Aug 08, 2006, 05:06 PM // 17:06
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#1
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Pre-Searing Cadet
Join Date: Aug 2006
Guild: Pirate Scum[SCUM]
Profession: E/Mo
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Flag Running build
OK, heres a build that me and my guildmates thought up.Its basically a hybrid between the use of Air and Water skills for the flag running job. Its been working well for me. Though, I always like advise on the builds I use.
Hybrid Ele Runner
E/Mo
Air Magic 13(9+1+3)
Water Magic 10(9+1)
Energy Storage12(11+1)
Healing Prayers 6
Ether Prodigy[Elite](Energy Storage)
Blinding Flash(Air Magic)
Windborne Speed(Air Magic)
Armor of Mist(Water Magic)
Deep Freeze(Water Magic)
Ice Spikes(Water Magic)
Heal Party(Healing Prayers)
Extinguish(Protection Prayers)
It lacks damage capability i know, but it keeps me ahead in the flag race.
What I do is use Windborne Speed as the primary running skill but I switch to Armor of Mist if there are enemies at the flag stand area. Deep Freeze is used to slow down the enemy flag running along with Ice Spikes and to deal some type of damage. Heal Party and Extinguish for support for the team while I'm in the area. Blinding Flash for rangers and warriors in the area. Ether Prodigy is there so I can spam out Heal Party for my teammates, but overall, I rarely have energy problems.
Sometimes I feel like having fun and put in Iron Mist(Earth Magic) in place of Ice Spikes.It only last for 7 secs with the remaining attribute points put in into Earth Magic, but the slower they move, the more time i have to help my teammates. Of course,I would tell my team when I casted Iron Mist on them so they don't target him/her blindly.
Any advise on this build would be highly appreciated.
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Aug 08, 2006, 07:09 PM // 19:09
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#2
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Forge Runner
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Quote:
Originally Posted by JR-
Hybrid Flag
Elementalist/Monk
Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Air Focus / (20% recharge on Air Magic) / +30hp
Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Air Focus / (20% recharge on Air Magic) / +30hp
Purpose: My personal favorite. No real damage to speak of, but a very strong solo character. Especially when facing Crip-Shot Rangers and Assassins; the ability to blind, snare and then run away becomes very usefull. The long casts of the snares makes them usually vaunerable for interrupts otherwise. As with the Air flag runner it plugs into just about any build.
Energy Storage: 9 (8+1)
Water Magic: 14 (12+2)
Air Magic: 6 (5+1)
Healing Prayers: 9
Protection Prayers: 2
- Ether Prodigy [Elite] (Energy Storage)
- Blinding Flash (Air Magic)
- Gale (Air Magic)
- Ice Prison (Water Magic)
- Armor of Mist (Water Magic)
- Healing Breeze (Healing Prayers)
- Heal Party (Healing Prayers)
- Extinguish (Protection Prayers)
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Kinda like this. I would probably just do this build but maybe with another snare instead of breeze.
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Aug 09, 2006, 02:59 AM // 02:59
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#3
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Frost Gate Guardian
Join Date: Aug 2005
Location: A Place You Aren't
Guild: Suppressed Messengers [spam]
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Quote:
Ether Prodigy[Elite](Energy Storage)
Blinding Flash(Air Magic)
Windborne Speed(Air Magic)
Armor of Mist(Water Magic)
Deep Freeze(Water Magic)
Ice Spikes(Water Magic)
Heal Party(Healing Prayers)
Extinguish(Protection Prayers
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My guild uses a build similar to this. Except we normally don't take Extinguish. We find heal breeze really helps at the Burning Isle and overall in general, but w.e works for you, go with it
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Aug 09, 2006, 08:19 AM // 08:19
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#4
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Frost Gate Guardian
Join Date: Oct 2005
Location: The Netherlands
Guild: Guidless :(
Profession: W/
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Quote:
Originally Posted by Pepsi
Hybrid Ele Runner
E/Mo
Air Magic 13(9+1+3)
Water Magic 10(9+1)
Energy Storage12(11+1)
Healing Prayers 6
Ether Prodigy[Elite](Energy Storage)
Blinding Flash(Air Magic)
Windborne Speed(Air Magic)
Armor of Mist(Water Magic)
Deep Freeze(Water Magic)
Ice Spikes(Water Magic)
Heal Party(Healing Prayers)
Extinguish(Protection Prayers)
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Air Magic 10+3+1
Water Magic 9+1
Energy Storage 9+1
Healing Prayers 8
Ether Prodigy
Blinding Flash (10s instead of 9s now)
Windborne Speed
Lightning Orb
Deep Freeze
Ice Spikes
Heal Party (50ish point Heal Party)
Extinguish
There was no need for a second speedboost, but lacking a damaging skill. If you are having trouble getting trough the opposing team to the flagstand ask a warrior to push the flag up. I also reworked your attributes a bit, so it's more efficient.
I hope this helped you a bit.
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Aug 11, 2006, 12:44 PM // 12:44
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#5
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Forge Runner
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The Flag runner's job is not only to run the flag, also to support the team.
I think 6 healing prairs is a bit low for this purpose. also, I would not swap out windborne for lightning orb. Damocles is right that there is no need for a second speed buff, because you can keep up WS perpetuately already, but another utility skill or another snare would be more useful in my humble opinion.
If someone would explain why lightning orb would be better I am ofcourse prepared to listen
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Aug 11, 2006, 04:06 PM // 16:06
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#6
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Ascalonian Squire
Join Date: Aug 2006
Guild: Clan KGYU [KGYU]
Profession: W/
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Quote:
Originally Posted by damocles
Air Magic 10+3+1
Water Magic 9+1
Energy Storage 9+1
Healing Prayers 8
Ether Prodigy
Blinding Flash (10s instead of 9s now)
Windborne Speed
Lightning Orb
Deep Freeze
Ice Spikes
Heal Party (50ish point Heal Party)
Extinguish
There was no need for a second speedboost, but lacking a damaging skill. If you are having trouble getting trough the opposing team to the flagstand ask a warrior to push the flag up. I also reworked your attributes a bit, so it's more efficient.
I hope this helped you a bit.
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This is the best one. However I disagree with attributes and would use these instead.
Air - 9 + 1 + 1
Water - 9 + 1
Energy Storage - 8 + 1
Healing Prayers - 10
Gives you a 59 heal party, meets break point for 5 second ice spikes, and a 76 orb (~90-95 after armor penetration)
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