|
|
(5 intermediate revisions by the same user not shown) |
Line 1: |
Line 1: |
− | ==WiP stuff==
| |
| | | |
− | ==Usage==
| |
− | ===General===
| |
− | ====Surviving====
| |
− | * This build has moderate passive defense
| |
− | * This build has low mobility skill access
| |
− | ** {{skill|Deathstrike}} will teleport in the direction of an out of range target, use it if desperate to reposition
| |
− | *** Neutral creatures can be used as targets
| |
− | * This builds has high active defenses
| |
− | ** Save {{Skill|Facet of Nature}} + {{skill|One with Nature}} for use in '''Jalis''' stance
| |
− | ** Only use {{Skill|Phase Smash}} if desperate, it will likely leave you more out of position than when you started
| |
− | ** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
| |
− | ** Don't waste {{skill|Gaze of Darkness}} on trivial CC, the {{Tooltip|Fury}} it provides is very valuable
| |
− | ** {{Skill|Rite of the Great Dwarf}} breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
| |
− | ** {{Skill|Facet of Light}} + {{skill|Infuse Light}}
| |
− |
| |
− |
| |
− | ===Overall Priorities===
| |
− | ====High====
| |
− | * Ranged Spike
| |
− |
| |
− | ====Moderate====
| |
− | * Melee spike
| |
− | * Sustained damage
| |
− | * Boon support
| |
− |
| |
− | ====Low====
| |
− | * CC
| |
− |
| |
− |
| |
− | ===Specific Priorities===
| |
− | ====Damage skill priority====
| |
− | * {{Skill|Burst of Strength}}
| |
− | * {{Skill|Phase Smash}}
| |
− | * {{Skill|Coalescence of Ruin}}
| |
− | * {{Skill|Shackling Wave}}
| |
− | * {{Skill|Elemental Blast}}
| |
− | * {{Skill|Chilling Isolation}}
| |
− | * {{Skill|Inspiring Reinforcement}}
| |
− | * {{Skill|Vengeful Hammers}}
| |
− |
| |
− |
| |
− | ===Detailed Explanations===
| |
− | ====Ranged Spike====
| |
− | * Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
| |
− | * Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind
| |
− | * Flip {{Skill|Vengeful Hammers}} on while casting {{Skill|Phase Smash}} to proc {{trait|Forceful Persistence}}
| |
− |
| |
− | ====Melee spike====
| |
− |
| |
− |
| |
− |
| |
− | ====Sustained damage====
| |
− | * Try to place {{skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
| |
− |
| |
− |
| |
− | ====Boon support====
| |
− | * Always upkeep 3 facets for {{trait|Forceful Persistence}}, but don't be afraid to consume then if the opportunity appears
| |
− | ** Use {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Light}} as your general setup to have instant access to {{skill|Infuse Light}}
| |
− | ** Use {{Skill|Facet of Darkness}} + {{skill|Facet of Strength}} + {{skill|Facet of Elements}} to allow energy regeneration
| |
− |
| |
− |
| |
− | ====CC====
| |
− | * Use {{Skill|Forced Engagement}} when:
| |
− | ** Your group calls a spike:
| |
− | *** Winds - {{Skill|Winds of Disenchantment}}
| |
− | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
| |
− | *** Shades - {{Skill|Desert Shroud}}
| |
− | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
| |
− | ** On top of enemy downs (while alive players are on top of them)
| |
− | ** Enemy groups moving defensively while your group is pushing
| |
− | * Save {{Skill|Chaotic Release}} to launch downed players out of {{Skill|Signet of Mercy}}/{{Skill|Illusion of Life}}
| |