The mob has spoken and the turrets shall be burnt at the stake.
balanced build w/o stealth - runes, sigils?
The mob has spoken and the turrets shall be burnt at the stake.
some worthy mentions
Altruism(heal bonus only)might duration (can’t think of the name, but there are a couple of +20% durations for might, grab those)/might on dodge/battle sigil/might on dodge food. (edit, think it’s the 2pc for Altruism that I am speaking of)
Another decent one is Lyssa, if you run BV or DS (TG is nice, but cd makes it kinda meh for use with the runes). Helps with everything really. Maybe with water sigil for sustainability along with your AR trait.
Bunkers are a pain for builds like this, you can last right there with them, but it will stalemate quickly, or one mistake and they can capitalize generally easier than you can. Nullification is nice, for classes that keep up few boons but the same ones. More of like a bonus fighting ele’s/guardians, but probably won’t make or break the fight unless it somehow nabs protection through the others (or stability). Guardian/ele’s that keep many boons on themselves (and team) often, and you are just outclassed with how quickly you can remove them. I will note that nullification + 3 landed FS will most likely ruin an elementalist, but you have to land all 3 FS’s rather quickly. both hits… lol we see where that goes.
It was mentioned in other threads, and I personally believe it to be a bug, but supposedly the sigils of energy will stack (2 on off set = 100% energy). Again I believe this to be a bug, and unintended, but it apparently works (haven’t tested myself).
Dolyak I find underwhelming, though it might go well if you can keep spending ini with AR and are good at keepaway waiting on withdraw.
Hm kinda forgot about the Lyssa runes…
The random boons on heal are nice.
12 sec of retaliation is lol, having over 20 sec vigor is lol anyway, 12 sec protection is broken beyond belief too and no comment about fury.
Well, when it counts it will probably be might anyway.
Basilisk Venom is pretty nice now too… The cond duration is not really needed but let’s just see it as a nice side effect.
I’m totally persuaded.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
full zerker , you are most welcome
- check out rune of adventure
( the 50% endurance on heal will make withdraw the ultimate dodge skill )
- sigils of energy
( another 50% endurance on swap )
Keep in mind that thief gets +-20% endurance back after a dodge , making the 50% endurance you get back = 2 dodges
( thief cant go lower then 20% endurance thanks to the endurance traits )
it helped out the build i’m playing now a lot
check out the vids in the build if you interested to see what it can do
(edited by Void.4239)
If you like Withdraw as your heal skill then you would like the Vampiric Rune set.
And if you have main hand daggers using HiS, you’ll love the heal you get after a backstab.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.