Build:E/any Unsteady knocker

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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.

This build was voted unfavored for the following reasons:

  • lacks damage

Contents

The Unsteady knocker uses Unsteady ground to knock foes down (in PvE...this isn't a PvP build by any means), then blind them. It also works as defense via wards.

[edit] Attributes and Skills

ElementalistElementalist / Any Attribute Rank
Earth Magic 12 + 1 + 3
Energy Storage 11+1
Air Magic 4+1
Optional

Optional

Ward Against Melee

Ward Against Melee

Unsteady Ground

Unsteady Ground

Ash Blast

Ash Blast

Gale

Gale

Glyph of Lesser Energy

Glyph of Lesser Energy

Earth Attunement

Earth Attunement

Resurrection Signet

Resurrection Signet

[edit] Equipment

  • Armor of your choice
  • 20/20 earth magic staff of enchanting +20%, with any prefix

[edit] Usage

  • Earth Attunement should be precasted for energy management.
  • Ward Against Elements/Ward of Stability should be used when there are elemental mobs or knockdown users, respectively
  • Ward Against Melee should be used when your casters are in danger of melee attackers.
  • Unsteady Ground is casted on foes already attacking. They start attacking once they get back up from knock down, further knocking them down. It is best used when there are meleers beating on a party member.
  • Ash Blast should be used on melee or Rangers for a cheap 10 second blind every 8 seconds. It also can be used for damage.
  • Gale is used when Unsteady Ground ends and Ash Blast is needed for blind. Use SPARINGLY. The exhaustion hurts.
  • Glyph of Lesser Energy can be used to reduce any of the above spells' cost.
  • Resurrection Signet is used as a resurrect.

[edit] Counters

  • stop attacking (which mobs don't do)
  • Degen, Conditions, hexes

[edit] Variants

None at this time

[edit] Notes

  • 5 air magic to have 100% chance of knockdown with gale.
  • 37 damage each second for 5 seconds.
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