Build:E/any PvP Teinai's Mind Burn

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This build is provisionally vetted good pending more votes.

This build has received a provisional rating in the range from 3.75 to < 4.75 and thus qualifies for the lower category of working builds: Good.

This build has been designed for the following use:

Flux.jpg This build is positively affected by the Flux: Hidden Talent.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Improved properties of secondary profession utility skills.
Flux.jpg This build is significantly affected by the Flux: There Can Be Only One.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Increased damage to and from other elementalists.
Flux.jpg This build is only viable during the Flux: Jack of All Trades.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Enables option for a slightly more powerful build variant, see variantbar.
Flux.jpg This build is positively affected by the Flux: Chain Combo.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Replace smoldering embers with lightning strike to get more powerful combos off against players.

Nuke NPC shrines and kill players and carriers with powerful direct damage spells.

Attributes and Skills

Your maximum Energy is raised by 33.
 save
Template code

Optionals:

  • Dash Dash for JQ.
  • "Fall Back!" (PvP) "Fall Back!" (PvP) for AB. 12+1+1 fire magic, 8+1 air magic, 8+1 energy storage, 7 command.


Equipment

  • 40/40 fire set
  • High energy fire set
  • Defensive sets
  • Prismatic insignias
  • Optionally use superior or major fire magic rune

Usage

  • Be aware of Mind Burn's more-energy-than-target requirement. This is most important when targeting Ele's. Swap to high energy set to compensate. For shrines which have ele NPCs, wait for energy to reach 93 before nuking. Use Glowing Gaze often, and watch exhaustion.
  • Nuke with: Mind Burn -> Teinai's Wind -> Liquid Flame. MB and TW are enough to kill the casters, but LF speeds it up and helps with the ranger. Finish off the ranger with MB or SE.
  • Can nuke ranger shrines with only two casts of Mind Burn (second cast when at 50% health) to save energy or to save skills.
  • Pressure single targets with Smoldering Embers.
  • Take advantage of land barriers to avoid damage from rangers. Use dash defensively to get into safe positions. Kite left-to-right to evade arrows.
  • Typically used with a shrine-hopping strategy as opposed to a shrine-defense strategy. Travel frequently as quarries are taken by the opposing team. Take out carriers on the way, and regen energy/exhaustion while on the move. Take out players who are a current high threat to your carriers or quarries, or easy targets, but focus primarily on capping.

Counters

  • Energy/exhaustion management.
  • Standard anti-caster.

Variants

  • Fallback is preferable for AB. Otherwise Dash is preferable for JQ.
  • Trade points between Air Magic and Energy Storage in JQ to find the right balance. Nuking quarries requires around 93 energy, which can be hard to reach with exhaustion.

See also