Yunru, do you have a build or playstyle you would be willing to share with us? It would be great especially for spectators who are interested in an ST build.
I would very much love to hear of your experiences!
Its all here:
I should probaly update it now, since spell lvling doesnt matter any more.
Mostly using this build:
As much single-target on gear as posible. (if not posible, some range instead)
(i took resist instead of wp, since the regen allows you to fire 4 arrows on 14 ap when buffed by osa) More is just overkill.
2 ap wind + 2 ap fire + 2 ap water + 3 ap earth and then light arrow = 12 ap.
Next turn i generaly fire 25% final increased damage 4x light arrows. (if buffed)
*arrow qb cost is reduced due to passive, but its damage is not worth it to wait for next turn*
But it depends:
*if enemy monster is weak to fire, i will attack frontaly
*If enemy monster is not weak to element my light will hit, i teleport behind it, cast 1 rune to weak element and spam the rest of arrows.
Tear is similar, but i usualy use it, when arrow is not posible due to line of sight.
Beam (while weak for its cost), works well if you are not able to attack in line, but i sometimes switch to Glistering halo (since its single on normal target).
In most situations, PvE and PvP alike, it wasn't very easy to to predict enemy pathing in order to preemptively give them a fire rune debuff or stabilize a highly mobile character who likes to hit and run. I would simply Downpour + Collapse + Wisp to where ever I'm going to end my turn so that when I summon it the following turn I receive the buffs.
It can be a good deterrent in PvP against CC characters if you run a more tanky build that invests in stronghold. You simply cast Disc + Flux + Wisp and make sure that your back is to a wall and the AoE from Wisp covers two of your sides. Makes it so you can't push them the following turn but you also debuff them and can easily TP away.
But that's just how "I" used it.