my own ele/sin build foe ab, not a starbuster
presenting, umm... i dont have a name yet
stats:
air magic=12+1+3=16
earth magic:8+1=9(or 8+2 if u use a major rune)
energy storage=8+1=9
deadly arts=7
equipment:
full tempest armor
a rune of superior water magic
a rune of major, or minor earth magic
a rune of minor energy storage
a rune of superior vigor
an energy+5 icy sword or axe with enchantments last 20% longer
a frost artifact, with energy + 12 with +5 armor and +45 health while enchanted, or with halfs recharge and casting time of water magic
skills:
aura of restoration( or conjure frost)
mist form(elite)
dancing daggers(or iron palm)
entangling asp
aftershock
ice spear(or vapor blade or frozen burst)
siphon speed
recal(or dash)
usage: this build is mainly intended to deal a big fairly large amount of spike or pressure dmg to melee type profesions, but can also be used to deal large amounts of dmg to support profesions like minion masters or monks. before going into battle, cast recall aura of restoration, and right before atacking, mist form. once you find your target, cast sipfon speed, get withen melee range, and initiate your combo from dancing daggers, to aftershock. then countinue to cast ice spear until one of two things happens
1.the skills in your combo recharges
2.mist form comes to an end
if 1 happens, simply re do your combo and stop maintaining recall, as mist form probly ended during the combo.
if 2 happens, deactivate recall, re cast your enchantments, wait for the combo to recharge, then head back into the fray.
variations:
.if using iron palm instead of dancing daggers, u can knockdown the opponent faster by using it on a hexed opponent, but it will take longer to re use the combo
.for gvg, swap siphon speed for a res signet, ice spear for frozen burst, and aura for conjure frost
.if you want more spike damage, swap ice spear for vapor blade, for extra pressure dmg, swap ice spear for frozen burst
.if there is a monk in your party, consider swapping aura of restoration for conjure frost, as the extra healing may not be neccisary.
counters:
.enchantment removall is a big problem this build faces, as with out it, you are basicly gunna be killed fast
.the condision dazed will render aftershocks second effect useless, and will prevent part of the main dmg
.rangers will take longer to kill, as they have a resistance to elemantal dmg
here you go, dont gbe too harsh, as its my first build a made, also if you think somthing will work better, tell me
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