From GuildWiki
test
|
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
|
|
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:
|
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
[edit] Equipment
- Armor of your choice
- 20/20 earth magic staff of enchanting +20%, with any
prefix
- 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
- 5 air magic to have 100% chance of knockdown with gale.
- 37 damage each second for 5 seconds.