View Full Version : Battle build *RAWR lol*
This build is to go in and stay in until the job is done.
10 wind prayers
put rest in scythe to get above 12 or something
use runes to balance out that amount, i would put it but at the moment i can't jugle the points in game with another character.
Anyway, i like wind prayers much more than earth, both useful for different skills, anyway... the skill!
Vow of Essence
Elite Enchantment Spell. For 10 seconds, you have -4 energy regeneration, and you gain 4 Energy every time you hit with an attack.
5 Energy 1 Activation 10 Recharge
Spell. Target touched ally is healed for 45 Health for each Enchantment on you (maximum 150).
5 Energy ¾ Activation 2 Recharge
Enchantment Spell. For 20 seconds, every time you successfully hit with an attack, you gain 7 Health for each Enchantment on you (maximum 25 Health).
5 Energy ¼ Activation 15 Recharge
Heart of Fury
Enchantment Spell. For 19 seconds, you attack 33% faster. When this Enchantment ends, all nearby foes are set on fire for 3 seconds.
10 Energy ¾ Activation 30 Recharge
Enchantment Spell. For 60 seconds, the next time target ally's Health drops below 25%, that ally is healed for 190 Health.
15 Energy 1 Activation 15 Recharge
Melee Attack. If this attack hits, you deal 9 damage for each Enchantment on you (maximum 40 bonus damage).
5 Energy 4 Recharge
Scythe Attack. If it hits, this attack strikes for +17 damage. Whenever it hits a foe who has less Health than you, all adjacent foes are struck for 51 cold damage.
15 Energy 5 Recharge
Rez signet /spell of choice.
"LUCY YOU GOT SOME SPLANIN TO DO!"
Yeah, now i must tell you why i thought of this build and the order to do things in.
First to make things simply you should have something to give you a bit of energy, like a preorder rit weapon +15 energy to use temporary, even if you don't you just wait a couple of seconds.
Also use a sycthe of enchanting.
-protect vow of essense with mystic vigor/heart of fury.
-once in battle you should have no energy problems at all, +4 energy each hit at an increased attack rate for a large amount of the time is very good. 12 energy on a good swing is nothing to scoff at.
-mystic vigor can net about 75 health a swing if you hit 3 targets.
-watchful intervention can help keep you in the game if something very bad happens
-dwayna's touch nets you 150 health when you have your enchants up, using it intermiatly with swings and you will have no energy problems whatsoever and a ton of health for instance (25-75 + 150 = 175-225 health)
-heart of fury should last about 22 seconds, it does have a downtime but it lights foes on fire for 3 seconds when it does end. Great IAS if you ask me.
-mystic sweep should do +36 damage a swing, if you have the points you can make sycthe mastery 13 to deal it's full potential of +40, but if it would make you use a major rune don't only if it is a minor.
-chilling victory is used because you are gaining so much energy there should be a pretty good attack to use it all, it being 15 energy is good since you can cause adjacent foes up to 150 cold damage plus the normal damage.
-Unless things are going really bad i wouldn't use a rez, you don't have a lot of armor and your survival depends on gaining the mass amounts of health.
Personally i would use Either:
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10...4 seconds. This Spell consumes all of your remaining Energy.
Resurrect target party member with up to your current health and 5...29% Energy. This spell has half the normal range.
Resurrect dead target party member with 50% Health and 5...17% Energy. That party member and all allies within earshot are healed for 55...115 Health.
There you have it, hope you liked the build.
this is a build for PvE or PvP?
For pvp, if you are depending on hits for mana and going wind, I would grab guiding hands. Also for pvp i would use feather foot grace for another enchant. One more thing, I don't see the point in having 14 myst as opposed to 12 or 15 seeing as the mana gained is myst/3.
it's for pve
and uh since energy isn't at all an issue i didn't really consider that, good point though.
pvp though, i agree with the suggestions, except this build overall would probably go horribly wrong in pvp :shocked:
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