This is a mid-line support build that can assist with both defense and offense in Heroes' Ascent.
Attributes and Skills[ | ]
Elementalist / Mesmer | Attribute Rank |
---|---|
Earth Magic | 12 + 1 + 1 |
Energy Storage | 11 + 1 |
Air Magic | 6 |
Equipment[ | ]
- Armor: Minor Runes + Radiant Insignia + Superior Vigor
- A superior Earth Magic Rune can be equipped. In this case, switch to Survivor Insignia to make up for health loss
- Weapons: +5 Energy Axe/Sword/Spear of Enchanting / +30 health and 20% HSR on Earth Magic Focus item
- Alternate weapon sets: 1 high energy set (+30/-2) and 1 low energy set (-5 Energy Axe/Sword/Spear of Enchanting and +30 health shield)
Usage[ | ]
- Place wards to protect your team. Know your enemy to better manage your energy:
- Use Ward Against Melee to protect against melee-heavy teams, use Ward of Stability to prevent knockdowns (i.e., Hammer Bash from a Thumper) and use Ward Against Foes near your backline, so the monks can kite away from melee trains faster.
- Use Ward Against Foes to snare relic runners.
- Try to ensure optimal ward coverage (protect healers if they're targeted, etc.)
- Use Sandstorm on bunched up foes (i.e., two teams fighting on the Altar, or a team body-blocking your relic runner)
- Use Gale to knock down key foes (e.g. Ghostly Hero when using Claim Resource, or a relic runner)
Counters[ | ]
- Enchantment removal leads to energy problems
- Disruption is easy and effective as most of your skills have both high activation and recharge times
- All standard caster counters (Backfire, Arcane Languor, Dazed, etc.)
Variants[ | ]
Gale can be replaced with:
- Obsidian Flame for spike damage.
- Web of Disruption for an interrupt
- Armor of Earth, Frigid Armor or Mantra of Flame for increased survivability (depends very much on the FotM build)