GuildWiki:Sandbox

This is a support build designed to protect your allies from enemy Warriors/rangers/assassins by weakening them and knocking them down, while maintaining a reasonably high damage output for a low mana cost

Equipment

 * Your preferred armour
 * Your preferred weapon

Usage
1. Always hang back where you won't be attacked, so that you and your allies can make full use of this builds abilites... 2. When a warrior charges your group, use gale to knockhim down just as he's reaching your forces, then cast enervating charge to weaken him so that he is of little threat to you or your allies... 3. Use gale to interrupt spells with long casts, such as many elementalist AOE spells... 4. Be sure to use gale+enervating charge on any warrior or assassin targetting your healers... 5. Use meteor to knockdown enemy monks trying to heal enemies, then use immolate to stack on the extra damage. Use gale if you need to immobilise him further while your damage dealers finish him off... 6. Use grenths balance as your wild card, as a way of really screwing up a healthy warrior or assassin who's after you, while keeping yourself alive. This spell is potentially the most dangerous spell in this build, if not the whole game, but be sure to use it on healthy enemies only. It is possible to steal over 200 health from an enemy using this... 7. Use flare when low on mana or when other spells are not needed to maintain pressure with a high DPS

Counters
Mesmer anti-caster spells such as backfire, or 2 or more warriors/assassins attacking you

Variants
Use earth magic instead of fire magic, substituting flare for stone daggers, immolate for obsidian flame, fireball for aftershock and meteor for stoning, which in conjuction with enervating charge can deal heavy damage while inflictinf weakness and a knockdown