Forum Link Code:[url=]E-Rt Mind Blast Runner[/url]
The Mind Blast runner is a offensive support runner most
typically chosen in split builds where you are fighting with only
four to six men at the stand (including runner). The key to this
character is spreading Mark of Rodgort across the enemy team. Mind Blast fuels Mark of
Rodgort spam allowing it to be kept on a majority of the
enemies. Since your allies should all have fiery weapons when this
build is run, a significant amount of pressure is added through
maintained burning.
Attributes and Skills
Equipment
- Full set of + Health Armor (Survivor Insignias)
- A HCT/HSR 20% wand and HCT/HSR 20% Focus Item.
- A +5 Energy/30HP Sword/Spear Axe with an Offhand of your
choice.
- Additional energy sets can be crafted.
- Defensive sets can be crafted, along with weapons of Enchanting.
Team Equipment
- Warriors, Assassins, Paragon, Rangers, and Dervishes should
have fiery weapons available to them. Triggering Mark of Rodgort on
their attacks greatly adds to any build's pressure.
Usage
Flag Stand
- When with a flag stand team your primary function is running
flags.
- Between flag runs your goal is to spread Mark of Rodgort to as
many targets as possible. The hex has a large AoE and is used quite
often. As such hex removal cannot efficiently combat it.
- Use Mind Blast as often as possible to maintain energy levels.
You will net 10 energy per successfully triggered Mind Blast.
Warriors are almost guaranteed to have less energy than you. If you
low energy level attempt to use 2-3 Mind Blasts on warriors to
level your energy out and then switch back to targeting enemies
with lower AL. Alternatively, you can switch out a higher energy
set, use Mind Blast, then switch back. It is preferable to target
enemies with Mark of Rodgort on them at the stand, but maintaining
energy level is more important.
- Fireball and Liquid Flame allow you to assist on spikes and
exploit clusters of enemies. You may throw fireballs out fairly
liberally due to the low recharge. Liquid Flame should be used with
slightly more discretion. They are especially effective in VoD and
choke points.
- Weapon of Warding should be placed on targets under heavy
physical pressure.
- At VoD, focus your damage on whatever enemy NPCs remain. They
are easily hexed by Mark of Rodgort and enemy archers are almost
always either attacking or using a skill at VoD. Thus hitting a
cluster of archers with Mark of Rodgort followed by Liquid Flame
will set a large number of archers on fire. In addition be mindful
of where your bodyguard is throwing his spells. If you can throw a
Mark of Rodgort on the archers he is targeting he will constantly
be refreshing the burning.
Small Team and Split
- When separated from the main team and involved in a small split
or solo fight your goal is a mix of degen and pressure. You
typically want to enter these fights at a high energy level because
they can be quite taxing. If already low on energy you should
consider activating Flame Djinn's Haste and running away until you
recover some energy.
- Against enemy rangers you will want to maintain Weapon of
Warding on yourself at most times. An interrupt on Mind Blast will
wreck your energy.
- Against assassin's and warrior's you will want to throw Weapon
of Warding on whatever target they are pressuring or are likely to
pressure. Be warned enemy assassins may carry Expose
Defenses.
- Select a single target to pressure and place Mark of Rodgort on
them, then relentlessly cast Mind Blast on them. Throw Fireball and
Liquid Flame liberally.
- Keeping yourself and allies alive will have priority over
killing the enemy in most situations. Be sure to mix Weapon of
Warding and Wielder's Boon use in between Mind Blasts.
- This character may have difficulty fighting alone against two
or more enemies. If you cannot scare them out of your NPCs with
degen call for a warrior or ranger to provide assistance.
- While this character can kill enemy NPCs solo, it can be time
consuming as archers take reduced damage from fire and will
counter-act the burning with Troll Unguent. Consider splitting with a
partner when splitting offensively with this character. Doing so
greatly speeds up your ability to kill NPCs.
Counters
- Enchantment removal greatly impacts your energy if it removes
Fire Attunement. Always attempt to cover Fire Attunement with Flame
Djinn's Haste.
- Skills that negate block or evade can be problematic. Expose Defenses
on an assassin needs to be particularly watched for.
- Interrupts (mainly Distracting Shot on Mind Blast, Mark of
Rodgort, or Weapon of Warding) will severely impact your ability to
function away from the group. Keep Weapon of Warding up if there is
such a risk.
- A lack of condition removal leaves you vulnerable to degen and
deep wound. Burning Arrow rangers will attempt to degen you out
while assassins will attempt to go for a quick kill, and this is
especially true if they have interrupted Weapon of Warding. Break
off engagement early if they seem to be gaining the upper
hand.
Variants
- Wielder's boon can be dropped for Flesh of My
Flesh if the build demands a hard Resurrect.
- Mend Body and Soul is a popular heal often
taken in place of Wielder's Boon. If the target is under the
effects of a weapon spell Wielder's Boon is far more powerful than
Mend Body and Soul. However, Wielder's Boon becomes a weak heal if
you do not cast it on a target under the effects of a weapon spell.
Thus if you are rotating your heals between multiple targets quite
often, Mend Body and Soul may serve you better.
- Freezing
Gust may be used in place of Wielder's Boon for a snare.
- Smoldering Embers can replace Fireball based on personal
preference. Fireball has a small AoE, but requires line of sight.
Smoldering Embers is single target, doesn't require line of sight,
and may trigger a burning condition as it ends (but doesn't often
do so.) They both have the same cost, damage, cast time, and cool
down so it boils down to personal preference.
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