Build:E/any Flashing Spiker
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A high tempo dual-condition spreading spiker.
[edit] Attributes and Skills
Any / Any | Attribute Rank |
---|---|
Air Magic | 12 + 3 + 1 |
Energy Storage | 12 + 1 |
[edit] Equipment
- Armor
60 AL, 5x Survivor's Insignias, Superior Vigor, Superior Air Magic, Minor Energy Storage, 2x Rune of Attunement
- Weapons
Any wand and focus with maximum energy bonus and Aptitude not Attitude and Master of My Domain inscriptions.
[edit] Usage
Cast Aura of Restoration as soon as the match begins. Allow the non-caster classes to take point. Cycle through opponents and make note of their classes.
If possible, allow the enemy to approach. Cast Glyph of elemental power. In general, attempt to blind an assassin with blinding flash, switch to a warrior to inflict weakness, then switch to a caster class. If possible, target enemy elementalists, ritualists or necromancers rather than monks, to avoid the monk noticing the lightning surge hex. Then begin the spike. Cast lightning surge, lightning orb and lightning bolt.
After this, the situation may warrant a second spike, or more blinding flash and enervating charge. For example, if there are two enemy assassins, modify tactics to use more blinding flash.
Use lightning bolt to hit kiters. If targeted by enemy warriors, blinding flash and enervating charge as a cover, and kite. If they give chase, punish them with lightning bolts, and keep blinding flash and enervating charge on your pursuer.
If targeted by an enemy assassin and possessing a large energy reserve (especially shadow stepping assassins), c and ctrl-space, blinding flash, enervating charge, and spike, which will kill him. If not enough energy remains to spike, kite, and maintain blinding flash and enervating charge on your pursuer.
[edit] Counters
Hex Removal, Condition Removal, Shadow Form.
[edit] Variants
Remove Aura of Restoration and replace with Lightning Strike for more offense.