Build:E/any Cold Flame

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

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

Contents

This build uses the hex Elemental Flame combined with ranged snares, blinding and some degen to take pressure off your monks and put pressure on enemy monks in PvP.

[edit] Attributes and Skills

ElementalistElementalist / Any Attribute Rank
Fire Magic 12 + 1 + 2
Water Magic 11 + 2
Energy Storage 6 + 1
Mind Blast

Mind Blast

Elemental Flame

Elemental Flame

Freezing Gust

Freezing Gust

Ice Spikes

Ice Spikes

Deep Freeze

Deep Freeze

Steam

Steam

Water Attunement

Water Attunement

Generic resurrect

Generic resurrect

  • If you don't need a res skill, you could use the 8th slot for Glowing Gaze, which will help with energy management.

[edit] Equipment

  • Prismatic Insignias will give you a constant +10 armor, so it may be your best choice.
  • Keep in mind that with two major runes, you only have 410 health. Vigor/vitae runes and a staff of fortitude will offset this.
  • Mind Blast and Elemental Flame both have short cast + recharge times, so they won't benefit much from HCT/HSR weapons. Bring a weapon that halves casting time of water magic.

[edit] Usage

  • Keep up Water Attunement as often as possible. Mind Blast will help, but it's not really enough by itself.
  • Pick your target. it helps if:
    • a) They are an assassin, warrior, or dervish.
    • b) They are near other enemies.
  • Lead with Elemental Flame and dispense your three water hexes as you see appropriate. Ice Spikes and Deep Freeze work much better when you hit multiple enemies, and remember that Freezing Gust only hexes if they don't already have a water hex on them.
  • Hit your target with Steam at the first convenient time after it recharges. If your target isn't on fire, steam is a waste of energy.

[edit] Counters

  • Hex removal isn't too much of a problem, as elemental flame has a short recharge and your water hexes cover it.
  • Enchantment removal can be bad, because you have no cover enchantment for water attunement and energy management becomes much harder without it.

[edit] Variants

  • This can also be used in AB, but there are better builds for that. This tends to be more of a support build, and there is little coherent teamwork in alliance battles.
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