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Build:Me/any RA Energy Surge

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This build is in the metagame and deserves to be stored.

This build has received an overall 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:

Metacapecategory.png
Flux.jpg This build is positively affected by the Flux: Jack of All Trades.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Decrease Domination Magic to 9 + 1 + 1. Increase Tactics to 9 for shields.

This build hits hard with ESurge and shuts down players with energy denial along with other skills from the Domination Magic line.

Frequency

Seen very often in RA.

Attributes and Skills

Template code
 save
Optionals

  • Energy Burn Energy Burn: for big damage and more energy denial.
  • Drain Enchantment Drain Enchantment: for an enchantment removal and extra energy management.
  • Ether Feast Ether Feast: for a self-heal and more energy denial.
  • Power Leak Power Leak: for an interrupt and more energy denial.
  • Complicate Complicate: useful for shutting down Res sigs, possibly disabling multiple sigs.
  • Power Drain Power Drain: for energy management - consider adding a high-energy skill like Backfire.
  • Mind Wrack (PvP) Mind Wrack (PvP): for a cheap cover hex that can do big damage if you drop the target's energy to zero.

Equipment

  • Prodigy's Insignia
  • 40/40 Domination set
  • 40/40 Inspiration set
  • High energy set
  • Shield/spear set

Usage

  • Use Energy Surge for damage and energy denial - note energy surge does not do damage if the target has no energy.
  • Use Ether Phantom + Drain Delusions for energy denial as well as energy management for you.
  • Use Empathy (PvP) on attacking melees.
  • Use Diversion on targets expected to use key skills soon - Word of Healing and Assassin skill chains are high priority.
  • If the caster is using a low-energy set (you'll notice you won't be doing any damage with ESurge), try to time your skills to when they are using spells, at which point they should be in their casting sets and therefore have no energy hidden.

Counters

  • Anti-casting skills.
  • Energy denial.
  • Target using energy hiding.