If you have any comments/critics, they are welcome.
Tank/heal S/D 0/0/10/30/30
Nice heals, very high condition removal and survavibility but very low damage output, no burst.
You need to compensate the loss of damage with your team mates.
You can "tank" 2 ppl if they arnt both GC, sometimes 3 ppl if no GC during a decent amout of time, but you wont be able to take anyone down. So you rely on team mates and roamers.
Can be really nice if you play this with a condi necro, he will do the killing over time, you will do the keeping him alive over time.
GC D/D 0/30/0/30/10
Heavy burst damage output, medium burst cooldown, medium/low healing power, medium/high condition removal.
You can take down thiefs 90% of the time (any build, if he doesnt use the thief guilde) and condi necro will hate you in 1v1. You can burst someone in team fight but you cant stand the "team fight area" for long. You have to take care of your AOE damage, if there is retaliation... so it's the hit n run config. If you see 2 ranged foes, take care. You got heavy AOE pressure at close range if anyone use stealth or go down.
The divinity rune choice is argable. Another rune set may work fine/better.
Bolt of the heart (Air magic V) can be swapped for Zephyr's Boon (Air magic I) and
Aeromancer's Alacrity (Air magic IX) can be swapped for Air training (Air magic X) or Bolt of the heart/Zephyr's Boon. But i like to use and abuse of the shocking aura to counter foe's burst, even if it mean lower damage output.
You can swap Berserker for Valky, and swap the sigil of superior fire for a sigil of minor accuracy.
-> Valky roamer D/D 0/20/0/30/20
Bolt to the heart become Zephyr's Boon in order to keep high crit chance when you burst, even if you use it more for defence than offence. Lightning Whip will do wonders with Zephyr's Boon.
You can swap the arcane wave utility if you prefer more survavibility, safer stomps or some control for synchronised burst with team mate.
In Tn i tend to use this build more often than the GC D/D 0/30/0/30/10 when i'm roamer. Let's say it's Less risky.
But you will still need to go at close range to burst, and take care of foe's AOE and retaliation.
It's still an Hit n run config.
In order to get more tanky you just have to swap the weapons and increase your attack range.
S/D give nice results. And you still have nice AOE damage output for stealth thiefs, downed ppl and team fight on little control points.
-> Valky proxy/roamer S/D 0/20/0/30/20
You get more condi removal than in D/D with the phoenix, and you get 250 Toughness via Rock barrier. You loose the gap closer tho, and AOE pressure in earth vanish, exept for Churning Earth.
I use this config when i have to play proxy. You will see i use a sigil of superior life instead of minor accuracy. It's because i may have to tempo one or 2 foe's while i wait for my roamer(s) to come. You can't tempo 2 ppl for long, but you can do a decent job with the +250 healing power, and since you got high mobility, it wont be a problem to assist in team fights from time to time.
Once again, If you have any comments/critics, they are welcome.
If you use some builds who are close to those, and you think work well/better, it would enjoy knowing about them.
If you play often with some kind of profession/class, and do synchronised bursts/combos, i will enjoy learning about it too.
Edited by Alak Von Liech, 21 December 2012 - 03:30 PM.