Hope you guys will like my work, i'll try to make it as clear as possible, forgive me if something is "bad written"; english is not my native language
Weapons & Equip:
Dagger / Dagger (Berserker) ---> General PvE Roaming + Easy Dungeons
Staff (Berserker) ---> Hard Dungeons + Situations where staying Ranged is a must
Full Knight Armor ---> Power, Precision, Toughtness
Berserker Trinkets ---> Power, Precision, Critical Damage
Traits:
10 Fire
10 Air
00 Earth
20 Water
30 Arcana
I will not mention Minor Traits assuming everyone knows them, Major Traits to pick are:
Fire:
Spell Slinger ---> Cantrips grant you 3 stacks of Might (15s)
Air:
Zephyr's Boon ---> Auras grant you Fury and Swiftness (5s or 10s with Shocking Aura) (when playing with Daggers)
Quick Glyphs ---> -20% CD of Glyphs (when playing with a Staff)
Water:
Shooting Disruption ---> Cantrips grant Vigor and Rigen (9s)
Cantrip Mastery ---> Cantrip's CD -20%
Arcana:
Elemental Attunement ---> Gain a Boon on Attunement (Might / Regen / Swiftness / Protection)
Blasting Staff ---> Staff AoE are larger (when playing with a Staff)
Renewing Stamina ---> 33% to gain Vigor on Crits (when playing with Daggers)
Evasive Arcana ---> Create an attunement based spell on dodge which is also a Blast Finisher (10s CD each attunement)
Skills:
Healing:
Glyph of Elemental Armony
Utilities:
Cleansing Fire
Lightning Flash (can be changed with Arcane Wave or Glyph of Storms; Mist Form while Underwater)
Armor of Earth
Elite:
Glyph of Elementals (and Whirlpool while Underwater)
Runes & Sigils:
Runes: (all Superior quality)
2*Monk + 2*Water + 2*Fire
Achieving +50 Healing Power, +25 Power, +30% Boons Duration, +50% Might Duration
Sigils: (all Superior quality)
Sigil of Battle + Sigil of Precision ( Dagger / Dagger)
Sigil of Energy (Staff)
Usage & Skill Rotations:
I'll try now to explaine how i use this build as best as i can...
As you can see from Traits and Skillbar this build relies a lot on Cantrip's sinergies, you can get a bounch of boons before and while in combat from them in almost everything from DPS to Tankiness.
I usually run around in Air Attunement for passive speed boost and because it's my opener skill rotation startup which i'm going to describe you:
Air ---> Ride the Lightning + Shocking Aura (istant cast) + Updraft than switch to...
Fire ---> Burning Speed + Armor of Earth (istant cast) + Ring of Fire + Dodge Roll back than...
Earth ---> Lighting Flash (istant cast) + Earthquake + Cleansing Fire (istant cast) + Churning Earth than...
Earth ---> Ring of Earth + Autoattack a few times, than switch back to...
Air ---> Lighting Touch + Autoattack if anything still alive + Shocking Aura when ready.
In the space of 6-7 secs with this heavy rotation you gain:
Swiftness: 16s
Vigor: 45s
Rigen: 45s
Fury: 22s
Might: 22 stack for 36s (if you add a 2nd dodge roll 25 stack // 12 are AoE)
Protection: 20s
Stability: 13s
Clean any condition you had on
Inflicting:
Burning: 4-5s
Bleeding: 12-14 stack for 12s
Cripple: 6s
Weakness: 5s
2 Knockdown Lock
Massive AoE Dmg
With this rotation my Lightning Whip autoattack hit for almost 4k Dmg on crits (up to 3 targets) while doing 1.6k-1.8k on average normal hit. (Crit chance is around 50%++)
Ofc you also can make use of less skills to save your best rotation (the one above) for more dangerous encounters... basically the startup (Air + Fire) stays while you can skip the rest at your will
When wielding a Staff (which mean you are in a not_friendly meele situation in hard dungeon's fights) you can make use of Fields + Blasting Staff and simply dodge roll inside to help your team boosting their dmg, healing them, making AoE CC.
My standard staff rotation doesnt involve in such heavy boost as D/D has...
Instead it focuses to stop enemies and deal a good initial dmg, Utilities and Combo Fields are used only when necessary as i try to keep always avaiable as much as possible.
Rotation:
Air ---> Windborne Speed + Static Field (between team and enemies) + Gust on nearest enemy, than...
Earth ---> Unsteady Ground + Eruption + Shockwave on nearest enemy, than...
Fire ---> Flame Burst + Lava Font + Meteor Shower
That's it more or less... stay in fire autoattack, switch water to spam heals and AoE Chill if needed... switch back to Air or Earth for more CC than go back to Fire to make good use of Elemental Attunement trait.
Hope you'll like my work,
If you need further infos dont esitate to ask me!
Have a nice day!
Fenice
Edited by Fenice_86, 15 November 2012 - 12:40 PM.










