, it is necessary to prepare:
- Credits Γ1 758 000.
- Thief Instinct Γ22, distorted ambition Γ35, the will of the conqueror Γ20.
- Bronze Endurance Γ8, oath of frozen steel Γ42 and the guardian of amber Γ77 - Reward for completing the Sepals Challenge in the Zone.
- The Destroyer's Last Path Γ12 β a resource issued in the Echoes of War mode in the Zone location.
- virtual universe, temporary events.
The sequence of pumping traces
Skill / Stat | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
Total amount of resources for leveling up the Fiery Pathfinder:
- Credits Γ642 000.
- Thief Instinct Γ6, distorted ambition Γ7, the will of the conqueror Γ22;
- Bronze Endurance Γ4, oath of frozen steel Γ12, Guardian of Amber Γ28;
- Imprints of Destiny Γ2.
- The Destroyer's Last Path Γ3.
Best Fire Pathfinder builds in Honkai: Star Rail
The Fire GG focuses on "strengthening" the team by taking enemy attacks and providing a shield based on the defense value. At the same time, due to the talent, when receiving damage, the character accumulates one stack of βWill of Magmaβ. Having reached 4 levels, a normal attack is enhanced to an AoE strike, which, together with a superpower, allows you to inflict additional damage.
When putting together a Fiery Pathfinder build, we recommend focusing on increasing of protection, since the damage dealt by the ult is also scaled by this indicator. In addition, the main character can ively apply shields to all allies with a normal attack, skill, or superpower - their strength similarly depends on the defense stat.
No less important stats, in turn, are: effect hit chance. Let's highlight separately attack power β it only affects the damage of an enhanced basic attack and partially superpowers, so it wonβt be superfluous in sub-stats. In the following paragraphs, we will analyze in detail how to collect the Fire Pioneer in Honkai: Star Rail.
Recommended characteristic values
The main stats that are recommended to look for in relics:
Relic | Main characteristic |
Head | HP (permanent) |
Arms | Attack Power (Permanent) |
Body | DEF |
Legs | Speed ββ(priority), protection (optional) |
planar sphere | Protection (priority), fire damage (optional) |
Connecting rope | Protection (priority), energy recovery (optional) |
Additional characteristics:
- Speed.
- Protection.
- Effect resistance.
- Health (HP).
- Chance to hit effects.
- Attack Power.
The final values ββof the characteristics that it is desirable to have on the character:
- DEF: from 3 units.
- Speed: from 120 units.
- Status Resistance: from 30% with equipped planar decoration "Broken Keel".
- Health (HP): from 3 units.
- Effect Hit Chance: from 25%.
- ATK: from 1 units (optional, for more damage from basic attack and ult),
Ultimate Light Cone [Weapon]
When choosing a weapon for the Fiery Pioneer, you must take into that it should relate to Conservation Pathsfor the ive effect to take effect. Among the characteristics and bonuses that it is desirable to have in a light cone, we highlight the following:
- Protection.
- Increases resistance to effects or any damage.
- Increased chance of receiving an attack from opponents.
Name | Description | Recommendation |
---|---|---|
βββββ HP: 48-1058 ATK 21-476 DEF 27-595 |
Protection increases by 24-40%, and its chance to hit effects is by 24-40%. The chance of being attacked by the enemy is also increased. When an opponent attacks the wearer, the wearer's defense is increased by an additional. 24-40% until the end of his turn. | signature cone cheetah is perfect for the Pathfinder, as they perform approximately the same functions: tank, apply a shield and can penetrate enemy vulnerabilities. The undisputed top 1 option for damage, shield strength, and increased stability. |
ββββ HP: 43-952 ATK 19-423 DEF 18-396 |
On the 16-24% Increases the enemy's chance of attacking the equipped Hero and reduces damage taken by the wearer. | If it is not possible to get the βMoment of Victoryβ, you can use this weapon. Provides a reduction in damage taken and increases the chance of being attacked by an enemy. The overall reduction in incoming damage is not that great, but it still allows for effective tanking, especially with awakenings. |
βββββ HP: 57-1270 ATK 19-423 DEF 24-529 |
Max. HP increases by 24-40%, and the energy recovery rate is 12-20%. When the wearer's HP decreases, the damage dealt by all allies is increased by 9-15% for 2 turns. At the beginning of each wave, restores HP equal to all allies 80-100% from the lost HP of the corresponding character. | Depending on the Pathfinder's role, this weapon's bonus can be more useful in maintaining team survivability thanks to the near-total healing received at the start of each new wave. In particular, if the Fire GG is the only defensive character, he may prefer this cone to other alternatives. |
βββββ HP: 48-1058 Attack Power: 19-423 Protection: 30-662 |
Owner's defense increases by 40-64%. When a character equipped with a cone puts a shield on an ally, his personal crit rating. damage increases by 40-64% - this effect lasts 2 turns. When the wielder hits an opponent with a bonus attack, it has a base chance |
The Pathfinder does not have bonus attacks in his arsenal, so he will only be able to partially activate the weapon bonus. Despite this, the cone offers huge percentages of protection, while its shields and damage on superpowers depend on this parameter. If you manage to balance the characteristics and decide to collect some crit for the hero. chance, the weapon will significantly increase its damage. |
ββββ HP: 43-952 ATK 16-370 DEF 21-463 |
Increases defense by 16-24%. At the start of combat, increases the damage resistance of all allies by 8-12%. Cannot stack with effects of this type. | Increases the Pathfinder's defense and provides damage resistance for the entire team. The weapon also makes a good combination with the bonus from the first trace "The strong protect the weak", which triggers after using the skill and gives almost the same effect. |
HP: 43-953 Attack Power: 16-370 Protection: 21-463 |
Protection increases by 16-32%. For each character with a shield on the battlefield, the damage dealt by the owner of the weapon cone increases by |
Increases the owner's defense as much as other four-star cones and increases the owner's damage. The Pathfinder's basic attack places a small shield on all allies, causing them to increase their own damage thanks to the weapon's effect. Suitable if you donβt have problems with resistance and survival. |
ββββ HP: 48-1058 ATK 16-370 DEF 18-396 |
Increases defense by 16-32%. When the owner is attacked, there is 100-120% Chance to set target enemy on fire for 2 turns. Each turn, he takes periodic damage equal to 40-80% from the protection of the owner. | Offers an increase in defense and allows you to apply a debuff to enemies that deals periodic fire damage for 2 turns. This status is extremely useful in conjunction with characters who need debuffs or effects from the lane. damage on enemies (for example, Doctor Ratio). |
βββββ HP: 48-1058 ATK 19-423 DEF 24-529 |
Increases resistance to the wearer's effects by 8-16%. If the owner is attacked and does not have a shield, he gains a shield equal to 16-32% from his max. HP, for 2 turns. This effect can only be activated once every 3 turns. If the wearer has a shield when attacking, their damage taken is reduced by 12-24%. | Free cone from the store "Broken Keel". At the same time, it allows you to generate a shield depending on your HP. |
ββββ HP: 38-846 ATK 16-370 DEF 24-529 |
Increases defense by 16-32% and superpower damage on 60-120% from protection. This effect only applies once per enemy. | Not a bad option that you can get for your purchase Honor of the Nameless (BP). Increases the defense and damage of superpowers, which will be useful both in performing the function, that is, applying stronger shields, and in dealing damage as a secondary damage dealer. |
ββββ HP: 33-740 Attack Power: 21-476 Protection: 21-463 |
At the start of combat, damage taken by allies is reduced by 8-16% for 5 moves. At the same time, the HP of all team is restored by 30-50% from the difference between their max. and current HP. | A free epic cone that is entirely focused on strengthening the team, as it does not provide any bonuses to the owner personally. Recommended only if the Pathfinder plays the role of a tank or there is sufficient defense. |
ββββ HP 43-952 ATK 16-370 DEF 21-463 |
Owner's resistance to effects increases by 12-20%. Every 100 units The owner's defenses increase the damage they deal by 0.8-1.2% up to max. 32-48%. | A good cone that allows you to convert protection into a damage bonus. Considering that the superpower scales mainly from the defense parameter, the Pathfinder will be able to deal more damage and become a full-fledged sub-deader. However, unlike alternative weapons, the ive does not contain an increase in defense, which must be compensated for by relics. To obtain the maximum damage buff, 4 units are required. protection. |
βββ HP: 38-846 ATK 12-264 DEF 15-330 |
Increases defense by 16-32%. When the wearer's HP is below 50% of their max. HP, defense is additionally increased by 16-32%. | Among the 3-star cones, this is the clear leader, and it is also quite easy to obtain. It provides no less protection than most other weapons (and even more if the second condition is met), so it can be used until you receive any of the βcardsβ discussed above. |
Best Relics [artifacts]
When choosing artifacts for the Fiery Pathfinder, you should give priority to cave relics and planar jewelry, which increase defense, effect or damage resistance, and health. In certain cases, speed and energy recovery sets will be useful.
Cave relics [main artifacts]
Name | Effects | Recommendation |
---|---|---|
2 parts: Increases defense by 15%. 4 parts: Increases the damage absorbed by the shield by 20%. |
The optimal set of relics for the Fiery Pioneer. Provides protection that affects the strength of the shield, as well as the damage done by the super ability and the enhanced basic attack on E1. In addition, the damage absorbed by the shield increases. | |
2 parts: Increases defense by 15%. 2 parts: Increases speed by 6%. |
Combination 2x2 with protection and speed. Since the Pathfinder has a very low base speed, boots may not be enough to apply shields and activate Taunt in a timely manner. Speed ββwill also allow you to restore energy faster. | |
2 parts: Reduces damage taken by 8%. 4 parts: At the start of the turn, if the wearer's HP is less than or equal to 50%, immediately recover 8% HP and 5 energy. |
An alternative kit that is aimed at ensuring that the character can tank effectively by reducing the damage received. In addition, equipping a full set will instantly restore a small percentage of health at the start of the turn if HP is reduced to half or below. | |
2 parts: Increases defense by 15%. 2 parts: Reduces damage taken by 8%. |
In this case, the emphasis is on maintaining the Pathfinder's survivability, although the defense bonus is relevant both for the shields provided to allies and for the damage dealt. The only thing is that if there is a lack of speed, it becomes more difficult to gain energy and use skills consistently, so this parameter should be looked for in the stats of relics. | |
2 parts: Increases defense by 15%. 2 parts: Increases fire damage by 10%. |
The previous combinations are much better suited to the requirements that a Pathfinder must meet - fire damage is not a priority for him. However, if there are good parts with a lot of protection and other necessary bonuses, you can use this set as an alternative. |
Planar Ornaments [Additional Artifacts]
Name | Effects | Recommendation |
---|---|---|
2 parts: Increases defense by 15%. If the chance to hit the wearer's effects is at least 50%, the defense is increased by an additional 15%. |
Can be used in combination with "Knight of the Palace of Purity" to achieve a high defense rating, thereby strengthening shields and dealing more damage with superpowers. There is also an option to put a set with the Blizzard Guardian or the Herald Wandering in Hacker Space to fill the gap in the corresponding characteristics. Please note that to receive an additional increase in defense, the hit chance of character effects must be at least 50%. Since protection is always placed in the body, this value can only be achieved by dropping a characteristic in the sub-stats. |
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2 parts: Increases HP by 12%. If the owner's speed is at least 120, the attack power of all allies is increased by 8%. |
If you do not need an additional increase in defense and you have more suitable stats, the Fleet will be an excellent option. The decoration not only gives HP, which somehow makes the hero more durable, but also increases the attack power of allies if the Pathfinderβs speed is not lower than 120 units (to do this, just wear high-speed boots). | |
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2 parts: Increases status resistance by 10%. If the wearer's status resistance is greater than or equal to 30%, the crit. All allies' damage is increased by 10%. |
An alternative to the "Ageless Fleet". Since the Fiery Pathfinder primarily serves as a tank, he can benefit from effect resistance. This stat will allow you to avoid as many negative statuses as possible from opponents. An additional benefit will be an increase in crit. damage to all squad . |
2 parts: Increases energy recovery rate by 5%. When the speed reaches 120 units and above, the action advances +40% immediately after entering combat. |
If you have problems with energy and good main/lower stats, you can install this kit. In addition, if the Pathfinder has at least 120 speed, he will be able to make his move much earlier after the start of the battle. This is especially true with an unlocked 4th Eidolon, which instantly grants 4 Magma Will at the start of the fight. | |
2 parts: Increases energy recovery rate by 5%. Increases damage dealt by allies of the same type as the owner by 10%. | The option can be considered in a mono-elemental squad, when the Pathfinder s the fiery main and sub-dd: Guinaifen. The set also increases energy regeneration, allowing you to use your super more often to deal extra damage. | |
2 parts: Increases energy recovery speed by 5%. If the owner is not in first place in the squad, the attack power of the character in first place increases by 12%. | An alternative set for energy restoration. Suitable for strengthening the main damage dealer, if his abilities depend on the attack power. To effectively implement the buff, you need to put the main DD in the first place in the team, and the Pathfinder - in any remaining free slot, but preferably in the third or fourth. |
Detachments
Pathfinder (Fire) - a universal tank, secondary damage dealer and shielder who can be used when completing any content. Mainly plays in a team that includes:
- Damagers related to the Path of Erudition, Hunting or Destruction.
- Additional s of the Path of Harmony, Oblivion, as well as Abundance or Preservation, if there is not enough survivability.
Best characters
The table shows the allies for the Fire GG:
Character | Path | Damage type | Features |
---|---|---|---|
A mobile main damage dealer who needs constant protection and in some cases an additional source of area damage, which the Fiery Pathfinder can offer. | |||
The Arbiter General excels at dealing with dense enemies, relying on the bonus attack contained in the talent, skill, and super ability. Synergizes well with heroes that can deal additional damage, allowing you to gain charge "Winged Beast" for Ultimate. | |||
This character's talent only triggers when he is not taking damage, so he badly needs a shield and/or tank on the team. | |||
DPS hero specializing in bonus attacks. Receives huge advantages in combination with heroes who also know how to carry out bonus attacks. In addition, he can exist as an independent damage dealer, occupying a leading position in a squad. | |||
Ratio, as a representative of the Path of the Hunt, is in dire need of outside (be it shields, healing, or damage absorption). The Pathfinder (Fiery) for the Scientist is an excellent that will both protect and offer a debuff in the form of Taunt from the Ever-Burning Amber skill. | |||
A strong damage dealer that deals high damage to one enemy during a Duel. While in this state, he receives not only boosts, but also more incoming damage. For this reason, his squad needs a capable of ensuring survival. | |||
An epic character who performs well as a main damage dealer at any stage of the game. For the same reason, it is demanding to have in the form of a shield member and/or a healer. | |||
Despite its availability, it will be able to remain relevant for a long time and help in the age of any combat content. It shows itself well against bosses, especially if they have a weakness to Wind. | |||
Summoning a spirit of memory to the battlefield creates another combat unit in the squad, which has its own move in the battle cycle and can take damage from the outside. Cooperation with a tank in the person of the Pathfinder of Preservation will significantly simplify the age of some activities. Especially those that do not require healers/powerful shielders. | |||
Although Clara has a mechanic where she counters when she takes damage (which rivals the Pathfinder's taunt skill), she can still feel the need for a shield, especially in the early game. Also, counterattacks aren't the only thing that Rogue Girl is good at, as her skill has high AoE damage. | |||
The swordswoman relies on a special state of Spectral Transmigration. While in this state, she deals increased damage and consumes the HP of allies, which is why she will need characters for the Path of Abundance and Conservation. | |||
It can act as both a main and a secondary damage dealer, ing with his own DPS a more powerful representative of the damage-dealing Path. The main characteristic of the girl is the penetration effect, therefore, it is extremely easy to assemble. | |||
A powerful DPS character that plays off basic attacks and ultimate ability. It needs not only the representatives of the Path of Nothingness/Harmony, but also the characters of the Path of Preservation. Especially if there are no good heals. | |||
A strong main damage dealer who plays in the penetration mechanics. In its normal state, it greatly reduces its own health, so without good it may be at a disadvantage. | |||
The main DPS character whose damage increases depending on the lost HP. Because of this mechanic, it is recommended to use a shieldman in a squad with him so that he does not receive a fatal attack from the enemy. | |||
They create a good combo against opponents that are vulnerable to Fire. Just like the Pathfinder, Hook can deal area damage, and in addition, set them on fire, dealing damage over time. | |||
A flexible damage dealer that will help with damage for any team. Thanks to convenient mechanics, it is not necessary to use a skill for the ultimate to accumulate hits. Deals high damage to several enemies, freezes, and with the second eidolon open, lowers defense. | |||
Powerful DPS character with a lot of AoE damage. Summons a Lightning Master who becomes unable to act if the general is under the effect of control, which increases the need for the of the Save Path. | |||
The Scientist deals high area damage with her enhanced skill and super ability, but is also effective against single targets. In addition to Erudite characters, due to the mechanics, she will benefit from s and units that can attack frequently, as this allows her to get more energy and collect special stacks "Interpretations". | |||
The Ninja from the Galactic Rangers faction plays from penetration and specializes in depleting enemy durability, while consistently dealing massive damage to all enemies on the battlefield with the enhanced basic attack gained from the super ability. | |||
A secondary DPS character who prefers to fight against groups of enemies: the number of opponents on the battlefield directly determines the rate of accumulation of charge levels, which allow you to perform bonus attacks. As a skill, assigns an allied character as a βDebt Collector,β which additionally increases his speed by 30 units. When Debt Collector makes an attack, it deals quantum damage equal to Jasper's attack power to each enemy it hits. At the same time, the Debt Collector spends 2% of its max. NR. | |||
Deals impressive instant damage in an area. It can serve as the main damage dealer in a battle against a large group of opponents, as it accumulates energy for superpowers depending on the number of targets. | |||
Has good area damage. Can inflict the Burning status on opponents. She is quite vulnerable to receiving incoming damage, which is why s with shields or healing are in demand in a squad with her. | |||
Extremely effective in the early and mid game due to AoE damage and bonus attacks, which activate when enemy targets have 50% HP or less. | |||
Budget Electro-damager, which will make it easier to the story line or more difficult combat content (oblivion hall). | |||
Among the opponents there are a lot of those who have a vulnerability to the quantum element - this makes Qing Que extremely popular for beginners or in the absence of alternatives. | |||
The main advantage of Sparkle is not only the increase in crit. damage, as well as total outgoing damage. The βklutzβ in the mask directly affects the increase in the number of skill points used during battle, and also contributes to their accelerated recovery. | |||
A representative of Harmony of the highest tier, whose skills are aimed at increasing outgoing damage, crit. damage and attack power. When used, the superpower advances the action of all allies forward. The "Improvised Decoration" trail increases crit. bonus attack damage, which makes Zaryanka the best for characters who play with this mechanic. | |||
One of the best buffers in the game due to the fact that it offers the squad almost the entire range of enhancements: increased crit. damage, attack power, damage dealt, move action forward by 100%. | |||
Increases damage dealt, speed, penetration efficiency and resistance penetration of all types of elements. Can delay the action, prolong the broken state and attack. Shows excellent performance in teams with two DDs. | |||
Increases allies' speed and attack power. At the same time, the Ignite trail gives a bonus Fire damage to the entire team - this will allow the Pathfinder to deal even more damage with an enhanced attack or super ability. | |||
When the Roaring String status is active, it increases attack power, crit. damage and crit chance to all allies. Super ability can attack one enemy target. | |||
Universal character: combines well not only with heroes who summon independent combat creatures to the battle arena, but also with other representatives of damage-dealing Paths. Increases crit. chance and crit. damage, advances the action by 100%, is a that is undemanding to skill points, restores energy, and also comprehensively increases outgoing damage. | |||
It greatly enhances each squad member and at the same time deals quantum damage to the area. Due to the fact that it increases the penetration of all types of resistance and the overall damage, it will suit any squad. Despite this, the mechanics of the third trace assume interaction with those who actively hit, ideally, all enemies. | |||
Attack power and speed buffer. The skill marks the enemy with the Nosh status, which increases the damage dealt and restores an action point every two hits. | |||
An excellent character who provides buffs to attack power, damage and energy recovery. Very often he becomes the target of enemy attacks, so he especially needs heroes who can provide shields or stable healing. | |||
Lowers the main characteristics of monsters such as speed, attack power and defense. Has a skill that makes the selected enemy vulnerable to the element of one of the allies. | |||
It is a debuffer that s squads focused on depleting the durability of enemies. It increases the effect of penetration, allows you to ignore vulnerabilities and further reduces the defense of enemies thanks to the negative status "Fox's Prayer". In addition, it is capable of independently inflicting good damage with its ultimate and enhanced attack. | |||
A powerful representative of the Nothingness, whose skills are aimed at applying the βHot Ashβ weakening (considered the DoT status βBurningβ, which causes periodic damage of the fire type). Enemies affected by Burning Ash take increased damage. The superpower, in turn, inflicts a high level of damage and also imposes a third-party debuff that increases the damage taken by opponents from ultimate DPS-type skills. | |||
Slows down enemies, reducing their speed and inflicting the Confinement debuff, which delays their actions. | |||
Places a defense-lowering effect on enemies. The skill also removes a buff from one enemy target - for example, this is useful in combat against soldiers hit by Mara who cannot be resurrected. | |||
It has a DoT mechanic that deals periodic damage due to the Weathering status. Before the battle, the technique applies the effect of Blindness, slowing down the actions of opponents by 25%. | |||
Debuffer with lane wind damage from the Arcana status, which becomes all DoT effects after using the ult. Can apply the following debuffs: decreased defense and increased damage received by enemies. | |||
Stellaron Hunter plays against damage over time. The Fiery GG can become for her not only a shield tank, but also a debuffer, that is, wear the βGalactic Market Trendβ light cone to impose an additional DoT status. | |||
One of the strongest damage dealers with a unique superpower mechanic. As with Kafka, she will benefit greatly from the Galactic Market Trend cone, which the Pathfinder can equip to apply a debuff - this will allow Acheron to gain points and stacks faster. | |||
If the Fiery main character cannot cope with maintaining the survivability of the squad, but there is a need for shields, you can put Locha in his squad. It will provide stable healing for both other allies and the Pathfinder himself while using his basic attack or ultimate. | |||
An excellent healer with ive healing. Unlike Locha, it doesnβt even require you to deal damage to restore health - you just need to start your turn. In addition, it restores energy and increases the attack power of the ultimate. | |||
Healer from the standard banner. Heals several allies with a skill and the entire squad with a superpower at once. Once during the battle, he can resurrect a dead squad member if he has the βCheerfulnessβ status. | |||
Applies positive effects to ive healing, removes negative statuses from a squad with an ultimate ability, and provides strong mass and solo healing. Additionally, it increases the chance of heroes on the Path of Destruction/Preservation to be attacked. | |||
A good ally for the Pathfinder, since the Bartender's healing works from striking enemies marked with the "Dead Drunk" status. In addition, the healer is also a debuffer. | |||
Free healer. Restores the health of one ally with its skill and immediately heals the entire squad with its super ability. If the trace is open, βCalmβ with the skill also removes the weakening. |
Top Teams
Using the characters discussed above, you can make the following units for the Fiery Pathfinder:
Character 1 | Character 2 | Character 3 | Character 4 | Features |
---|---|---|---|---|
Composition against a boss or a group of small monsters. Zele is a basic damage dealer that deals a lot of damage to a single target. Pela weakens the enemy, removes their buff, and breaks through Ice Vulnerability/Silver. The wolf creates vulnerability to the elements of one of the allies and debuffs. Spark increases crit. damage and restores skill points/Asta increases attack speed and power. The Pathfinder tanks and applies shields. | ||||
A squad with the Moon Eater serving as the main DD. The character consumes a large number of skill points, so the Fiery GG will not be able to constantly use the skill and distract enemies. It is advisable to place another healer in such a squad so that there is additional backup (Locha is ideal), as well as a buffer who spends few points or restores them. | ||||
Damage over time squad with Kafka as the main damage dealer. Black Swan or Sampo are minor damage dealers that inflict DoT statuses. Ruan Mei or Asta β s, providing reinforcements for all team . Instead, you can install a healer for additional survivability. The Pathfinder puts up shields, distracts enemies and deals fire damage in the area. | ||||
A team that performs well in battle against a group of opponents, including quite large mobs. Jin Yuan is the main area DPS character. Tingyun uses the skill on main DD and also activates his superpower to restore energy. Chania provides additional boosts and restores skill points. The Pathfinder is a tank and shield carrier. | ||||
The team with the maximum boost is Acheron. The Galaxy Ranger receives a high increase in damage if there are 2 additional representatives of the Path of Nothingness in the group, so characters such as Silver Wolf, Velt and Pela, etc. go well with her. The Fire Pathfinder keeps the squad survivable and carries the Galactic Market Trend cone. | ||||
Yanqing/Jingliu are the main damage dealers of the ice element. You can place the following heroes in their squad:
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Argenti β a hypercarry around which the squad is built. Armor advances his action, increases damage dealt, as well as attack power and critical damage/Tribby increases the DPS of all allies. Tingyun helps restore energy and additionally increases attack. Fire Pathfinder does his usual job β guards the health of allies. If there is not enough survivability, you can replace one buffer with a healer. | ||||
Feixiao or Doctor Ratio β the main DPS characters. Topaz enhances their bonus attacks and acts as a sub-DD, dealing additional damage. Welt, Pela or Silver Wolf are debuffers that impose negative effects on opponents. The fiery protagonist imposes shields and distracts enemies. | ||||
Mono-fire squad. Asta - increases fire damage of all party , increases attack speed and power. Himeko is the main damage dealer that deals area damage. Pathfinder is an additional source of damage, a shielder and a tank. Hook/Topaz/Guinaifen act as sub-deaders. | ||||
Team with Boothill or Rappa, depending on the type of content being played. Ruan Mei or Fugue increase the penetration effect, making it a good match for Galactic Rangers. Silver Wolf makes enemies vulnerable to allies' elements. However, you can also use Pela instead for a massive defense cut and to remove the buff from one enemy. | ||||
An alternative group from the penetration effect, led by Sam. In the ultimate state, Firefly imposes a fiery vulnerability on opponents, so Asta in such a team will be able to maintain all the stacks of the attack power buff, and the Save GG will help the squad with penetration. Ruan Mei will provide the main damage dealer with all the necessary buffs. | ||||
A team with Great Gerta, who needs an Erudite character, as this strengthens not only her, but also the rest of the squad. The optimal addition to the build will be a buffer/debuffer, giving useful effects or weakening enemies. In addition, it is worth noting that the heroine values ββββallies who can accumulate Interpretation levels with attacks. |
Budget teams consisting of free and 4-star heroes:
Character 1 | Character 2 | Character 3 | Character 4 | Features |
---|---|---|---|---|
A squad that will be effective both against several targets and one powerful enemy, for example, a boss. Qingcei/Serval deal area damage, but can be replaced by Misha, who deals bounce damage. Dan Heng/Sushan attack one, the largest enemy. Natasha/Gallagher is healing, and Pathfinder is tanking. | ||||
Arlan is a damage dealer who increases damage based on lost health, so he needs shielders and/or healers. For example, Lynx and Fiery Pathfinder are suitable for this role. Asta increases the speed and attack power of allies, and also buffs fire damage with the help of a trail. You can also use Hook instead of Arlan. | ||||
Team with representatives of the Path of the Hunt. Damage dealers receive boosts from two buffers: Asta increases attack power and speed, Yukun additionally increases attack power and crit. damage and crit. chance. Tingyun is useful for restoring energy. Fiery Pathfinder protects allies and deals additional damage with a basic attack or ultimate. |
How to play Fire Pathfinder
The Fiery Pathfinder follows the Path of Conservation, so in battle he specializes in ing the team, in particular, casting shields and soaking up damage. At the same time, thanks to the mechanics of gaining levels of the Will of Magma, it can inflict good damage in an area using an enhanced basic attack or superpower.
Considering that Pyro GG can both attack and take hits from enemies, it is important to determine when to use a skill and when to use a basic attack in order to restore skill points. As part of turn-based strategy this is the basis of any battle, which has a significant impact on its outcome.
Rotation
When playing as the Fiery Pathfinder, we recommend adhering to the following recommendations:
- Before the battle begins, use the technique "The Guardian's Call"to activate the shield for 1 turn. If necessary, switch to other characters and use techniques that will strengthen allies or weaken enemies - this is especially important in battle against elite monsters or bosses.
- When it's the Pathfinder's turn, activate the skill "Eternally Burning Amber", to attract the attention of enemies and reduce damage received (including for allies, if the βStrong Protect the Weakβ track has been upgraded).
- Pay attention to the number of skill points and the situation on the battlefield - combine a basic attack and a skill to receive 1 level of Magma Will. For example, if an ally has low HP, it is better to use the skill to divert the enemies' attention to the Pathfinder. In other cases, preference is given primarily to a normal attack.
- After building up 4 Magma Will, use a boosted basic attack to blast an area. When the energy for superpower is filled "Burning Spear Behind Enemy Lines", use it to deal fire AoE damage to all enemy targets. In addition, this will allow you to strengthen the next attack without wasting the Will of Magma.
The trailblazer applies shields with all skills, including normal strike, skill and superpower. So just stick to the rotation to keep your allies armor up all the time.
Conclusion on the character
The Fiery Pathfinder in HSR is a representative of the Path of Conservation, capable of effectively protecting a squad, inflicting area damage with regular attacks and superpowers, and increasing damage resistance for both oneβs own and allies. At the same time, with eidolons that open for free, the GG further reveals his potential, since this makes his shield stronger, allows him to deal more damage and make area attacks more often.
The Fire protagonist is a good character to play through most of the game's content, despite being completely free to unlock and awaken. Throughout the game, he/she can remain relevant and be used in a squad, for example, when there is a need to break through a fire vulnerability. However, at later stages, he begins to be inferior to other legendary characters of his class in of performing the main function - ensuring the protection of his allies.
We hope our guide helped you put together the best build for the Fire GG in HSR. IN comments ask any questions about the character so that the author or other players can help. Follow useful articles on the game in the relevant sections of our website: news.
Achievements
The following achievement is associated with the main character of the Path of Conservation:
- Ever-Burning Amber β Step onto the Path of Conservation. Reward: star jade Γ20.
Can you at least roughly say which gg is better in of damage (and not only): physical or fire (it is clear that they have different spheres, but nevertheless)? Harmony's gameplay did not work at all.
Please make a physical guide!
mb stupid question, but where can I get eidelons for it?.. the White God storyline has long been completed, lvl 65
complete tasks on the lofu. for them arrows are given, which in turn can be exchanged for eidalons gg at their local stall.
Great guide! I'm really, really looking forward to the physical pioneer!
Hello!
Is there a guide for physics pioneer or not?
Hello! No, I never got around to it π
Hello! And when I get a fiery pioneer in the story, will it have to be ed from level 1 or from the one where the physical pioneer stopped?
Hello! The level will be the same, but the tracks need to be pumped separately and the eidolons also need to be opened
How much protection does he need?
Why is it recommended for s that can damage to put the body on atk/defense? Crete. the chance, after all, will give more in of damage, and maximizing a purely one stat is far from always advisable
Attack power is a more consistent source of damage boost since high crit. no crit chance damage (and vice versa) don't really do much. We'll have to sacrifice attack somewhere, defense somewhere, to balance crits. It will be great if you are lucky to achieve high rates of all 4 stats, but it is quite difficult. And if you are not lucky, then the character will simply lose a huge part of the potential, which the crits do not compensate for.
Some bosses and just mobs ignore such a Pathfinder skill as βtauntβ, despite the β100% base chanceβ stated in the skill description - this is the complete immunity of certain types of mobs in the game, or it is required to select the βchance of hitting effectsβ stat in the main / secondary features?
I guess, yes. The Pathfinder has a special taunt system that counts as a debuff. However, in the main stats, it is not recommended to focus on it, since without protection, the taunt is more likely to go to the "minus", so you can look for it extra. stats. As a last resort, if you are still ready to sacrifice protection, equip in the βbodyβ in the main ones.
100 base chance does not mean that 100% chance to hit the enemy, this chance is reduced by the resistance of enemies, for bosses it is 40%, respectively, 60% hit chance, you need to the chance of hitting effects
Where can I get the sixth eidolon?
Unfortunately, only 5 are available at this stage. Most likely, in the next update they will add the ability to get the last one)
Wasnβt it possible to buy in the store all those that were not given in the story?