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    Infinite Crisis builds for Arcane Green Lantern

    Dycer's Knight of the Round Table Guide

    An Arcane Green Lantern guide by The_Dycer
    Last updated: Feb 8th, 2015
    Link to guide: www.dawnbase.com/guides/Vk7fSCxL
    4,184 1
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    It was only a matter of time before I made a Arcane Green Lantern. Now let's get it started.

    Mods: I am back to using a general tank modset and build for Arcane Green Lantern on heights. This has nothing to do with game changes, but stems from what is needed from in the way people currently play the map. You absolutely have to mod Suit of Sorrows with extra reflect and Disintegration 2 on Cosmic Staff. Your third mod is up to you. I have two sets for heights with one containing Skill Block 2 and the other +75 health in Atlantean Royal Seal. I pick the Seal Health set if I we have a team comp that can press early advatages and Skill Block 2 if the comp is late game strong. You can also run 40% reflect on Prism, but I don't use it because of the general lack of power damage I see. The mitigations are high enough on entropy Aegis and you can nullify a lot of key skills with it. 

    Your augments should be gold scaling health and armor. You get to levle 9 fast on heights so the scaling augments will give you higher stats rather quickly. 

    The Build: Take T3 Harness and T1 Shard. After the top fight. Once you base cap and sell them to pick up Royal Seal. This a very strong early artifact. Getting T3 out of the gate will greatly increase your effectiveness in the early game. Cap this as soon as possible for the slow which you will use to clean up fights.

    Your next main items will be your armor. Unless their team is very PD heavy, build SoS first. Many times you will want to grab T1 or T2 of your power armor item (Aegis/Prism) before capping this. 

    Once you are happy with your armor, buy into Cosmic Staff. In any slow stages in between tiers, pick up Radon Shard and level to sell. Arc GL needs PD for effectiveness more than any other enforcer. 

    Once you have all your core items capped, move onto your options. This state you have to determine a want and a need. Don't buy an item that is no use to you in the game. Your enemy is build a lot of power armor? Take Oa Gambit to help your PD carries do more damage. Need more Attack Armor and cooldown reduction? Take the item you think will help you most in your current game. 

    The How: I like leveling W to cap first to slow multiple enemies in team fights and while chasing. The multiple lockdowns in team fights is gold sprinkles ontop of everything else. When chasing, use your Q to knock down the enemy, and port in front of them if it would not break your chain slow. Once they are locked down, or close to it, nuke them with your E.

    Use your Ult to save allies, and do not waste it. Even if you go a full CD build, you will still have times you regret wasting it. It is the best way to keep your carry alive in a team fight mid.

    As always, I hoped this guide helped you out. Remember, if you liked it, give it a thumbs up. The ratings help players find the best guides faster.
    Latest comments
    Hi! a question... why don't you take a flat augments? I think is better in GH because is faster than other maps and can help you to win the first engages. 
    8:20 pm, Feb 28th, 2015
    This is what I tell people. If you think you win or lose the game before level 9, you are crazy. Unless the teams are very uneven, your game isn't decided until level 14-ish on GH and by then you are outscaling your enemy. And if the teamas are just truly lopsided talent wise you would have not won the game anyway. In short, it is better to gear yourself to mid-late game rather than early. 
    11:46 pm, Feb 28th, 2015