[PvP] [Gear]Seige Defense CC Self Sustained Mobile auramancy dps occultism pve pvp tank witchcraft
Guide by clockcycle Last update at Mar 5th 2015, 12:03


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**Feb.26.2015 Updating**

Still switching around skills, testing what's beneficial or doesn't work.

Any comments or suggestions would be appreciated.


I'm coming from playing as a Paladin or Shadow/death knight utility tank/off tank/peeler background in most Mmo since EQ1

This is mainly skill tree combination allows you to crowd control groups of enemy as well as pin pointed single target. You can supplement initiators such as Skullknights and Revanents by entering the fray, adding to their combs, as well as aoe fearing and pushing enemy away or into your group. Usually by this time you've baited your enemy to pop their cooldowns, antiCC, left disoriented and confused, easy pickings for your team to finish off.

This class also works very well as siege wall or mortar/ironclad defense and/or control. If you are on a wall as offense or defense, you can effectively fear and throw off your enemies (same works on ships).

Combos

Feb.25.15;
1 floating point switch as needed or preference, between leech, lassitude, liberation, absorb damage, wings, enhanced mana recovery, reprisal, or conversion shield.

Self heal, while doing damage with
+



Feb.02.15;(alternate additional aoe dmg option)

Consumes all stacks of Inspired; inflicts additional +52% damage per stack.

gives you 1 stack of inspire, which can stack up to 3 times. So you want to cast this on cooldown to keep up the 3 stack. It does quite a bit aoe damage used during initiation.

Magic Damage Defense

Since you're wearing plate, you have almost no magic resistances, so you will have to count on countering with well timed mitigation spells.

Pop
for an additional 42% and
for another 50% mitigation against magic dmg.

Initiator / Raidbreaker Rotation

As an initiator, this is your raidbreaking bread and butter combo. With 3 stacks of inspire from your
spam. Once you're in range, you pre-buff by casting
with it's short 4 sec duration you want to quickly use
to get into your enemy. Then pull them to you with
, proceed to CC following with
aoe stun
damage over time and lowers physical melee accuracy
to silence and or stop any casters casting, caught in your web. Comet's Boom out, heal up, gain mana and get ready to go in again.

is also your counter against witch classes looking to interrupt your rotation with a fear.

Notes

All your skills are insta-cast.

You will probably have to teach your teammates to follow you into the fray closely, to take advantage of your CC or you will probably end up alone and dead.

I'm on the fence with
's utility. *Doesn't seem useful enough.

Questionable on
and/or
. Considering
does considerable damage with 3 stacks of inspire, albeit only directly in front of you, but has an effect range of 31m!! Shorter cooldown, but 3x mana consumption.
allows you to jump between objects like crates, and ships. Both so yum. Yes you do waste the inspire stacks when poping
but dead dps = 0 dps.. *Keeping both, the mobility they give you are crcial.

I've given up
for now, which is really good for controlling a single annoying target. *Switch as needed.

Class works well for farming slimes in auroria, hardly down time with self healing and mana regen from damage. Switch into meditate if you're needing mana.


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