Forum Link Code:[url=]E-any Cold Flame[/url]
This build uses the hex Elemental Flame combined with ranged snares,
blinding and some degen to take pressure off your monks and put
pressure on enemy monks in PvP.
Attributes and Skills
- If you don't need a res skill, you could use the 8th slot for
Glowing Gaze,
which will help with energy management.
Equipment
- Prismatic Insignias will give you a constant +10 armor, so it
may be your best choice.
- Keep in mind that with two major runes, you only have 410
health. Vigor/vitae runes and a staff of fortitude will offset
this.
- Mind Blast
and Elemental Flame both have short cast + recharge times, so they
won't benefit much from HCT/HSR weapons. Bring a weapon that
halves casting time of water magic.
Usage
- Keep up Water Attunement as often as possible. Mind
Blast will help, but it's not really enough by itself.
- Pick your target. it helps if:
- a) They are an assassin, warrior, or dervish.
- b) They are near other enemies.
- Lead with Elemental Flame and dispense your three water hexes
as you see appropriate. Ice Spikes and Deep Freeze work much better when you hit
multiple enemies, and remember that Freezing Gust only hexes if they don't
already have a water hex on them.
- Hit your target with Steam at the first convenient time after it recharges.
If your target isn't on fire, steam is a waste of energy.
Counters
- Hex removal isn't too much of a problem, as elemental flame has
a short recharge and your water hexes cover it.
- Enchantment removal can be bad, because you have no cover
enchantment for water attunement and energy management becomes much
harder without it.
Variants
- This can also be used in AB, but there are better builds for that.
This tends to be more of a support build, and there is little
coherent teamwork in alliance battles.