Guide:AB Nuker

This guide presents the possible skills of an Alliance Battles nuker. With powerful Fire Magic spells, fast movement speed and self-heals it can single-handedly capture any shrines.

Professions

 * Elementalist primary is preferred.

Attribute selection

 * Possible highest Fire Magic with headpiece and a superior Fire Magic rune.
 * If there is no attribute spead, take 12+1 Energy Storage (or Fast Casting).
 * Consider 12-10-8 or 12-11-6 attribute spreads based on the skills.

Build construction

 * 3-4 damaging skills
 * 1-2 energy management skill(s)
 * 1 IMS
 * 0-1 self-heal
 * 0-3 other skill(s)

Elite skills
The first step to assemble a nuker is choosing the elite skill. Some elites need different skillsets.


 * One of the most powerful DoTAoE spells, it is able to wipe out an entrie shrine. A common choice because of the relatively low recharge and high effectiveness. Note that NPCs are likely to kite.
 * One of the most powerful DoTAoE spells, it is able to wipe out an entrie shrine. A common choice because of the relatively low recharge and high effectiveness. Note that NPCs are likely to kite.


 * This skill provides a way to nullify your spells' cooldown, making capping faster. Not to be used on players.
 * This skill provides a way to nullify your spells' cooldown, making capping faster. Not to be used on players.


 * A fast-recharging but costly AoE spell which is able to handle both player and non-player characters. Consider using along with Glyph of Lesser Energy and/or Glowing Gaze.
 * A fast-recharging but costly AoE spell which is able to handle both player and non-player characters. Consider using along with Glyph of Lesser Energy and/or Glowing Gaze.

Damage dealing skills
Every nuker's trademark are the area-of-effect spells cast in fast succession.


 * Nearly every worthwhile nuker takes this spell, usually with Glyph of Sacrifice. Prevents kiting and deals high damage.
 * Nearly every worthwhile nuker takes this spell, usually with Glyph of Sacrifice. Prevents kiting and deals high damage.


 * Another common way to inflict damage over time.
 * Another common way to inflict damage over time.


 * Massive damage but expensive. Can be used against other players.
 * Massive damage but expensive. Can be used against other players.


 * Ranged spell that is able to hit nearby foes when used right.
 * Ranged spell that is able to hit nearby foes when used right.


 * A more simple version of Meteor Shower. Does not deal damage over time but much cheaper. Used in conjunction with Savannah Heat to keep players/NPC in AoE.
 * A more simple version of Meteor Shower. Does not deal damage over time but much cheaper. Used in conjunction with Savannah Heat to keep players/NPC in AoE.

IMS skills
Increased movement speed skills are needed to move between shrines and avoid other players while doing so.


 * Speed boost for you and your allies with minor self heal too.
 * Speed boost for you and your allies with minor self heal too.


 * A relatively good IMS that deals additional damage.
 * A relatively good IMS that deals additional damage.


 * Similar to Flame Djinn's Haste but lasts full duration even with no investment. Prevents energy regeneration though.
 * Similar to Flame Djinn's Haste but lasts full duration even with no investment. Prevents energy regeneration though.


 * A simple no attribute running stance. Ideal to use with Shadow Walk.
 * A simple no attribute running stance. Ideal to use with Shadow Walk.

Self-heals
Self-heals are needed when you encounter other players or something goes wrong.
 * High health regeneration.
 * High health regeneration.


 * A spell with fast casting, provides high armor and health regeneration.
 * A spell with fast casting, provides high armor and health regeneration.


 * A rather potent selfheal as long as you keep casting.
 * A rather potent selfheal as long as you keep casting.


 * Lets you heal allies as well as yourself, although easier to interrupt than Mystic Regeneration.
 * Lets you heal allies as well as yourself, although easier to interrupt than Mystic Regeneration.

Energy Management

 * Taking this spell is a must.
 * Taking this spell is a must.


 * A great way to reduce your spells' energy cost. Not to be used along with Glyph of Sacrifice.
 * A great way to reduce your spells' energy cost. Not to be used along with Glyph of Sacrifice.


 * Minor damage and energy gain, might be useful with Searing Flames.
 * Minor damage and energy gain, might be useful with Searing Flames.


 * Heals for up to 4x the energy cost of your spells.
 * Heals for up to 4x the energy cost of your spells.

Other skills
A several skills that don't belong to the previous categories.


 * Highly recommended to take along with Meteor Shower.
 * Highly recommended to take along with Meteor Shower.


 * Can be used to increase your spells' effectiveness.
 * Can be used to increase your spells' effectiveness.


 * A defensive skill to counter physicals.
 * A defensive skill to counter physicals.

Equipment selection

 * Survivor insignias
 * Insightful Staff of Fortitude
 * 40/40 set

General usage

 * Approach the shrine.
 * Cast your spells in order.
 * Keep your enchantments up.
 * Use your IMS when moving between the shrines.