Knock em down, Aoe on top of them with Telekinetic Strike. And Mind Burst for a finisher. Plus heal and CC. Has the best OTM skills for kiting.
PVP / esper Votes: 20 05/27/2014 - 16:37
PVE / spellslinger Votes: 16 05/25/2014 - 00:24
PVP / stalker Votes: 12 06/02/2014 - 05:20
PVE / stalker Votes: 11 05/30/2014 - 13:14
Utilizes the reduced healing and resistance reduction with anomoly and bio. You will also be stacking deflect and will allow you to tank while providing steady DPS and CC.
PVP / engineer Votes: 7 06/12/2014 - 11:48
PVP / spellslinger Votes: 6 06/04/2014 - 17:55
I feel like everyone over looks CKs cooldown reduction, and the fact that it fires twice every 8s, this + the 15% amp reduction makes punish and analyze almost no cooldown, giving you less of a "priority" and more of true rotation. Even gives you a lot to do if your Neut is at 7 and you need to wait it out. Swap out the last three for whatever you need ATM.
PVE / stalker Votes: 5 06/24/2014 - 02:47
PVP / warrior Votes: 5 05/30/2014 - 21:43
PVE / esper Votes: 5 05/25/2014 - 16:56
This is my dungeon/group content build for early levels. I used this a lot during runs of the first dungeons (Stormtalon's Lair and Ruins of Kel Vorath) and it served me well. Menacing strikes build up Kinetic Energy and I found Taunt to be irreplacable for long range pulls or getting your teammates out of trouble. Bolstering strike is unlocked through AMPs and is good to increase your damage mitigation and Emergency Reserves is your "oh sh*t" button. I picked up Defense grid towards lvl 21 because I think it is a nice addition to help my group. Kick is there for those much needed interrupts and stuns.
GROUP / warrior Votes: 4 06/13/2014 - 08:41