mNo edit summary |
|||
Line 1: | Line 1: | ||
− | {{Other-Build|GvG |
+ | {{Other-Build|GvG}} |
{{TOCright}} |
{{TOCright}} |
||
This build uses Air Magic to Spike and Blind opponents. Additional defense and/or utility skills round out the character. |
This build uses Air Magic to Spike and Blind opponents. Additional defense and/or utility skills round out the character. |
||
Line 26: | Line 26: | ||
*Enchantment removal. |
*Enchantment removal. |
||
*Standard caster counters, [[gw:Dazed|Dazed]], [[gw:Migraine|Migraine]] etc. |
*Standard caster counters, [[gw:Dazed|Dazed]], [[gw:Migraine|Migraine]] etc. |
||
− | |||
− | ==Variants== |
||
− | *[[GW:Ward Against Melee|Ward Against Melee]] or [[gw:Ward Against Foes|Ward Against Foes]] for party support. |
||
− | *[[gw:Shock Arrow|Shock Arrow]] for additional energy management and damage. |
||
− | *[[gw:Lightning Bolt|Lightning Bolt]] has the potential to deal a lot of damage for little energy. |
||
− | *[[gw:Glyph of Restoration|Glyph of Restoration]] for use in splits or in RA. |
||
− | *[[gw:Slippery Ground|Slippery Ground]] with Water Magic investment for non-exhausting knockdown. |
||
− | *[[gw:Healing Breeze|Healing Breeze]] for healing self and allies. |
||
− | *[[gw:Mending Touch|Mending Touch]] if this character is a flagrunner. |
||
− | *[[gw:Storm Djinn's Haste|Storm Djinn's Haste]] to run flags and split faster in GvG. |
||
− | *[[gw:Hex Breaker|Hex Breaker]] for protection against hexes. |
||
− | *[[gw:Glyph of Concentration|Glyph of Concentration]] for protection against interupts. |
||
− | *[[gw:Draw Conditions|Draw Conditions]] and/or [[gw:Convert Hexes|Convert Hexes]] to keep teammates clean. |
||
− | *[[gw:Death Pact Signet|Death Pact Signet]] or [[gw:Flesh of My Flesh|Flesh of My Flesh]] instead of Resurrection Signet. |
||
− | *[[gw:Splinter Weapon|Splinter Weapon]] and [[gw:Ancestor's Rage|Ancestor's Rage]] to buff your frontliners. |
||
− | *[[gw:Weapon of Warding|Weapon of Warding]] and [[gw:Protective Was Kaolai|Protective Was Kaolai]]. |
||
<!--[[Category:Multi-campaign builds|E/any Blinding Surge]]--> |
<!--[[Category:Multi-campaign builds|E/any Blinding Surge]]--> |
Revision as of 09:01, 8 January 2009
Template:Other-Build
This build uses Air Magic to Spike and Blind opponents. Additional defense and/or utility skills round out the character.
Attributes and Skills
<pvxbig> [build prof=eleme/any airmag=12+1+1 energy=9+1 resto=9][blinding surge][shell shock][gale][protective was kaolai][weapon of warding][shock arrow][air attunement][resurrection signet][/build] </pvxbig>
Equipment
- A wand and offhand with 20/20 HCT/HSR are strongly recommended.
- A weapon set with +20% enchantment duration for casting Air Attunement.
- Survivor armor.
Usage
- Cast Air Attunement before entering combat.
- Use Blinding Surge to relieve pressure, and particularly to deflect enemies' most powerful attack skills (watch for Warriors converging on a new target). Do NOT spam Blinding Surge on recharge or it becomes very easy for enemy mesmers to Divert.
- Use Lightning Orb on spikes, for general pressure or as a finisher.
- Use Gale to interrupt or prevent key actions such as self-heals and knock down fleeing (or chasing) foes.
- Use Glyph of Lesser Energy to help with energy management. Remember that Air Attunement still takes effect, so you can actually gain energy from GoLE
Counters
- Diversion.
- Interrupts, particularly Distracting Shot, Power Lock and Power Block.
- Signet of Humility.
- Enchantment removal.
- Standard caster counters, Dazed, Migraine etc.