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Andovar
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Profane Surge (GvG build)


Green gave me this idea.
Not sure how well it will work in practice, but a well placed Well of the Profane could be huge, and this is really the only place I could think to put it.


Elementalist/Necromancer
Level: 20

Energy Storage: 11 (10+1)
Air Magic: 14 (12+2)
Death Magic: 8

- Blinding Surge [Elite] (Air Magic)
Target foe is struck for 47 lightning damage and Blinded for 10 seconds. If that foe is under the effects of an Enchantment, all adjacent foes are also Blinded for 10 seconds. This Spell has 25% armor penetration.
Energy:10 Cast:0.75 Recharge:4

- Enervating Charge (Air Magic)
Target foe is struck for 47 lightning damage and suffers from Weakness for 19 seconds. This Spell has 25% armor penetration.
Energy:10 Cast:1 Recharge:8

- Shock (Air Magic)
Target touched foe is struck for 57 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:5 Cast:0.75 Recharge:10

- Storm Djinn's Haste (Air Magic)
For 24 seconds, you move 33% faster. Each second that you are moving, you lose 1 Energy.
Energy:5 Cast:0.25 Recharge:10

- Glyph of Sacrifice (Elementalist other)
For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.
Energy:5 Cast:1 Recharge:15

- Well of the Profane (Death Magic)
Exploit nearest corpse to create a Well of the Profane at its location. For 14 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.)
Energy:25 Cast:3 Recharge:10

- Air Attunement (Air Magic)
For 58 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Air Magic.
Energy:10 Cast:2 Recharge:45

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0


Main focus is still to spread the blindness. Add in some weakness to make their melee even more dysfunctional. Then, when the time is right, boom! drop the well. Stripping their enchants and forcing them to spread/scatter. Unless they're really stupid and just stand in it, making easy targets.

Shock is there for self defense, and SDH helps with kiting as well as giving us a second runner option if needed.

Glyph of Sacrifice is there to make sure you get the well off. Really can't afford to have that interrupted. The long recharge shouldn't be a big deal, since it shouldn't be something we need to spam. Nor could you afford to at 25 energy.
 
6/15/2007, 10:30 am Send Email to Andovar   Send PM to Andovar
 
PeleusDorado
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Re: Profane Surge (GvG build)


Is Shock better than Gale? The main advantage I see to Gale is you can KD someone away from your location.

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Peleus Dorado (warrior)
Skye Du Loch (necro)
Jhonnie Macdhal (ranger)
Wunder Kid (monk)
Son of Dhal (elementalist)
Spirit of Dhal (rit)

6/15/2007, 11:13 am Send Email to PeleusDorado   Send PM to PeleusDorado
 
Turgar
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Re: Profane Surge (GvG build)


You would lose the hard rez...I think enchantment stripping would be better on the swing position. If this build is changed I would like to more survivability put into it since it is the most susceptible to getting spiked down. I would think Kinetic armor could be the right direction with this build. An 9 in earth magic (+1 from minor rune) would give +56 armor and it would be refreshed everytime you cast a spell. This enchantment should stay up until it is removed given the amount of casting this character does and you could keep the hard rez in here.

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Keith
Turgar Chandris E/Mo (PVE Fire)
Ryv Adem Mo/W (PVE Heal Monk)
Torn Honrr W/Me (PVE Hammer)
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Two Open PVP M/D/W
6/15/2007, 11:33 am Send Email to Turgar   Send PM to Turgar
 
Andovar
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Re: Profane Surge (GvG build)


quote:

Turgar wrote:

You would lose the hard rez...


Not if it was coupled with the N/Mo corruptor that I posted.
As far as survivability is concerned, yeah it might need some tweaking.

quote:

PeleusDorado wrote:
Is Shock better than Gale? The main advantage I see to Gale is you can KD someone away from your location.


I put it in there strictly as a defensive maneuver. The only advantage is 5 energy less.
  
6/15/2007, 12:46 pm Send Email to Andovar   Send PM to Andovar
 
Dannzzigg
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Re: Profane Surge (GvG build)


A curious question about WoP... If an opponent runs into the well after it has been created, does he lose all of his enchantments, or does it only affect those that are in the area of effect when it is created?

Also, don't discount Storm Djinn as a defensive skill. Kiting with a speed boost is a great way to stay alive.

I'd be curious to see how well this went though. As powerful an enchantment stripper as it is, it is limited to needing a corpse, and if it is our only removal, we may have a hard time getting someone down to get it started. Still, I love the skill, and would like to explore it's usefullness.

---
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6/15/2007, 6:26 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Andovar
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Re: Profane Surge (GvG build)


quote:

Dannzzigg wrote:

A curious question about WoP... If an opponent runs into the well after it has been created, does he lose all of his enchantments, or does it only affect those that are in the area of effect when it is created?

Also, don't discount Storm Djinn as a defensive skill. Kiting with a speed boost is a great way to stay alive.

I'd be curious to see how well this went though. As powerful an enchantment stripper as it is, it is limited to needing a corpse, and if it is our only removal, we may have a hard time getting someone down to get it started. Still, I love the skill, and would like to explore it's usefullness.


Yes, if someone's enchanted and they run into the well that's already up, they lose all their enchantments.

As far as it being our only enchant removal, I say no way. I was thinking of this in conjunction with the N/Mo corruptor build.
 
6/15/2007, 7:41 pm Send Email to Andovar   Send PM to Andovar
 


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