Pyxis
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Registered: 04-2005
Posts: 2313

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Rit RA 2-7-08
Energy insignia's and runes mainly, some health.
12 Lightning
12+3 Channeling
Grasping was Kuurong [E]
Shell Shock
Shock
Ancestor's Rage
Teinai's Wind
Whirlwind
Nightmare Weapon
Rez Sig
They dropped energy cost of the 2 Wind spells making this build work well.
Cast Grasping beginning of match and hang back with monk. Cast Nightmare and Ancestor's on Front line.
When you see a clump or extended melee cast Shell Shock on target. Cast Shock to make sure you are in range, followed by ancestors.
Grasping and Wind spells are used situationally. Be careful with the 15 energy cost of Grasping, it can hurt you if you aren't careful. Also keep in mind that recasting it while holding it causes you to drop the current one, so ideal to do this when you have the energy.
If you can get the timing down for knockdown you can keep people on their butts a rediculous amount of time.
The wind spells work best when you are not the target, attackers do not have to be targetting you for them to work, so tell your monk if you are lucky enough to get one to run to you if he gets melee on him. I usually wait a match until I talk to anyone, you can usually tell if your team is worth talking to after the first match.
Note that you will often want to get Nightmare up while your attackers are knocked down so keep that in mind, it is usually best to follow up with this after dropping grasping. Also don't forget to use Nightmare and Ancestors on melee players in your group, sometimes thats the best option, and makes you useful at range.
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2/8/2008, 10:22 am
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