Merken
Der Skillplaner ist auf dem Stand von Patch 10.3.5
Solo 2 Magicka-variant
Allianz

Volk

Klasse

Mundusstein

Ausrichtung
Skillpunkte
0 / 541
Championpunkte
0 / 3600
Benutzer
JackRackham
Likes
022615
Patchstand
Patch 2.7.4
- Klasse
- Bitte Klasse oben auswählen.
- Waffe
- Zweihänder
- Waffe mit Schild
- Zwei Waffen
- Bogen
- Zerstörungsstab
- Heilungsstab
- Rüstung
- Leichte Rüstung
- Mittlere Rüstung
- Schwere Rüstung
- Offene Welt
- Lug und Trug
- Seelenmagie
- Werwolf
- Vampirismus
- Spähen
- Ausgrabung
- Allianzkrieg
- Sturmangriff
- Kaiser
- Unterstützung
- Gilde
- Diebesgilde
- Dunkle Bruderschaft
- Kriegergilde
- Magiergilde
- Unerschrockene
- Psijik-Orden
- Volk
- Bitte Volk oben auswählen.
- Handwerk
- Alchemie
- Schmiedekunst
- Schneiderei
- Schreinerei
- Versorgen
- Verzaubern
- Schmuckhandwerk
Beschreibung dieser Skillung
This is an alternate to my other build.
In my last build I talked about considering these changes:
1) Switching Degeneration/Siphoning Attacks/Harness Magic out for:
- Invigorating Drain - In groups this ability is amazing because not only does it restore a large chunk of your health, it also stuns the target for three seconds. Your team can easily capitalize on this.
- Lotus Fan - The reason for this is that Sap Essence has a limited range, so teleporting in with Lotus Fan, doing some AoE damage, then doubling-down on that AoE damage while also healing yourself and giving yourself Major Sorcery with Sap Essence can be extremely devastating.
- Resolving Vigor - All around amazing healing ability.
- Blockade of Storms - to gain a damage boost from the Tri-focus and Ancient Knowledge passives.
- Impale - Amazing damage potential.
- Balance - Good way of getting back magicka, but risky.
- Elemental Drain - Safer alternative to Balance, but requires more work on your part.
- Dark Shades - procs Shadow Barrier, in addition to the benefits the ability itself grants.
- Crippling Grasp - Great DoT, plus good CC.
In this build I have made these certain changes, but it was definitely a struggle. I chose to keep Degeneration because despite its weak healing capabilities(it really depends on your luck though), and the superfluousness of using it in conjunction with Invigorating Drain, the Major Sorcery was too much to pass up. It's also a nice spammable ability.
I chose to add Elemental Drain after much consideration between it, Harness Magic, and Balance. I'm not entirely sure about my choice, but Harness Magic was too conditional and Balance too risky.
Invigorating Drain gets a spot because it's an amazing healing ability in addition to being a stun. Useless when soloing, but extremely valuable in groups.
The dual-wield hotbar also received a makeover. Noticing the presence of Whirling Blades, Shrouded Dagger and Sap Essence, I decided to add Lotus Fan both as a gap-closer but also as extra AoE. I got rid of Sanguine Altar because of Sap Essence, which also buffs my damage.
In my last build I talked about considering these changes:
1) Switching Degeneration/Siphoning Attacks/Harness Magic out for:
- Invigorating Drain - In groups this ability is amazing because not only does it restore a large chunk of your health, it also stuns the target for three seconds. Your team can easily capitalize on this.
- Lotus Fan - The reason for this is that Sap Essence has a limited range, so teleporting in with Lotus Fan, doing some AoE damage, then doubling-down on that AoE damage while also healing yourself and giving yourself Major Sorcery with Sap Essence can be extremely devastating.
- Resolving Vigor - All around amazing healing ability.
- Blockade of Storms - to gain a damage boost from the Tri-focus and Ancient Knowledge passives.
- Impale - Amazing damage potential.
- Balance - Good way of getting back magicka, but risky.
- Elemental Drain - Safer alternative to Balance, but requires more work on your part.
- Dark Shades - procs Shadow Barrier, in addition to the benefits the ability itself grants.
- Crippling Grasp - Great DoT, plus good CC.
In this build I have made these certain changes, but it was definitely a struggle. I chose to keep Degeneration because despite its weak healing capabilities(it really depends on your luck though), and the superfluousness of using it in conjunction with Invigorating Drain, the Major Sorcery was too much to pass up. It's also a nice spammable ability.
I chose to add Elemental Drain after much consideration between it, Harness Magic, and Balance. I'm not entirely sure about my choice, but Harness Magic was too conditional and Balance too risky.
Invigorating Drain gets a spot because it's an amazing healing ability in addition to being a stun. Useless when soloing, but extremely valuable in groups.
The dual-wield hotbar also received a makeover. Noticing the presence of Whirling Blades, Shrouded Dagger and Sap Essence, I decided to add Lotus Fan both as a gap-closer but also as extra AoE. I got rid of Sanguine Altar because of Sap Essence, which also buffs my damage.
Aktionsleisten
Championrang: 0
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0
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0
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0
Attribute
Magicka

- 0
Leben

- 0
Ausdauer

- 0
Sets
- Kein Set ausgewählt
Passive Fähigkeiten
- Es sind keine passiven Fähigkeiten vorhanden
Vergeben:
0
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Setteile
Hier findest du die Übersicht der Set Teile die zu dieser Skillung angegeben sind.Slot
Set
Rüstungsart
Qualität
Eigenschaft
Verzauberung
Kopf
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Schultern
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Hände
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Torso
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Gürtel
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Beine
Kein Set ausgewählt
Füße
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Hals
Kein Set ausgewählt
Ring
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Ring
Kein Set ausgewählt
Slot
Set
Waffenart
Qualität
Eigenschaft
Verzauberung
Haupthand
Kein Set ausgewählt
Nebenhand
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Gift
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Haupthand
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Nebenhand
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Gift
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