Skyforge Lightbinder Support & DPS Guide

Lightbinder Guide for Support and Hybrid Support/DPS roles

Created: 7/26/15 | Updated: 8/5 – formatting

Class role: Support

Guide Overview:

The following guide focuses on two builds. First a full support role for 5 Man Instances on Hard or Impossible settings and for end-game raiding. Then a second build focusing on a Support/DPS Hybrid for Solo, 3 Man and PVP Instances. While there are some abilities that are mandatory in both builds you will want to adjust a couple abilities and talents and to fit your play style.

The following focuses on the Lightbinder as a full Support role in 5 Man Instances and assumes the Lightbinder has most if not all abilities and talents unlocked.

Playstyle Focus

The focus for this spec is to keep a shield on your main tank as often as possible with group buffs and main tank buff.  While I haven’t found a set rotation, this is typically how I proceed and swap in/out abilities as needed.

Typical Tactics:

Unstable Shield on Tank -> Blessing of Sun -> Halo or Radiance -> Pulsating Flare/Flood of Light on Tank -> Unstable Shield on Tank – > BoT -> Sacred Barrier -> Repeat.

Default Abilities

Sparks of Anger – Your default ranged attack, can have damage increased with talent for DPS build, you have this regardless of spec and neither one relies on increasing the damage of this ability.

Unstable Shield – Your default defensive ability that should be improved with talents indicated below.

Incarnation of Light – Your ultimate ability, you’ll have this by default and it’s great for taking care of large packs of swarms or when more than two party members are about to die.

Skill Options – Items in Bold are recommended for Support Build

Pulsating Flare & Burning Stream – Damage and resource builder, Increases attack of ally or strong beam of damage

Pulsating Flare & Flood of Light – Damage and resource builder, Increases attack of ally or increases stats of target up to 100%

This should be a no brainer here. For support you have to take Flood of Light. Even for DPS I question the value of Burning Stream as it is unless you really focus on boosting it with gear passives.
Radiance – Sphere of armor penetration to allies – I like this for 5 man instances as it increases the group’s DPS. Alternative: Wanderer’s Relic – I haven’t found this to be a useful ability in instances, but in PVP if you need to teleport yourself quickly it can be great.
Sacred Barrier – Shields allies around you – this is a must have for 5 man instances. Alternative: Wrath of the Sun – AOE and knockback, useful for PVP and DPS builds.

Blessing of Tenacity – removes negative effects from you and allies.

Rise and Shine – revives ally.Starfury – Stuns target’s attackers, 3 charges.

  • BoT or Starfury are my recommendations here
  • With talents BoT gains a shield and reduces resource costs as well. BoT is really only useful in 5 Man Instances giving the group yet another shield in your rotation.
  • With talents you can have Starfurry gain a shield, last longer and increase damage. Starfurry is great if you’re focused on a Main Tank and in PVP on your primary DPS. If you don’t take BoT you may want to take Distorting Field (see additional comments on that below).
  • I feel Rise and Shine is the weakest ability here due to resurrection items that can be used in a pinch without taking up an ability slot.

Quasar  – AOE with enemy pull-in

Supernova –AOE with DoT

Pulsar – AOE with Stun

  • IMO the best support ability here is Quasar because you can use it to reposition a group of enemies to the tank or away from the tank as needed.
  • Pulsar is nice for PVP due to the Stun.
  • Supernova is solid for a DPS build.

Blessing of Sun – Increases damage of you and allies.

Starstorm – Direct damage attack to enemy.

This is a no brainer, take Blessing of Sun for Support and Starstorm for your DPS build.

Talents – 9 talents below are recommended with the 10th being open to whatever fits your style best.

Sparks of Power – Increase DPS for sparks of anger

Summit – Particle of Light reduced cost

Bright Flares – Pulsating Flare proc’s impulse

Solar Breeze – Resource Regeneration

Power of the Sun – Wrath of Sun improvement

Guardian’s Gift – Sacred Barrier cooldown reduced

Piety – Radiance increases movement speed

Starpower – Starfury cooldown reduced, stun duration increased and damage increased

Serenity – Starfurry gains a shield

Rain of Fire – Unstable shield has no cooldown, 2 charges, regens 1 every 12 seconds

Focused Light – Golden Sphere costs reduced, slows enemies

Strength of Spirit – Blessing of Tenacity, cooldown and resource cost reduced

Spirit of Light – Reincarnate on death

Captivating Light – Blessing of Tenacity gain a shield

Guiding Star – Every 10 seconds remove Wandering Relics cooldown

Distorting Field – Unstable shield reduces the duration of control effects and immunity to movement effects

Deflection – Burning Stream and Starstorm damage increase

Quasar Stabilization – Cost and cooldown reduced

Shining Fragments – Unstable shield explosion damage increase

Mystery of Rebirth – Rise and Shine cooldown reduced and health increased


The following focuses on the Lightbinder as a Hybrid Support/DPS role in Solo, 3 Man or PVP instances and assumes the Lightbinder has most if not all abilities and talents unlocked.

Playstyle Focus in Team Arean’s

Typically I try to use my Melee members as DPS machines to shield me from attacks, though I try to use WR to get myself out of melee range as often as possible and keep others shielded.

In 10v10 simply stay ranged, use Quasar and Wrath to push or pull enemies away from you and stay alive as long as possible.

Typical Tactics:

Starfury your Melee DPS -> Pulsating Flare allies -> Quasar to pull in ranged to Melee ally -> Unstable Shield as needed on yourself and/or ally -> repeat.

For 10v10 PVP simply apply Starfury and Unstable Shield to yourself.

Skill Options:

Pulsating Flare & Burning Stream – Damage and resource builder, Increases attack of ally or strong beam of damage. In the arenas you won’t have much of a chance to hold down abilities to boost your allies; if you are then the other team is bad enough that you should just be burning them with your beam.

Sparks of Anger – Your default ranged attack, can have damage increased with talent for DPS build, you have this regardless of spec and neither one relies on increasing the damage of this ability.

Unstable Shield – Your default defensive ability that should be improved with talents indicated below.

Incarnation of Light – Your ultimate ability, you’ll have this by default and it’s great for taking care of large packs of swarms or when more than two party members are about to die.

Wanderer’s Relic – this is awesome in arenas to get around either to your allies or away from foes.

Wrath of the Sun – Another great DPS and PVP ability as it will get that melee off you and give you time to cast WR and get back to range.

Starfury – Starfury is the my personal choice here since R&S doesn’t’ work in PVP and with Unstable shield you can already shield your allies and remove effects on them. BoT would be my second choice, but is useless in 10v10.

Starstorm – Direct damage attack to enemy.

Quasar  – AOE with enemy pull-in

Supernova –AOE with DoT

Pulsar – AOE with Stun

These are all up for grabs here fr the same reasons as PVE. I am particle to Pulsar due to the stun feature.

Talents – 9 talents below are recommended with the 10th being open to whatever fits your play style best, probably choosing between either Quasar, Deflection or Rain of Fire.

Sparks of Power – Increase DPS for sparks of anger

Summit – Particle of Light reduced cost

Bright Flares – Pulsating Flare proc’s impulse

Solar Breeze – Resource Regeneration

Power of the Sun – Wrath of Sun improvement

Guardian’s Gift – Sacred Barrier cooldown reduced

Piety – Radiance increases movement speed

Starpower – Starfury cooldown reduced, stun duration increased and damage increased

Serenity – Starfurry gains a shield

Rain of Fire – Unstable shield has no cooldown, 2 charges, regens 1 every 12 seconds

Focused Light – Golden Sphere costs reduced, slows enemies

Strength of Spirit – Blessing of Tenacity, cooldown and resource cost reduced

Spirit of Light – Reincarnate on death

Captivating Light – Blessing of Tenacity gain a shield

Guiding Star – Every 10 seconds remove Wandering Relics cooldown

Distorting Field – Unstable shield reduces the duration of control effects and immunity to movement effects

Deflection – Burning Stream and Starstorm damage increase

Quasar Stabilization – Cost and cooldown reduced

Shining Fragments – Unstable shield explosion damage increase

Mystery of Rebirth – Rise and Shine cooldown reduced and health increased

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