Build:A/W Master of the Chain
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this build is not viable. |
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The Master of the Chain build unleashes all 8 skills in a row to deal-heavy damage on an opponent. Mainly for use in PvP on elementalists, ritualists, necromancers, and other magic users. Not very effective against warriors and other melee characters. Its uses the Aura of Displacement to quickly teleport to a target, and uses its skills one after another i quick succcession to heavily damage or kill the target before it can counter or call for help. This build uses mid-cost energy skills to weaken the target, low-cost skills to add-on to the already dealed damage, and heavy-costing skills to deal lots of damage and finish the target off.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Tactics | 6 |
Dagger Mastery | 11 + 1 + 3 |
Critical Strike | 12 + 1 |
[edit] Equipment
- Any armour set will do, but try and get armour that adds more energy, as this build relies heavily on energy, such as Shrouded Armour for maxed energy
- Any daggers that increase health and/or energy, such as of fortitude, or of defense
[edit] Usage
This build is very simple to use, as it is a chain. Aura>Mantis>Phoenix>Horns>Spider>Fangs. Use Shadow Refuge for healing. Use Disciplined Stance right after you use Aura of Displacement to give you better protection against other melee fighters (war, sin, etc.), and/or multiple enemies.
[edit] Counters
As always, hexes and such apply to this build. Knockdown skills and other skills that temporarily disable your offensive ability should be avoided.
[edit] Variants
- Replace Shadow Refuge with any other self-healing skill for different effects
- Replace Disciplined Stance with any skill that increases energy or health regeneration for better survival
[edit] Notes
This mob is best against one or two enemies, so avoid mobs the best you can!