Ardeos |
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| Role: | DPS |
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Ardeos is a DPS class hero in Fellowship. This class was shown in previous builds of the game but is not included in the public playtest.
Ardeos is a cocky ranged spellcaster who utilizes powerful Fire Damage over Time effects. The fact that others have struggled to utilize such raw power doesn't concern him, he's found it to be a snap! Ardeos utilizes a system called Embers and Burning Embers. When he uses his basic abilities he collects the remaining Embers of the spellcast. When enough Embers have been collected they are set ablaze as Burning Embers. These Burning Embers are visible as the flames over Ardeos' action bar.
The Burning Embers can be spent to cast Detonate, causing your Fire Damage over Time effects to deal instant damange.
Biography
Ardeos chose his own name from a book of powerful wizards from a long previous age of Endring. The old wizard wasn't using it, they were long dead and Ardeos needed it more. It's been a long time since a Wizard has been named in Enring and it's clear that no-one is prepared, least of all Ardeos. But that's okay, Ardeos doesn't need to have a plan, they've not built a prison that can hold him yet and it's likely to stay that way as his power grows.
Ardeos Overview
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BiS Legendary ♦ BiS Weapons ♦ Weapon Traits ♦ Gem Priority
♦ Builds ♦ Skills ♦ Talents ♦ Stat Priority ♦ Quick Guide
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Ardeos Weapon Options
Ardeos Best Legendary Item

Ardeos Bis Weapons
Asha’s Chronoshift Spire is arguably the best Weapon for Ardeos at the moment thanks to its unique ability that deals hefty damage to all enemies around you while channeling. The radius is significant, allowing Ardeos to put the hurt on enemies from a relatively safe distance. As an added bonus, Chronoshift acts as a protective barrier that reduces all incoming damage by 50% while also providing massive Cooldown Recovery for 6 seconds.
If you’re looking for a solid alternative to Asha’s Chronoshift Spire, the Frozen Staff of An’zhyr is definitely worth considering. The Weapon Ability is a targeted AoE that deals considerable damage and synergizes pretty well with Ardeos’ core area-of-effect Skills like Fire Ball and Apocalypse. Icicles of An’zhyr also curses targets to take +100% increased damage from subsequent uses of the ability. You’ll get the most out of this ability during prolonged fights where you can use it more than once, or if you have another DPS with the same Weapon Ability in your party.
We recommend going with the Frozen Staff of An’zhyr for Boss fights, especially if there’s another DPS on your team with access to the Icicles of An’zhyr, such as Rime or Elarion. Otherwise, Asha’s Chronoshift Spire is generally the stronger option for most situations.
Best Weapon Traits
The best Weapon Traits for Ardeos will vary slightly depending on your specific playstyle. Having said that, some of the available Traits are so good that you'll often want to stick with them regardless of how you approach Combat. Below, we've split the Weapon Traits into three categories based on how much value they offer to Ardeos players.
Must-Have Traits
- Visions of Grandeur – All-around fantastic choice that enables you to use Incinerate more often
- Brave Machinations - Solid Critical Strike chance and Cooldown reduction buffs for your Weapon Ability
- Heroic Brand – A solid flat damage buff to your Weapon Ability
- Inspired Allegiance - Enables you to use your Weapon Ability more often while also providing a Haste buff for you and your allies
- Kindling – This essentially works as an additional fire DoT that synergizes well with the Ardeos’ other damage-over-time effects
- Navigator’s Intuition – Grants a significant temporary buff to your Haste or Critical Strike rating, depending on whichever one is higher
Decent Traits
- Amethyst Splinters
- Emerald Judgement
- Hidden Power
- Hunter’s Focus
- Martial Initiative
- Ruby Storm
- Sapphire Aurastone
- Seized Opportunity
- Vengeful Soul
Not Recommended (Unless You Have no Choice) Traits
- Diamond Strikes
- Divine Meditation
- First Man Standing
- Grounded Spirit
- Heart of Stone
- Iron Spikes
- King of the Hill
- Latent Resurgence
- Patient Soul
- Stalwart Readiness
- Treasure Hunter’s Delight
- Willful Momentum
Gem Priority
Gems in Fellowship offer various bonuses depending on their type. While it may be tempting to socket as many Gem types as possible into your Equipment in exchange for a wide variety of bonuses, it's generally a lot more efficient to specialize and focus on just a few types.
Ardeos benefits the most from Gems that increase his Haste (Topaz) and Critical Strike (Amethyst). You should also try to increase your main stat (Ruby) and secondary stats (Diamond) whenever possible. Generally speaking, Ardeos’ Gem priority should largely be as follows:
Topaz -> Amethyst -> Ruby -> Diamond -> Emerald -> Sapphire
Builds
The idea behind this build is to boost Ardeos’ natural AoE damage potential by investing points into all the Talents that improve Fire Ball, his primary source of area-of-effect damage.
The build focuses primarily on steady single-target damage and consistent DoT application. This is a dependable build that doesn't rely too much on abilities with long cooldowns.
This is a late-game build focused on the utilization of the GRIEVOUS CRITICAL STRIKE mechanics. To fully benefit from the Firestarter build, players need a moderate amount of the Critical Chance and Haste Stats.
Ardeos' Skills and Talents in Fellowship
Ardeos Skills
| Skill | Description |
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| Conjure a major eruption of fire in the targeted area, dealing 1546% fire damage and applying Searing Blaze to all enemies in a large radius. | |
| Instantly Detonate all active fire damage over time effects from Ardeos abilities on enemies, dealing damage equal to 2.5 seconds of average ticking damage to each enemy. | |
| Engulf your target in flames, dealing [X] fire damage every [X] seconds for 9 seconds. Generates 30 Cinders over its full duration. CINDERS |
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| Throw a ball of fiery devastation at the targeted area, dealing [X] fire damage to all enemies in the radius and setting them on fire, dealing an additional 70% of the initial damage dealt over 12 seconds. Fire Ball's damage over time can not critically strike. Each damage over time effect generates 12 Cinders over its full duration. CINDERS |
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| Conjure five Fire Frogs to leap at your enemies dealing [X] fire damage and burning them for an additional 100% of the initial damage dealt over 12 seconds. Fire Frogs' damage over time can not critically strike. Each Fire Frog will perform 3 attacks before dissipating. |
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| Conjure a bright flash of fire in front of the target's eyes, causing them to become Disoriented for 30 seconds. Disorient Can be used during Global Cooldown |
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| You take 40% reduced damage for 4 seconds. Can be used during Global Cooldown |
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| Instantly teleport forward a short distance. Can be used during Global Cooldown |
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| Conjure a fiery wave to cascade toward your target, dealing [X] fire damage. Generates 40 Cinders CINDERS |
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| Instantly adds an Engulfing Flames effect on the target, and apply it to up to 2 other nearby enemies. Enemies without an already active Engulfing Flames and with the highest amount of health will be highest priority. Can be used during Global Cooldown |
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| Interrupt the target's spellcasting and prevent it from casting for 4 sec. Must interrupt a spell, or it will have no effect. Can be used during Global Cooldown |
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| Target enemy burns for [X] fire damage every [X] seconds for 24 seconds Generates 12 Cinders over its full duration. CINDERS For every 100 Cinder you generate, you gain 1 Burning Ember, shown in the UI below your character as four orbs. Your Burning Embers are used to cast your powerful Detonate ability. |
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| All active fire damage over time effects from your abilities instantly flare up, causing them to tick 20% faster for 9 sec. Can be used during Global Cooldown |
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| A jet of fire erupts from your hands as you channel for 4.5 seconds, dealing [X] fire damage every 0.5 seconds to all enemies in a cone in front of you. Each hit applies a stacking damage over time to them dealing [X] fire damage every [X] seconds for 12 seconds. The damage over time portion is increased by +20% for each stack that is applied to an enemy. Incinerate generates 40 Cinders every 0.5 sec while channeling. CINDERS SPIRIT ABILITY |
Ardeos Talents
| Talent | Description | Talent Tree Level | Upgrade Cost |
|---|---|---|---|
![]() Slow Burn |
Each time your Fire Ball burns an enemy with its damage over time effect, the duration of your Engulfing Flames and Searing Blaze is extended by 0.5 seconds. |
Tier 1 | 2 |
![]() Frog Squad |
Your Fire Frogs ability conjures 1 additional frog and all your Fire Frogs now leap on enemies 1 additional time. |
Tier 1 | 2 |
![]() Great Balls of Fire |
Your Fire Ball deals 60% increased damage. |
Tier 1 | 2 |
![]() Flickering Cinders |
Your Searing Blaze and Engulfing Flames generate 25% more Cinders | Tier 2 | 1 |
| Your Infernal Wave hits cause all enemies near the target with Searing Blaze active on them to flare up, taking 25% of the damage that Infernal Wave dealt to the initial target. | Tier 2 | 1 | |
| The duration of your Engulfing Flames is increased by 3 seconds. | Tier 2 | 1 | |
| Each tick of Searing Blaze on a target increases the damage it deals by 3% up to a maximum of 30% increased damage at 10 stacks. All stacks are lost when Searing Blaze is removed from the target. |
Tier 3 | 2 | |
| All damage over time effects applied to enemies by your hero abilities gain +20% critical strike chance. Fire Frogs and Fire Ball also gain a 20% chance to critically strike with their damage over time effects. |
Tier 3 | 2 | |
| Each time your Searing Blaze deals damage to an enemy, the cooldown of Pyromania is reduced by 0.15 seconds and by 0.3 seconds if Searing Flames critically hits. | Tier 3 | 2 | |
| Your Flame Ward's duration is extended to 6 seconds and now applies an absorb on you for 30% of your maximum health that lasts for 6 seconds. The absorb is applied again when Flame Ward expires. |
Tier 4 | 1 | |
| Your Infernal Wave has +20% increased critical strike chance and its critical strikes burn the target for 60% of the damage it dealt over 24 seconds. | Tier 4 | 1 | |
| You take 10% reduced Magic Damage. | Tier 4 | 1 | |
| The cooldown of your Engulfing Flames is reduced by 0.5 seconds each time your Searing Blaze deals damage to an enemy. | Tier 5 | 3 | |
| Each time one of your damage over time effects critically strikes, you have a 8% chance to spawn a Fire Frog to leap toward your enemies. | Tier 5 | 3 | |
| Your Detonate casts have a chance to instantly grant you 1 charge of Fire Ball and cause your next Fire Ball to have +100% critical strike chance. (1.0 PPM) GRIEVOUS CRITICAL STRIKE |
Tier 5 | 3 | |
| Your Infernal Wave deals +15% increased damage for each of Ardeos' unique damage over time effects that are active on the target. | Tier 6 | 1 | |
| You take 10% reduced Area of Effect damage. | Tier 6 | 1 | |
| Each tick of Searing Blaze & Engulfing Flames has a 4% chance to have +100% critical strike chance. The chance for Spontaneous Combustion to trigger is increased by +1% for every 5% critical strike chance you have. GRIEVOUS CRITICAL STRIKE |
Tier 6 | 1 |
Ardeos Stat Priority
Ardeos's Stat priority is as follows:
- Intellect
- Haste
- Critical Strike
- Expertise
- Spirit
Main stat is king in Fellowship, so you will want to focus on item level which in turn gives main stat on all pieces of gear minus neck and ring slots. Haste is your top secondary stat, it will decrease your GCD, CDs, and cast time. Most importantly it increases the amount of ticks of your DoTs meaning more DPS and more cinder generation.
Ardeos Quick Guide in Fellowship
Overview
Ardeos is a Spellcasting Damage Dealer who uses Builder/Spender mechanics. He excels at applying fired-based Damage-Over-Time (DoT) effects and dealing Area-of-Effect (AoE) damage. Many of Ardeos’ abilities revolve around Cinders, a unique resource that accumulates as he’s casting spells. Once enough Cinders have been generated, Ardeos gains a Burning Ember, which can be spent on casting Detonate, one of his most powerful Abilities.
Ardeos' primary power stat is Intellect. All damage he deals is affected by this stat.
Role Mechanics
Damage Dealers (DPS) are primarily responsible for the following mechanics:
- Crowd Control (CC)
- Every Damage Dealer Hero has abilities than can Interrupt, Slow, Stun, and/or Reposition enemies.
- These should be used frequently to increase your party's chances of survival.
- More of these abilities unlock upon completing higher mission difficulties.
- Enemy abilities that are Interruptible are indicated by Yellow Cast Bars underneath enemy Health Bars.
- Every Damage Dealer Hero has abilities than can Interrupt, Slow, Stun, and/or Reposition enemies.
- Dealing Damage
- Every hero has a Core Rotation, which is usually the optimal use of several abilities for best effect.
- For Damage Dealers especially, learning their Core Rotation, and when to deviate is the key to mastery!
- Damage Dealer Heroes define the duration of combat as they generally deal the majority of the damage.
- Keeping an eye on the Damage Meter helps to compare the damage across the group.
- The Damage Meter is also a good indicator to understand how well you are playing.
- Many damaging abilities excel at either single-target damage, or dealing damage to groups of enemies.
- Every hero has a Core Rotation, which is usually the optimal use of several abilities for best effect.
- Surviving
- Keep an eye on the battlefield to avoid dangerous enemy attacks!
- A dead Damage Dealer kills nothing.
- Damage Dealers have at least one ability to help them with mobility and to reduce incoming damage.
- Keep an eye on the battlefield to avoid dangerous enemy attacks!
Damage Dealer Tips:
- Don't stand in Area of Effect spells on the ground. Use mobility and damage mitigation abilities to survive!
- Use [Tab] to quickly cycle through enemies that are in front of you.
- Pick your targets wisely!
- Focusing on the most dangerous enemy with the other Damage Dealer can protect your party.
- Attacking the target of the tank can help you avoid getting Aggro.
- Finishing off enemies with low health will support your Tank and Healer.
Hero Mechanics
Ardeos is a ranged DPS who uses fire spells to wreak havoc on his enemies. Most of his spells are single-target, however, his kit also includes a few AoE spells. Many of his spells can be cast instantly whenever they’re off cooldown while others have a cast time of anywhere between 1 and 3 seconds.
Ardeos' unique Hero Mechanics:
- Cinders accumulate as Ardeos uses Abilities.
- Most of Ardeos’ core Abilities generate Cinders. Noteworthy examples include Engulfing Flames, Searing Blaze, Fire Ball, and Infernal Wave.
- The number of Cinders generated varies by spell, but generally falls between 12 and 40. Depending on the spell type, the Cinders are granted either instantly or over a set period of time.
- Once Ardeos accumulates 100 Cinders, he receives a Burning Ember and the Cinders bar resets. Ardeos can continue to generate Cinders while holding Burning Embers.
- Burning Embers are your Builder/Spender resource
- Ardeos can hold up to four Burning Embers at any one time. Once the limit has been reached, he will stop generating Cinders until at least one of the Orbs has been spent.
- Burning Embers are used exclusively to cast Detonate, an ability that deals a burst of damage to enemies for every active fire DoT they have on them.
- Detonate doesn’t remove DoTs and can be cast multiple times in quick succession.
- Spirit Ability - Incinerate
- Upon accumulating enough Spirit, Ardeos can unleash Incinerate, a powerful channeled AoE spell that deals fire damage to all enemies in a cone in front of him.
- Incinerate generates Cinders while channeling and counts as a DoT, allowing it to synergize nicely with the rest of Ardeos’ kit.
- When Ardeos activates his Spirit ability he gains a buff known as Spirit of Heroism that grants him +30% Haste for 20 seconds.
Ardeos Tips:
- Try to apply as many Damage-Over-Time effects as possible before using Detonate.
- Wildfire causes DoTs to tick faster, so make sure you use Detonate either before or immediately after casting it. If you wait too long, your DoTs might burn away and will need to be reapplied.
- Spend your Burning Embers often. Ideally, either right as you hit the limit or immediately before that to maximize your damage output.
- Save your Spirit Ability for Boss fights or fights against large groups of powerful enemies. Spirit takes some time to accumulate, so you won’t be able to use Incinerate nearly as often as the rest of your Abilities.
- Despite being an offensive Spellcaster, Ardeos does have a few defensive Abilities at his disposal as well, including Flame Ward, Flickerstep, and Fireflash. These Abilities can help you stay alive if you accidentally pull mobs or generate too much aggro.





Fire AoE Build
Fire DoT Build 




























