Forum Link Code:[url=]Team - HA Burst Of Heat[/url]
This build is a common Heroes Ascent build, utilizing the highly
offensive capabilities of Assassins and Elementalists to destroy
opposing teams.
This Build is still under development, you can help on
fulfilling it. See Talk page for more information.
ZB Prot
LoD/Infuser
- Let the ZB Monk know you are infusing so they can get restore
your health with Zealous Benediction.
BoA Sins (x2)
See Build:A/W Berserking Shadow for
more details.
SH Elementalist
Water Elementalist
- Blurred Vision should be kept on opposing Assassins and
Warriors as much as possible.
- There are many variants which drop the water Elementalist for
another character. See Replace Water Elementalist
section.
Usage
- The BoA Assassin(s) should select a target and alert the team
to be ready to spike.
- Have the Second BoA Assassin attack the team's other monk
should they have one during the spike.
- During the spike itself the Assassins should unleash their
combo while the SH Ele uses Gale and SH to unleash massive damage
while keeping the monk on the ground.
- When not spiking, the SH Ele should be using Immolate, Glowing
Gaze, and Meteor to harass the other team with periodic bursts of
damage and burning.
- The water elementalist should be constantly hammering other
weapon based classes with Blurred Vision,Water Trident,Freezing
Gust etc...
- The two eles can also coordinate a pressure spike of their own.
The Water Elementalist can cast Deep Freeze on a group of clumped foes, while the
fire ele uses Savannah Heat to unleash a massive amount of
damage upon them.
Variants
Here are some major variants listed. However remember that you
can consider this build as a meta build. Any variant of your own
may work too. Stay creative.
For more variants see the Talk Page.
Variants for characters'
builds
Variants for BoA Sin's build
- NB : Do not use this variant in the "two spiking teams"
variant because it will kill all the syncronisation of the team (If
you fail to kill a target without the help of Savannah Heat or if
you run out of energy when Savannah Heat is ready).
Variants for SH Elementalist's
build
Replace the Water Elementalist
by...
An SS/Warder :
- This build focuses on a more defensive role, generally
replacing the water elementalist.
- Be careful to not overexhaust yourself with Gale.
- Also beware of the pros and cons of wards, if your casters are
bunched up within the wards, they may be vulnerable to various
AoEs, Meteor
Shower,Savannah Heat ect...
Another SH Elementalist
(two spiking teams variant) :
This variants relies on two spiking teams. The teams are 1 BoA
Sin and 1 SH Nuker.
Usage
- Each spiking team choose a target. Generally the two
monks.
- The Sin Shadow Step to target casting Shadow Prison. Sin
should call Shadow Prison for coordination with the
SH.
- The SH Elementalist cast Savannah Heat and Gale on the target.
- If the target is not already dead, team finish to kill him with
dagues attacks and Fire Magic Spells.
- Switch target. Even if Gale can help, knocking down target for 2s, team would
better not use the Shadow Prison + Savannah Heat combo again until those
skills are both recharged. Communication is vital.
Notes
- The two teams can work either independently or not. Depending
on the target.
- Target must stay in the area of effect of Savannah Heat 5s
for maximum spike. That why it is important to coordinate well Shadow Prison,
Savannah
Heat and Gale. Note that
Shadow Prison duration is 7s.
- Both SH Elementalists may take Arcane Echo for a double Savannah Heat (510
damage in 5 seconds). However be aware that Arcane Echo can't be
used on each spike because of the recharge time.
- Then Fire Attunement may be dropped for a relic
running skill if you plan to cast only during spikes (10 to 25
Energy from Fire spells). This depend on your use of the build,
make your self idea.
- A good coordination is needed. This build is better be used by
organized teams.
A hex pressure class
See on Talk Page.
Others variants
See on Talk Page.