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CHAPTERS
- 0. "Role"
- 1. "Skills"
- 2. "Combos"
Role
This build is basically designed to be a mid-close range caster that is extremely hard to kill. It also has quite a bit of CC for a defensive build and deals enough damage to kill most classes quickly. Thanks to enervate's mana drain and purge it also seems to be a soft counter to other defensive builds.
Skills
Only "hard" CC, but useful since it can't be broken by anything except Purge or damage
Want to mainly use this to get rid of someone in a group fight or stall for CDs.
Due to it's multiple uses, can help considerably against any class.
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Just ways out of CC, can really mess up enemy combos.
Want to usually save for Enervate but is a great initiate in general
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Just more damage and way to interrupt, basically want to spam these.
* The stun from Focal is actually too short to use in most combos
Good to use w/ liberation for the MR, but better to save against classes that rely on trip combos
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Big CD obviously, this is a preference. In general Imprison seems better, especially in group fights.
Primary gap closer and escape mechanism. Since this build's only good ranged damage is Enervate > Grip, it can be difficult to get close enough for the short range spells without this.
Combos
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Primary combo, always want to stun or fear before use for the extra enervate damage
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Secondary combo, good to use this after primary since benefits from snare
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If used at the end of the "standard combo chain" is very annoying for melee/hybrids
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One of the highest damage abilities this class has, want to always use with max mettle
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Best to use during a down period or when anticipating trip/silence combos
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