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This is a PvE build that utilizes Assassin's
Promise to bypass the long recharge times for Glyph of
Sacrifice and Meteor Shower. It is not uncommon to cast
another Meteor
Shower before the previous one has ended.
[edit] Attributes and Skills
[edit] Equipment
- Exorbitant equipment isn't crucial. Preferably high energy
armor (Radiant insignias if using Nightfall armor) and weapons.
Consider an "of
Enchanting" weapon on switch for Fire
Attunement.
- Keep Fire Attunement up at all times. Between battles, recast
it to avoid having it run out at inconvenient moments.
- Find a squishy and (mostly) stationary target - healers and
their caster friends in nearby range make good targets - then use
Glyph
of Sacrifice and Meteor Shower on it.
- Be sure to call your targets (by holding Control) so your
allies know to support you, including any heroes and henchmen.
- Follow up with Mark of Rodgort followed by Fireball, Glowing
Gaze and Liquid Flame. When your target reaches approximately 20%
Health (varies depending on resilience and current rate of damage),
cast Assassin's Promise on him and finish him
off. Then start switching targets and firing off Promises and Gazes
on dying targets to recharge and gain energy.
- Always be on the lookout for targets of opportunity (dying
foes) to use Promise and/or Glowing Gaze on to gain energy and
recharges. Coordinate attacks with your party. Be careful not to
use it on resilient targets such as rangers or warriors, unless
you're sure you can finish them off, and beware hex removal and
interrupts (i.e, don't cast promise under maelstorm).
- Since you'll be firing off a bunch of Meteor Showers, having a
Ritualist take Earthbind will work wonders. Also, having other
elementalists in the party helps ensure your targets actually die
(though the same can be said for any damage dealer). An air spiker
would be particularly useful for this purpose.
- Also works in Alliance Battles and Fort Aspenwood. In the
latter case use aura of restoration since you can't count on anyone
healing you.
- Energy management should be fine with Attunement, Gaze and
Promise. In case of special environment restrictions such as Domain
of Secrets, it could be useful taking a ranger with energizing
wind, since you bypass its recharge restriction on skills. If
exhaustion starts to pile up too much, lay off meteors for a short
while.
[edit] Counters
- Hex removal - without Assassin's Promise, you cannot
recharge your skills. Use Mark of Rodgort to bait hex removal and
cover Promise if necessary.
- Enchant removal - without Fire Attunement energy becomes an
issue. Keep in mind that Promise will recharge attunement quickly,
though.
- Running Away - Even PvE monsters will Kite. Careful because
sometimes you won't be able to follow them without dying.
- A lot of healing - Which is why you take out Monks and
Ritualists first.
[edit] Variants
- If necessary, switch out Liquid Flame for a Resurrection Signet
or Sunspear Rebirth Signet. Please note that Promise will NOT
recharge these signets.
- In later areas of Nightfall, consider using Lightbringer's Gaze
instead of Liquid or Fireball
- If you're feeling brave enough to pack 2 superiors, keep
storage as is and hike up deadly arts to 10. It's worth it.
[edit] Templates