User:Theupstandingbob/My Builds

User:Theupstandingbob/My Builds/Shards of Orr Smiters

This elementalist is commonly known as the "b-surge" or "blinding surge" elementalist. while in fact that is the main purpose of the build, this build also incorporates skills that provide further punishment such as: knock down, cracked armor, and snaring. And due to the low cost of most of the spells (5<X), this build also maintains a fairly high amount of energy.

Attributes and Skills
[build prof=E/Mo waterm=12 airmag=10 energy=8][Blinding Surge][Slippery Ground][Chilling Winds] [Ice Spikes][Glowing Ice][Shell Shock][Glyph Of Swiftness][Resurrection Signet][/build]

Armor

 * Maxed (60 AL) Radiant Armor for more energy.
 * +1 to energy storage head crest, if you find energy to be a problem
 * +1 to air magic head crest, if you want your air spells to be slightly more effective
 * Runes
 * Minor rune of air magic is preferable.
 * Superior rune of vigor, for more health.
 * Runes of attunement should fill the rest of the armor

Weapons

 * A maxed, 20/20 staff with the inscription of your preference
 * A Sword and Shield, in case you find yourself at the business end of a adrenaline spike.

Usage

 * Search and look for one of the below:
 * A meele or ranged attacker
 * [[image:Blinding Surge.jpg|30px]] Blinding Surge. Use this to blind the target, thus preventing him from hurting your allies.
 * [[image:Slippery Ground.jpg|30px]] Slippery Ground. Use this if you need to snare your target for a spike, or if you just want to disable a meele/ranged attacker for a few seconds.
 * [[image:Shell Shock.jpg|30px]] Shell Shock. Use this for further punishment on the target, especially when your warriors are going for an adrenaline spike.
 * A flag runner
 * [[image:Chilling Winds.jpg|30px]] Chilling Winds. Use this to make your snare last longer and do a minimal amount of damage.
 * [[image:Ice Spikes.jpg|30px]] Ice Spikes. Use this to snare the runner, preventing him from running the flag for a bit. This can also be used to snare warrior that are chasing your kiting monks (not suggested due to the slightly higher energy cost)
 * [[image:Glowing Ice.jpg|30px]] Glowing Ice. Use this only when ice spikes is has actively hexed your target. Glowing ice is strictly meant for bit of energy management and damage.
 * Note: Before casting Slippery Ground,Ice Spikes, or Shell Shock, it is suggested you use Glyph Of Swiftness, due to the fact that these three spells have the longest recharge time.

Counters

 * Obviously Energy Denial is a problem. If this becomes a serious problem, add Air Attunement in place of glyph of swiftness.
 * Fast hex removal/condition removal on the opposing side becomes a minor issue. But if you learn how to spread around conditions and hexes effectively, this problem will rarely pop up.
 * Conditions such as Daze make spells that you cast an easy target for Distracting Shot, this can be deadly due to recharge distracting shot adds on.
 * Since this build does a lot of spamming, anti-spam hexes such as: Diversion are a threat to this build.

Variants

 * [[image:Air Attunement.jpg|30px]] Air Attunement in place of glyph of swiftness for energy management.