Sounds like a perfect fit for the build but unfortunately the targeting mechanic can make it a bit difficult to hit your target from ranged at times and I prefer Lightning Bolt over it. Thunderball fits into the Lightning theme nicely and has a really long stun. The Concussive Blast synergy adds fragments that split apart with extra lighting damage and stun. The base skill fires a ball of electrical energy that damages, reduces DA and stuns enemies in a small blast radius. Spell shock with do damage based off energy drained and disrupt skills. Optional skill for countering magical enemies. The Barbed Netting synergy skill adds a bit of bleeding damage to trapped enemies, I’d suggest skipping or putting at most one point into it, more important skills to invest in and the damage buff is kind of negligible. The DA reduction provides no benefit to bows / throwing weapons. It’s an okay option for kiting through doesn’t last too long and can be difficult to aim at times. Optional SkillsĮnsnare provides a CC to lock opponents in place. Absolutely max it out when you have free points. Gives you a chance to do a triple attack. Arc Discharge isn’t needed but if you can drop a single point into it if you want. Even with only a single point in the base skill your wisp will survive fine in 99% of fights. Maxxed out, Eye of the Storm will give you a good boost to your cold and lightning resistance as well as a big bonus to your elemental damage. Wisp’s primary role in the build is not to do damage itself but to instead buff you with it’s synergy skill Eye of the Storm. This makes it pretty much unkillable except for AOEs. It has god tier dodge and avoid projectiles chance. One point in the base skill and max the synergy to boost your elemental / bleed damage. You can put points into it late but it’s a really low priority and shouldn’t receive any extra points until you’ve pumped up the important skills.ĭebuffs enemies in a small circle with large physical and pierce resistance while the Flush Out synergy skill also reduces defensive ability, bleeding resistance and elemental resistances. The Chain Lightning synergy causes the bolt to arc from the target to hit other close by enemies.įits into the Lightning theme and is a one point wonder for the chance to stun enemies after getting hit. A bit of CDR can help make the skill available more often. The skill’s 12s cooldown means it can’t be spammed. Easy to target and has a very good range. Your primary lightning nuke, hits for a decent damage with a short stun. Both should be maxxed Squall will serve as one your consistent CC sources and resistance debuff can help with enemies that have strong elemental resistances. It’s Obscured Visibility synergy skill applies an additional debuff, reducing damage and resistances by a percent. Max the base skill to increase the storm’s radius and impair ranged attacks inside it. Generates a wind storm that does slight damage and applies useful debuffs. It’s important to note that using the skill with all it’s synergy skills reserves a rather large chunk of energy. Trail Blazing only requires one point for entrapment reduction, however, as you tend to be pretty squishy the extra movement speed can help with kiting. Drop one point into the base then and max Find Cover for extra survivability. However, converting damage to elemental is done before pierce conversion so the pierce conversion is applied to pretty non-existent physical damage and bleeding damage is pretty negligible. In most archer builds the base skill is a great skill to max. The Trail Blazing synergy adds 100% Reduced Entrapment Duration and more movement speed with each extra point spent. The Find Cover synergy adds a large amount of projectile avoidance and only adds a little bit extra to the skill’s energy reservation. Increases pierce damage and bleeding damage in general and adds a bit of extra damage to beasts and beastmen. Puncture Shot may be more useful to max early for chance to pierce through enemies, good for mowing down enemies coming at you. The Scattershot synergy causes your attacks to fire fragments on impact that inflict bleeding damage with some pierce. The Puncture Shot Arrows synergy increases piercing and bleeding damage and adds a chance for arrows to pierce. The base skill greatly increases projectile avoidance and adds piercing damage.
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