The Euroquois

 

BUILD HOH / PVP

 

THE ELEMENTALISTE

Boss of the mysteries and the magic, Elémentaliste can appeal to the powers of the fire(light), the earth(ground), the air(sight) and the water to bring down his(her) enemies.

Elémentalistes calls upon the powers of the earth(ground), the air(sight), the fire(light) and the water to fold them in their will. They can impose more damages in one go than quite other profession.
They appeal to the magic of the earth(ground) to provoke earthquakes and eruptions, imprison their opponents into the stone and protect their allies. Thanks to the magic of the air(sight), they unchain(give rise to) powerful storms intended to strike their enemies and allow their allies to move at the speed of the wind.By using the magic of the fire(light), they make spring flames, throw(plan) balls of fire(light), the lava in fusion(merger) and even meteorites to burn their enemies. As for the magic of the water, she allows them to use the mist and the ice(mirror,ice cream) to slow down the movements and opposite attacks, to blur the vision of their enemies, to protect their allies against the magic and to impose damages of cold to their opponents. Elémentalistes has skills in regeneration of energy, and when they are chosen as central figure, they can increase their maximal energy in the course of time(weather). Elémentalistes avoids naturally be surrounded, but always have the wisdom to keep(guard) for reach a fate(spell) with zone of effect.

 

BLACK FLAME (W/Mur)

ALLOCATION(ATTRIBUTION) OF POINTS:

Magic of Fire 12 Conservation of Energy 10 Art of the Shadows 8

The black Flame uses the Arts of the Shade(Shadow) of the Murderer to go in secret in the heart of the battle, then throws(launches) the fates(spells) moved closer to zone of effect of Elémentaliste which impose heavy damages of the fire(light).

Use of Build

 Always keep(guard) active Affinitée ignée for the management of energy.

- When your health is low, use mortal Load(Responsibility) on the enemies whose health is more raised(more brought up) to recover quickly.

- The black Flame can attack(affect) and leave in secret in a very effective way. Use the Aura of movement for the fast attacks, then deactivate her(it) to go out of the fight.

 

GUERISSEUR OF THE MYSTERIES (El/Mo)

ALLOCATION(ATTRIBUTION) OF POINTS:

Conservation of Energy 12+2 Prayer of Cure 12

Directly bound(connected) to elements, the Quack of the Mysteries has access to reserves of energy reserved for rare elected representatives. The combination(overall) of the energy conservation and the capacities of regeneration of a élémentaliste with the powers of cure of a monk allows him(her) to cure his allies in a continuous way during long moments.

By alternating between the regeneration of energy and its skills of cure, this character can survive most of the fights.

 

PYROMANCIEN (El/Mes)

ALLOCATION(ATTRIBUTION) OF POINTS:

Magic of Fire 12+2 Conservation of Energy 10+1 Magic of Inspiration 8

The fire(light) and the inspiration are the weapons of Pyromancien, he(it) drainel' energy of his(her) opponents and uses it to free(release) flames del' hell on the enemy.

This character is more effective when he fights(disputes) groups of moved closer enemies

 

GEOMANCIEN (El/Mes)

ALLOCATION(ATTRIBUTION) OF POINTS:

Magic of the Earth 11+2 Conservation of 'Energy 10+1 Magic of Domination 10

The Geomancer checks(controls) the intestines of the earth(ground) to impose important damages of earth(ground) on zone of effect, while blinding(filling) and by knocking down the enemies. He also uses Talismans to protect his allies and the skill(competence) of dominion of the Magician to check(control) the actions(shares) of his enemies.

This character is more effective when he(it) fights of the groups of moved closer enemies

 

PLAQUE OF ICE (El/N)

ALLOCATION(ATTRIBUTION) OF POINTS:

Magic of the Water 12+2 Conservation of Energy 10+1 Evil spells 8

The water is the element of choice of the Plague of ice(mirror,ice cream), it is combined(organized) with the curses of the nécrpmant to reduce the speed of movement of the enemies and interrupt their actions(shares), while reducing their capacity to impose damages.

This character is particularly effective against the groups of throwers of moved closer fates(spells).

 

DEACON OF DWAYNA (El/M)

ALLOCATION(ATTRIBUTION) OF POINTS: :

Magic of the Earth 12+2 Conservation of Energy10+1 Prayer of Cure 8

The Deacon de Dwayna is a defender is a defender, he uses the powers of the earth(ground) to protect his allies while blinding(filling) and by throwing(planning) his enemies. Thanks to its protections, this hero can stop(arrest) a group of enemies along the way.

The key element of this hero is the preservation of its energy, the skills of preservation(conservation) of the energy and the regeneration of the élémentaliste are him(her) of a big utility.

 

ELEMENTALISTE PROTECTION [WARDER] (El/Mes)

ALLOCATION(ATTRIBUTION) OF POINTS:

Magic of the Earth 12+4 Conservation of Energy 11+1 Magic of Inspiration 6

The warder is a mixed character, very pleasant to play. It is about a élémentaliste be in hiding possessing as well murderous skills of attack as particularly useful defensive skills and simple to use.
The glyphe of energy combined(organized) in the earthquake allows you to impose more than 100 points of damages of zone with landing for 10 of the energy and without exhaustion. Only, it is already nice, but if you succeed in combining(organizing) that with a young answer seismic survey, it gives you approximately 275 points of damages of zone with landing for 20 of the energy, always without exhaustion. The annoying part(party) remains the 3 seconds of incantation of the Earthquake, which you can protect with the mantra girl of concentration (or of resolution if you prefer the insurance(assurance), but it is dearer(more expensive)). Other skills are more difficile.
The defensive part(party) is very simple: wards. You know, these relatively wide zones where the enemy is always discriminated. Of base, the most useful are the wards of contact and slowing down, allowing the targets to run(roam) out of reach from the warrior while remaining protected.

 

PERSO PSIONIQUE (El/Mes)

ALLOCATION(ATTRIBUTION) OF POINTS:

Magic of Domination 12 Conservation of 'Energy 13

This character is made to prevent the opposite monks from incanter and from looking after itself (and, a posteriori, all other casters). From the beginning, use the Tongue of flame as soon as you can on the monks, because you reduce them almost to the dumbness during 10 seconds. Influxes of energy and Flame of energy allow you to decrease strongly the reserve of energy of the monks which is not still very important (and which tends to empty very fast). You will have noticed that most of the time, it is the delights which save the monks of the death, that is why you have to use Waste of the delights only when he(it) is about to die and when he(it) apparently received some "helps" (commes the shields of protection, regeneration, judgment(sentence), the delights of protection of a monk defender as guard or adversity). Echo of the mysteries will allow you to mitigate in long time(weather) of regeneration of these fates(spells) by allowing you to throw(launch) it two times in succession. Influx of energy, for example, thrown(launched) two times in succession on a group of casters, will make them reflect(think), I give you my word. Leveur of curses, take(bring) out little expensively and ô how much useful, will allow you to be yourself the target of enemy magicians, by turning(returning) them the currency(change) of their detail(room). The fate(spell) lasts about 2 minutes 30 for 5 energy, we can consider it as free.
Finally, both compétencess of Elémentalistes allow you to be more effectively run on a cooperative basis. Use Glyphe as soon as you can, when you get ready to throw(launch) Tongue of flame or Echo of the mysteries (your fates(spells) in 15 of the energy). The Aura of restoring will be very effective in your case, with your very high value in energy conservation, and will allow you to get back some points of life, while continuing to incanter. (37 pv for the fates(spells) in 10 of the energy, 55 for the fates(spells) in 15).

If you plan to use this build in Graves, know that you can easily débarasser you of a Guard of the breach alone, without any trouble. Throw(launch) Leveur de Malédictions and Aura of restoring (as usual), then use Glyphe to throw(launch) Echo of the mysteries.Throw(Launch) Tongue of flame on the guard (now, you should have him(it) there " echo "), and use Flame and Influx of energy on the guard to make him(her) more damages. As soon as he threw(launched) his Aura of restoring, remove her(it) he with the Waste of the Delights, to prevent him(it) from looking after itself. As soon as the first Tongue of flame will be ended, boost(relaunch) him(it) with the Echo of the Mysteries. The only thing(matter) in which you have to make a bloomer, it is for the fate(spell) Maelstrom; when he threw(launched) it, go out of the zone of effect before making whatever it is. If you make everything in the good order, you can be made an only rift valley without too many damages in one maid about twenty seconds

 

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