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Old Apr 09, 2005, 07:30 PM // 19:30   #1
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Default Ele/Ranger PvP 4 HoH

Class: Elementalist / Ranger

Assumed items:
+1 to Energy Storage
+2 to Air Magic

Attributes: (cost)
Energy Storage: 10+1 (61)
Air Magic: 11+2 (77)
Wilderness Survival: 10 (61)

Total attribute points used: 199/200


Skills:
1) Conjure Lightning - (10,1,60) Lose all enchantments. For 60 seconds, your attacks strike for an additional 14 lightning damage.

2) Glimmering Mark (elite) - (10,2,15) For 14 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 3 seconds. This is an elite skill.

3) Enervating Charge - (10,1,8) Target foe is struck for 44 lightning damage and suffers from weakness for 18 seconds. This spell has 25% armor penetration.

4) Glyph of Lesser Energy - (5,1,30) Your next spell cost 15 less energy to cast.

5) Barbed Trap - (15,2,20) When Barbed Trap is triggered, all foes in the area take 65 piercing damage, become crippled, and begin bleeding for 18 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.

6) Dust Trap - (25,2,30) When Dust Trap is triggered, all foes in the area are Blinded for 8 seconds and take 48 earth damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds.

7) Flame Trap - (10,2,20) When Flame Trap is triggered, for 3 seconds all foes in the area are struck for 37 fire damage and set on fire for 3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.

8) Healing Spring - (10,2,20) For 10 seconds, all allies in the area are healed for 45 health every 2 seconds. While activating this skill, you are easily interrupted.


ok, now for the stratagy part.
this build is focused around blinding the other team(s)
the main attack is to use basic attacks with the help of conjure. this allows me to have some greater energy costing traps.
this build would do best during a king of the hill battle.

during battle, you cast your 3 traps one after another.
then cast your elite skill (glimmering mark) and conjure attack at the selected target. pretty basic and strait forward. just try not to become the target of the opposing team(s)

questions and comments allways welcome.
~superj24
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Old Apr 09, 2005, 08:09 PM // 20:09   #2
Kha
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Dust Trap seems like a waste if you would just keep using Glimmering Mark. If so, I would think Air Attunement would help manage energy better than Glyph of Lesser Energy, and save you lots of time.
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Old Apr 09, 2005, 08:23 PM // 20:23   #3
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Quote:
Originally Posted by Kha
Dust Trap seems like a waste if you would just keep using Glimmering Mark. If so, I would think Air Attunement would help manage energy better than Glyph of Lesser Energy, and save you lots of time.
well glyph of lesser energy would do better, cause i can use it on the trap skills right?

attunement wouldtn do anything for the traps , and that would make dust cost 25 energy,

i will have to test it out some before i rule out dust trap....perhaps replace it with throw dirt.
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Old Apr 09, 2005, 08:34 PM // 20:34   #4
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Quote:
Originally Posted by SuperJ24
well glyph of lesser energy would do better, cause i can use it on the trap skills right?

attunement wouldtn do anything for the traps , and that would make dust cost 25 energy,

i will have to test it out some before i rule out dust trap....perhaps replace it with throw dirt.
Well considering Glyph of Lesser Energy says "your next spell" I just assumed it wouldn't work on the traps. If it does, then definately use it, but if not it is just wasting time to save 5 energy per lightning spell.
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