Build:A/D Moebius Phoenix

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The general consensus among users of GuildWiki is that this build is not viable.

Contents

The Moebius Phoenix build is a highly versatile build that utilizes the use of powerful Dervish Earth Magic enchantments to survive while using powerful, easily spammed Dual Attacks to release a constant onslaught on its target.

[edit] Attributes and Skills

AssassinDervishAssassin / Dervish Attribute Rank
Dagger Mastery 12 + 1
Earth Prayers 8
Critical Strikes 10 + 1 + 3
Golden Phoenix Strike

Golden Phoenix Strike

Critical Strike

Critical Strike

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Optional

Optional

Optional

Optional

Mystic Regeneration

Mystic Regeneration

Critical Defenses

Critical Defenses

  • It is ideal that you carry atleast one more enchantment as an optional skill, such as; Vital Boon, Assassin's Remedy, or Aura of Thorns.
  • A Resurrection Signet could be added in to complete the build, rather than a second optional skill.
  • Conviction can be added in as one of your optional skills for some added defense while enchanted and a heal between battles.
  • Signet of Pious Light and Vital Boon can be added in your optional slots as means of a quick spike heal and cover enchantment for both Mystic Regeneration and Critical Defenses.
  • Assassin's Remedy is helpful for condition heavy areas of PvE.
  • Aura of Thorns and Signet of Malice can be used an alternative for removing conditions. You can also switch out Mystic Regeneration for Signet of Pious Light in order to end Aura of Thorns sooner.
  • If you don't mind sacrificing powerful AoE damage, Death Blossom can be switched out for any other Dual Attack of your preference. Depending on the typs of situations you may encounter, different dual attacks are better to bring than others. Horns of the Ox can help if you want to have a conditional interrupt, Twisting Fangs can simply add in conditions if you want them, Nine Tail Strike can be used if you're going to be in a block-heavy environment, and Blades of Steel can be used to unleash a few more points of damage on a single target faster.

[edit] Equipment

  • Max AL set of armor Shrouded Armor or Armor with Radiant Insignias is reccomended for maximum energy. Highest health rune is also helpful.
  • Zealous daggers of Enchanting (20%), max damage, with a +15% (while enchanted) mod.

[edit] Usage

  • Prior to entering battle, set up your enchantments; Critical Defenses --> Mystic Regeneration --> Optional Enchantment(If one was used), best to cast in this order to avoid your main defense being removed. Be sure to maintain the two main enchantments during the battle, though they aren't as imperitive to maintain when there are few enemies.
  • Enter battle engaging your target with Golden Phoenix Strike, only use this as needed to get your combo started. Once you have successfully hit with your off-hand, use either of your dual attacks, followed by Moebius Strike. Keep repeating the Dual Attack --> Moebius Strike --> Dual Attack combo, using Critical Strike as your energy management, and to keep up Critical Defenses, and Death Blossom as your main source of damage.
  • While in battle, use Critical Strike (and Critical Eye if you brought it) as soon as possible after re-casting Mystic Regeneration, Critical Defenses, or both, that way your energy doesn't suffer too much loss from the maintaining.

[edit] Counters

  • Interruption or removal of your enchantments can severely hinder your defense.
  • Typical anti-melee defenses, such as Block or Blind.
  • Anti-Melee hexes, such as; Empathy or Spiteful Spirit.
  • Daze can also dramatically alter your chances of survival, depending on how long it lasts on you.

[edit] Notes

  • Due to the high Critical Strikes level and your skill, Critical Strike, you should be able to keep Critical Defenses up for longer than its recharge time, provided that it isn't either stripped or you don't run out of targets too soon. And through that, your Golden Phoenix Strike shouldn't ever cause problems, as in not being able to strike with it.
  • When first entering a battle, using your enchantments and your opening attack, energy will be lost rapidly. Use Critical Strike as your first dual in order to regen almost all of your energy back, this should suffice well enough for your energy management.
  • Assassin's Remedy can only remove conditions for as long as you can hit and it doesn't remove blindness.
  • It's best to bring an extra enchantment for an extra 3 pips of health regeneration from Mystic Regeneration.

[edit] Variants

  • You can switch your Earth Prayers to Wind Prayers and add in Featherfoot Grace and Dwayna's Touch for faster Condition removal and an easy heal. You can also consider adding in Harrier's Grasp to better strike moving foes (Such as kiting monks or other casters). Attacker's Insight can also be used to help reduce the initial cost of your first strike.

[edit] Templates

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The Skills Template for this build is:
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