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Rating totals: 4 votes

Overall
4.60
Effectiveness
4.75
Universality
4.00
Innovation
0%
Effectiveness
0 1 2 3 4 5
Universality
0 1 2 3 4 5

Current Ratings

Overall
4.8

Toraen

Last edit: 00:49, 23 Jul 2020 (EST) 

Being able to wipe shrines without relying on DoTs is good, because the spells retain their usefulness in skirmishes too (much lower recharges also a plus).

You have to watch your energy carefully to ensure you can trigger Mind Burn on shrines though.

Effectiveness
5
Universality
4
Innovation
O

Overall
4.0

Krschkr

Last edit: 22:16, 25 Oct 2018 (EST) 

(Tested in JQ)

It captures shrines and outposts reliably, but it takes quite a bit long for it. Mind Burn + Teinai's Wind + Liquid flame isn't sufficient as you'll always have to finish off the rangers separately, which gives opposing healers (and damage dealers) a good chance to intervene. Two casts of mind burn are required against outposts, which contributes to building up overcast. So does defending yourself against other players, which requires killing them more quickly than they kill you because you don't have any good selfheal.


The build is ok against shrines, jade carriers and players but it has weaknesses and a rising pile of overcast making aggressive playing harder the further you get in the match.

Effectiveness
4
Universality
4
Innovation
O

Overall
4.8

@DeletedUser40310540

Last edit: 01:35, 27 Nov 2018 (EST) 

Build submitter vote. One of the stronger JQ builds in my experience. The exhaustion and energy management can be tricky, and even restrictive at times, and survival depends a lot on kiting and hiding behind terrain. It's versatile in being a nuker and player/carrier killer. Compared to mesmer, quarries are not as clean, but rangers and players can be easier.

Effectiveness
5
Universality
4
Innovation
O

Overall
4.8

DefinitelyNotHanz

Last edit: 08:46, 27 Nov 2018 (EST) 

Equally effective at killing players and shrines, can even be adapted to provide IMS for the team/carriers.

Effectiveness
5
Universality
4
Innovation
O