2009-07-25, 10:54 PM
Does charge at level 2 even charge fast enough for blast to be useful? All the builds I've seen so far go 10 charge first before adding any to blast, but I put 4 because that's when it gives 12 weapon attack, the same as a warrior elixir, so I don't actually lose anything with energy. Or does it not count as a buff?
Thanks for reminding me, forgot about that =p
Blast is good enough to keep mastery at 5 for that long? O.o
modular Wrote:1 corkscrew early for movement and mobbing cyanne :O
the added versatility will help greatly
Thanks for reminding me, forgot about that =p
USMC Wrote:Based on my marauder experience, I would do:
10 HP
1 CSP
5 mastery
6 booster
1 charge
11 blast
19 mastery
20 charge
20 lightning
20 blast
HP first without a doubt.
1 CSP for mob organizing.
5 mastery to unlock booster.
6 booster for decent timer.
1 charge to use blast.
11 blast to hit 3 mobs.
19 mastery to stabilize.
20 charge to gather orb quicker.
20 lightning makes 11 blast 367.2%(459% with advantage!), plus the bonus to other skills.
20 blast for even greater damage
Note: I didn't forget CSP, but I believe if I want damage I would rather pull it from blast or even SSK. So I left it at 1 till late 2nd job.
Blast is good enough to keep mastery at 5 for that long? O.o

