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This build was archived 11:16, January 29, 2010 (UTC), for the following reason:

  • Nerfs to Glass Arrows Rangers and MoI.

This build had been designed for the following use:

This build was in the category Good before being archived.

Utilizing High damage with lots of defence this team build spikes the enemy team into submission.

Composition[]

Ride the Lightning dismember Agonizing Chop Executioner's Strike Bull's Strike frenzy rush Resurrection Signet
Sloth Hunter's Shot Power Shot Savage Shot Distracting Shot Lightning Reflexes Glass Arrows Sundering Weapon Flesh of My Flesh
Sloth Hunter's Shot Power Shot Savage Shot Distracting Shot Lightning Reflexes Glass Arrows Rigor Mortis Resurrection Signet
Mind Shock Lightning Bolt Strip Enchantment Blinding Flash Glyph of Lesser Energy Aura of Restoration Air Attunement Resurrection Signet
Shard Storm Freezing Gust Rust Blurred Vision Glowing Ice Mirror of Ice Water Attunement Death Pact Signet
Aegis Restore Condition Shielding Hands Guardian Aura of Stability Holy Veil Reversal of Fortune Balanced Stance
Infuse Health Word of Healing Patient Spirit Guardian Signet of Rejuvenation Draw Conditions Cure Hex Disciplined Stance
Icy Shackles Glyph of Lesser Energy Wielder's Boon Resilient Weapon Weapon of Warding Protective Was Kaolai Recuperation Armor of Mist

RtL War[]

Your attack skills gain 9% armor penetration.
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Usage[]

  • Call spikes with RtL.

Turret Rangers[]

The energy cost of attack skills, rituals, touch skills and all Ranger skills is reduced by 56%.
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The energy cost of attack skills, rituals, touch skills and all Ranger skills is reduced by 56%.
 save
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Usage[]

  • Maintain Glass Arrows.
  • Use Sundering Weapon(on yourself or W/E). Sloth Hunter's Shot -> Power Shot -> Savage Shot on spikes.
  • Use D-Shot to interrupt vital skills (hard resses etc.).
  • Use Lightning Reflexes for anti-spike.

Mind Shocker[]

Your maximum Energy is raised by 33.
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Usage[]

  • Use Mind Shock or Lightning Bolt on spikes
  • Mind Shock can be used to KD the Prot on spikes.
  • Use B-Flash for anti-melee.
  • Use Strip Enchantment for removal on spike or for attunement/conjure removal.
  • Use GolE, Aura of Restoration and Air Attunement for energy management.

Snare Ele[]

Your maximum Energy is raised by 36.
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Usage[]

  • Skills 1, 2 and 3 can be used for spike assisting.
  • Use Blurred Vision for anti-melee.
  • Maintain Enchantments.

RC Monk[]

Your allies are healed for 35 Health whenever you cast Monk spells on them.
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Usage[]

  • Prot as standard.

WoH Monk[]

Your allies are healed for 29 Health whenever you cast Monk spells on them.
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Usage[]

  • Heal as standard.

Shackles Flagger[]

Creatures you create have 28% more Health, and weapon spells you cast last 28% longer.
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Usage[]

  • Flag as standard.
  • Support splits/base/stand

Usage[]

  • Use lame defense
  • Run flags
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