Dannzzigg
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Registered: 09-2003
Posts: 2686

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Torch Bearer - GvG Runner build
Torch Bearer
Elementalist/Monk
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Energy Storage: 12 (11+1)
Fire Magic: 12 (10+2)
Healing Prayers: 10
- Light of Deliverance [Elite] (Healing Prayers)
All party members under 80% Health are healed for 55 Health.
Energy:5 Cast:1 Recharge:5
- Restful Breeze (Healing Prayers)
For 10 seconds, target ally has +10 Health regeneration. This Enchantment ends if that ally attacks or uses a Skill.
Energy:5 Cast:1 Recharge:8
- Words of Comfort (Healing Prayers)
Target ally is healed for 45 Health and an additional 35 Health if that ally is suffering from a Condition.
Energy:5 Cast:1 Recharge:4
- Smite Hex (Smiting Prayers)
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 10..70 damage.
Energy:5 Cast:1 Recharge:12
- Flame Djinn's Haste (Fire Magic)
All adjacent foes are struck for 99 fire damage. For 17 seconds, you move 33% faster.
Energy:10 Cast:0.75 Recharge:10
- Fire Storm (Fire Magic)
Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 29 fire damage each second.
Energy:10 Cast:2 Recharge:30
- Meteor Shower (Fire Magic)
Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 91 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.
Energy:25 Cast:5 Recharge:60
- 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
Notes: Here's the idea... Keep the running skills the same. They have proven to be quite effective. Then, we sacrifice the slows of the water and the hard res. The res wasn't used very often at all, and when it was it was often after the tide had turned in the wrong direction and the match was essentially lost anyway. The slows are somewhat replaced by the Ward v Foes, although not as effectively.
What we gain though is immediate flexibility and something we have been lacking quite often vs various builds- significant AoE damage. Now, I know the Rit hits all adjacent, but there's something lacking there- big flashy effects. Aesthetics aside, big noticeable AoE is great for moving people where you want them to go. Also, a GlyphSac Meteor Shower spells doom for NPCs at VoD.
With the fact that the runner is often not with the main party in mind, it's also possible to use the GLyphSac Meteor Shower each time he comes in to the stand. just how effective would that be in disrupting a runner as he makes a push on the stand, while walking through a Ward v Foes?
And... here's the kicker- if we find ourselves playing as a group of eight at the stand and we are in need of the AoE on a moer steady basis, we can either send a Warrior back (both have Sprint) or the Air Warden (if we do not face heavy melee) as secondary runners, leaving the Torch Bearer at the stand with LoD and his nukes.
--- Check out Dylan's Den!

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6/20/2007, 10:56 am
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