***Best Nuke Grim Reaper (21Combos++) Read Descrip dps
occultism
pve
pvp
shadowplay
sorcery
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Important Note: You can instant cast Fireball 3 times with one Dropback. Just get the first one off in the middle of Dropback and you will have enough time to cast a second and third. Very overpowered.
No, there is no Perforation in this combo, because the whole idea of this build is to go for those magical crits. The time you spend casting Perforation could be used for a magical spell that can potentially crit, causing massive damage from all the synergized passives.
Combo:
Plunge, Hell Spears, Raven, Chain Lightening, Ice Field, Dropback, Fireball x3 (instant casts)
Use Scream of Silence, Barrier, and Reflecting Armory if needed to survive.
By now anybody will be dead unless they have best gear or you're killing more than one person. Heck, the aoes in this combo might've killed any friends he might've had around as well already.
***Check out this build in action:
on YouTube
/embed/Mn3-45n2bBg
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The one thing that you don't do with this build is go up against Treasure Hunter (Archery/Shadowplay/Aurumancy) when you are unstealthed. When you go up against this archer build, always kill this person first before he expects it.
To kill them you basically have to surprise them. Since they have both Aurumancy and Shadowplay, they have two dashes. You only have one.
The top Treasure Hunter guide on this website will kite the sht out of you if you dont stun and kill them within one combo. Also, dont pop Dropback for instant fireballs until the archer use *his* Dropback first. Then, you use Dropback to go forwards to chase. Unless you're certainly he will die within one combo and not have time to run away. (Basic concept: twist camera 180 degrees > Dropback > twist camera back 180)
Don't get me wrong, it's not like you need to get into melee range. You're a caster after all, so you can still dish out hurt at range too, but it won't be your max damage potential if you can't get close enough to Plunge.
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When up against Darkrunner (Battlerage/Shadowplay/Aurumancy) and the other guy sees you coming, dont use Plunge unless he comes into your melee range himself, because he will come for you to hit you.
When he does, then do the Plunge combo. Blast him with ranged skills while he comes for you.
Remember to pop Barrier and Reflecting Armory before he hits you.
If the Darkrunner is a good player he won't stay at range for long, because they have 4+ gap closers.
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If you either want to PVE or be useful to guilds, or take a break from PVP to do trade runs and want the speed boost, just switch out Shadowplay with Songcrafting. Believe it or not Songcrafters are highly valued in raids. Another option is switch out Necromancy for Aurumancy for more dashs/teleports.
No, there is no Perforation in this combo, because the whole idea of this build is to go for those magical crits. The time you spend casting Perforation could be used for a magical spell that can potentially crit, causing massive damage from all the synergized passives.
Combo:
Plunge, Hell Spears, Raven, Chain Lightening, Ice Field, Dropback, Fireball x3 (instant casts)
Use Scream of Silence, Barrier, and Reflecting Armory if needed to survive.
By now anybody will be dead unless they have best gear or you're killing more than one person. Heck, the aoes in this combo might've killed any friends he might've had around as well already.
***Check out this build in action:
on YouTube
/embed/Mn3-45n2bBg
----------------------------------------------------------------------------------------------------------------------------------------
The one thing that you don't do with this build is go up against Treasure Hunter (Archery/Shadowplay/Aurumancy) when you are unstealthed. When you go up against this archer build, always kill this person first before he expects it.
To kill them you basically have to surprise them. Since they have both Aurumancy and Shadowplay, they have two dashes. You only have one.
The top Treasure Hunter guide on this website will kite the sht out of you if you dont stun and kill them within one combo. Also, dont pop Dropback for instant fireballs until the archer use *his* Dropback first. Then, you use Dropback to go forwards to chase. Unless you're certainly he will die within one combo and not have time to run away. (Basic concept: twist camera 180 degrees > Dropback > twist camera back 180)
Don't get me wrong, it's not like you need to get into melee range. You're a caster after all, so you can still dish out hurt at range too, but it won't be your max damage potential if you can't get close enough to Plunge.
----------------------------------------------------------------------------------------------------------------------------------------
When up against Darkrunner (Battlerage/Shadowplay/Aurumancy) and the other guy sees you coming, dont use Plunge unless he comes into your melee range himself, because he will come for you to hit you.
When he does, then do the Plunge combo. Blast him with ranged skills while he comes for you.
Remember to pop Barrier and Reflecting Armory before he hits you.
If the Darkrunner is a good player he won't stay at range for long, because they have 4+ gap closers.
----------------------------------------------------------------------------------------------------------------------------------------
If you either want to PVE or be useful to guilds, or take a break from PVP to do trade runs and want the speed boost, just switch out Shadowplay with Songcrafting. Believe it or not Songcrafters are highly valued in raids. Another option is switch out Necromancy for Aurumancy for more dashs/teleports.
awesome
Nice, I will try this!
But and about PVE?