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This build has been archived as of 03:07, October 13, 2009 (UTC), for the following reason:
This build had been designed for the following use:
This build was in the category good before being archived.
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The purpose of the build is to quickly capture shrines as part of a team. This character will destroy the shrine in seconds.
[edit] Attributes and Skills
Nightfall Elementalist. Fire Magic 16 Savannah Heat Elite Spell You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 21 fire damage each second and an additional 21 fire damage for each second this Spell has been in effect. Prophecies Elementalist. Fire Magic 16 Mark of Rodgort Hex Spell Target foe and all nearby foes are Hexed with Mark of Rodgort. For 37 seconds, whenever each foe is struck for fire damage, that foe is set on fire for 4 seconds. Core Elementalist. Fire Magic 16 Fireball Spell Send out a ball of fire that strikes target foe and all adjacent foes for 119 fire damage. Nightfall Elementalist. Fire Magic 16 Glowing Gaze Spell Deals 53 fire damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is Burning. Prophecies Elementalist. Unlinked Glyph of Sacrifice Glyph For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge. Prophecies Elementalist. Fire Magic 16 Meteor Shower Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion. Nightfall Elementalist. Fire Magic 16 Flame Djinn's Haste Enchantment Spell All adjacent foes are struck for 127 fire damage. For 14 seconds, you move 25% faster. Flame Djinn's Haste recharges 50% faster if a foe was struck by this spell. Core Elementalist. Fire Magic 16 Fire Attunement Enchantment Spell For 62 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. |
[edit] Equipment
- Survior Insignia * 3.
- Radiant Insignia * 2.
- Superior Vigor.
- Vitae * 2.
- Fire Wand of Memory.
- Flame Artifact of Fortitude.
[edit] Counters
- Build intended for AB, but with modifications could be used in RA/TA.
- You should have 495 health, which is enough to stand up to some pressure.
- Does not require a monk or other healer as part of your team in AB but having one can greatly increase your survivability.
[edit] Variant 1
Nightfall Elementalist. Fire Magic 14 Savannah Heat Elite Spell You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 19 fire damage each second and an additional 19 fire damage for each second this Spell has been in effect. Core Elementalist. Fire Magic 14 Immolate Spell Target foe is struck for 71 fire damage and is set on fire for 3 seconds. Nightfall Elementalist. Fire Magic 14 Glowing Gaze Spell Deals 47 fire damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is Burning. Prophecies Elementalist. Unlinked Glyph of Sacrifice Glyph For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge. Prophecies Elementalist. Fire Magic 14 Meteor Shower Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 105 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion. Nightfall Dervish. Earth Prayers 8 Mystic Regeneration Enchantment Spell For 13 seconds, you have +3 Health regeneration for each enchantment (maximum of 3) on you. Nightfall Elementalist. Fire Magic 14 Flame Djinn's Haste Enchantment Spell All adjacent foes are struck for 113 fire damage. For 14 seconds, you move 25% faster. Flame Djinn's Haste recharges 50% faster if a foe was struck by this spell. Core Elementalist. Fire Magic 14 Fire Attunement Enchantment Spell For 58 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. |
- This allows for self-healing but is less effective against other human teams in terms of damage and in terms of Energy Management.
[edit] Variant 2
Nightfall Elementalist. Fire Magic 14 Savannah Heat Elite Spell You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 19 fire damage each second and an additional 19 fire damage for each second this Spell has been in effect. Prophecies Elementalist. Fire Magic 14 Mark of Rodgort Hex Spell Target foe and all nearby foes are Hexed with Mark of Rodgort. For 33 seconds, whenever each foe is struck for fire damage, that foe is set on fire for 4 seconds. Core Elementalist. Fire Magic 14 Fireball Spell Send out a ball of fire that strikes target foe and all adjacent foes for 105 fire damage. Nightfall Elementalist. Fire Magic 14 Glowing Gaze Spell Deals 47 fire damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is Burning. Nightfall Elementalist. Fire Magic 14 Flame Djinn's Haste Enchantment Spell All adjacent foes are struck for 113 fire damage. For 14 seconds, you move 25% faster. Flame Djinn's Haste recharges 50% faster if a foe was struck by this spell. Core Elementalist. Fire Magic 14 Fire Attunement Enchantment Spell For 58 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. Nightfall Dervish. Earth Prayers 8 Mystic Regeneration Enchantment Spell For 13 seconds, you have +3 Health regeneration for each enchantment (maximum of 3) on you. Core No Profession. Unlinked Optional Optional Optional. |
- Allows you to be more useful when facing enemy teams, but your capping ability is lessened.
- Still more than capable of being part of an extremely effective capping team
- Optional can be filled with anything from Breath of Fire, Fire Storm, Inferno for extra AOE or Glyph of Elemental Power for extra damage or Veil of Thorns to assist when under attack.
[edit] Variant 3
Core Elementalist. Fire Magic 16 Fire Attunement Enchantment Spell For 62 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. Prophecies Elementalist. Unlinked Glyph of Sacrifice Glyph For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge. Prophecies Elementalist. Fire Magic 16 Meteor Shower Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion. Factions Assassin. Deadly Arts 10 Assassin's Promise Elite Hex Spell For 12 seconds, if target foe dies, you gain 15 Energy and all your skills are recharged. Prophecies Elementalist. Fire Magic 16 Searing Heat Spell Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 42 fire damage each second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds. Factions Elementalist. Fire Magic 16 Teinai's Heat Spell Create Teinai's Heat at target foe's location. For 5 seconds, foes near this location are struck for 42 fire damage each second. When Teinai's Heat ends, foes in the area of effect are set on fire for 3 seconds. Core Elementalist. Fire Magic 16 Fireball Spell Send out a ball of fire that strikes target foe and all adjacent foes for 119 fire damage. Factions Assassin. Unlinked Dash Stance For 3 seconds, you run 50% faster. |
- Will clear shrines in under 10 seconds and recharge all skills to do it all over again instantly at the cost of self heal and reduced effectiveness against other teams