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*[[gw:Death Pact Signet|Death Pact Signet]] or [[gw:Flesh of My Flesh|Flesh of My Flesh]] instead of Resurrection Signet.
 
*[[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:Splinter Weapon|Splinter Weapon]] and [[gw:Ancestor's Rage|Ancestor's Rage]] to buff your frontliners.
[[Category:Multi-campaign builds|E/any Blinding Surge]]
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Revision as of 14:17, July 1, 2008

This build has been archived as of 10:17, 1 July 2008 (EDT), for the following reason:

This build had been designed for the following use:

This build was in the category No category specified before being archived.

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=12+1][blinding surge][lightning orb][Shell Shock][gale][optional][Glyph of Lesser Energy][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
  • If you have it, use Glyph of Restoration to recover health.

Counters

Variants


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