Strikethrough Chance 0%Critical Hit Chance 0%Critical Hit Severity 0%Deflect Chance 0%Deflect Critical Hit Chance 0%
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CHAPTERS
0. Role
1. Focus
2. AMPs
Role
The role of this build is designed for PvP battlegrounds or arenas. Usage in warplot mode is not advised unless coordinating your setup with other players based on need. This is not designed for solo or PvE mode, but could be modified to suit those outlets. Substitutions are viable.
Focus
This build is designed to function as a mid-range, magic damage, and support utility to accent a full team.
Use Magic Missles to weaken magic resistance. This can be used to open, spread damage, or single-out weak opponents.
Use Ignite in and out of Spell Surge to spread damage and DoTs (Primary)
Use Flame Burst after a critical hit.
Use Arcane Shock for damage, utility, and disrupting enemy casters from healing especially.
Use Healing Salve when grouped close to allies for relief. This should be used as an opener for combat to give the healer some relief.
Use Gate as a utility stun, gap closer, get-away, or for setting up a spike.
Use Purify to CC break as well as heal. This is primarily for when the healer is overwhelmed or inhibited by critical debuffs.
Use Phase Shift to thwart melees and in times of crisis.
AMPs
Static
Critical Hit + 6%
Critical Severity + 8%
Assault Power from items + 7%
Magic Damage + 4%
Grit (HP) + 4.5%
Reduce shield reboot by 1 second.
Shield capacity + 9%
Conditional
Increase HP regeneration by 1.02% every 5 seconds in combat.
Using a Spell-Surged ability: +16% Critical Severity, + 12% Damage, Applies - 8% Magic Resistance to foes.
Basic attack usage reduces cooldowns by 0.5 second(s)
Using an ability with a cooldown increases Critical Hit by 2% (Stacks up to 6%)
On 'd foes, does an additional 8% magic damage every 2 seconds for 4 seconds.