From GuildWiki
test
This is a mid-line support build that can assist with both
defense and offense in Heroes' Ascent.
[edit] Attributes and Skills
[edit] Equipment
- Armor: Minor Runes + Radiant Insignia
+ Superior Vigor
- A superior Earth Magic Rune can be equipped. In this case,
switch to Survivor Insignia to make up for health loss
- Weapons: +5 Energy Axe/Sword/Spear of Enchanting / +30
health and 20% HSR on Earth
Magic Focus
item
- Alternate weapon sets: 1 high energy set (+30/-2) and 1 low
energy set (-5 Energy Axe/Sword/Spear of Enchanting and +30 health
shield)
- Place wards to protect your team. Know your enemy to better
manage your energy:
- Use Ward Against Melee to protect against melee-heavy teams,
use Ward of Stability to prevent knockdowns (i.e., Hammer Bash from
a Thumper) and use Ward Against Foes near your backline, so the
monks can kite away from melee trains faster.
- Use Ward Against Foes to snare relic runners.
- Try to ensure optimal ward coverage (protect healers if they're
targeted, etc.)
- Use Sandstorm on bunched up foes (i.e., two teams fighting on
the Altar, or a team body-blocking your relic runner)
- Use Gale to knock
down key foes (e.g. Ghostly Hero when using Claim Resource,
or a relic runner)
[edit] Counters
- Enchantment removal leads to energy problems
- Disruption is easy and effective as most of your skills have
both high activation and recharge times
- All standard caster counters (Backfire, Arcane Languor, Dazed, etc.)
[edit] Variants
Gale can be replaced with: