User:LGV/E/any Versatile Mind Blast JQ

Use a combination of multi-purpose Fire Magic skills to provide good damage and self heal while allowing for defense and support in Jade Quarry/Fort Aspenwood

Attributes and Skills
[build prof=E/? name="Versatile Mind Blast" fir=12+1+3 ene=12][Mind Blast][Lava Arrows][Liquid Flame][Glyph of Elemental Power][Glyph of Restoration][Teinai's Heat][Flame Burst][Flame Djinn's Haste][/build]

Equipment

 * High energy set, recommended but not critical

Usage
General guidelines: Against other players, the proposed skill bar gives you lots of options to cover all possibilities: Typical skill subsets depending on role:
 * Spam on single targets or small groups to keep your energy high and fuel your more expensive spells. Try to maintain your energy at 15~20+ so that you can still regenerate your energy quickly when in combat
 * Use the first four skills on the left for cost-effective attack spells you should spam as much as you can in general combat situation
 * Use the last four skills on the right for a more supportive role
 * Keep (for increased damage) or  (for self heal) up all the time, depending on your role, situation and teammates
 * To capture quarries and outposts, use and chain  >  > . It will cause the guards to attack and will maximise the amount of damage to the group. If necessary, change the glyph to heal yourself and cast one or two more spells
 * To block runners, go to contact and chain > . Either follow the targets (with your +25% run speed) and re-use the same skills, or cast a long distance attack spell and let your backup/guards finish them
 * with provides a reusable way to quickly convert extra energy into lots of health. Use this to tank and defeat groups of melee warriors; do not hesitate to run towards other players: once you've been identified as "high damage" and "hard to kill", they are likely to try to avoid you and run away. Or the opponents can decide to group their resources to take you down, which will give plenty of time for the rest of your team to secure their positions
 * When not required for close combat damage, use to run on the battlefield and support your team where the action is
 * ,, for small groups at ranged distance
 * ,, for large groups at ranged distance
 * , for small groups at close distance
 * ,, for large groups at close distance

(*)This lets you either capture a quarry or defeat opposing forces quickly to secure a good position right from the start

Counters

 * General anti-caster, such as interrupts and mana denial

Variants
Try a few combinations with these alternate skills to find the right balance for you (damave Vs. energy management, offense Vs. defense)
 * instead of Glyph of Restoration. Better health management, but can easily be removed
 * instead of Flame Djinn's Haste
 * instead of Liquid Flame
 * instead of Flame Burst