Lightning is or only element we care about, keep this in mind when gearing. Our and will clear just about any kind of pack you run into. There may be a few enemies that will require a few shots with . Bigger ones can be drop by using our 's . From time to time you may want to pop off a dispersed pack of ranged enemies with . You can do this easily with two casts of or a well timed release of . Frankly any one of your skills used twice (besides the channeled ) can be done to trigger .
Defensively, we rely on our offense to generate significant amounts of ward. Which, may I add, is a lot. We utilize to trigger our which will give us 800+ ward. This can stack several times so keep this in mind when charging a ward battery. If you are lucky enough to find boots with , this number for our ward will grow exponentially higher (considering our traversal skill is our damage skill).
Mana could become a problem if you are casting needlessly or spamming your continuously for no good reason. However, the 2-4 Seconds cycle depending on our we have acquired, is the standard skill set and you should have plenty of mana to deal with this combo.
Reaching 300 mana is very important in our build. Keep this in mind. The average roles of the gear provided put us well above this threshold, however the minimum roles will not be enough. Just be sure to pay attention to this, as our 's depend on it to capitalize on the . The is already taken care of by our node in .
There is nothing special happening here. Most of our defenses are automated with our attacks. Our gear in our , , and are rolled with . Getting slightly better than the minimum T-5 Roles will give us 100% reduced bonus damage taken from critical strikes, our ward will take care of the rest. However, it is still good practice to manually dodge high damage mechanics. Even though you will have enough ward to tank most damage, this should not be a habit you practice, especially if you plan on pushing into deeper corruption. Our resistances should be capped and decent roles on our blessings should take significant strain off our gear roles. With average roles (mid) you will almost be capped across the board. It is on you to find the right roles to cap this resistance. You can choose to use 1 of the 4 we have in the build to replace with resistances where needed (if needed). However, the gear/idols in the build are the optimal ones you can have. We also will almost always have on as well, this will give us a 25% Damage Reduction value. We should have it for (4) seconds after casting because it casts with .
Almost all of our fights will start and end the same way. Start the area by walking through a , and use twice in order to put all 3 Gon runes on. This will start to charge our ward battery from . Find a target and put between you and them. Cast into them, releasing the cast once you have cleared the wall. This will cause the to explode via and our will have a significantly larger blast radius with and . Pick off any trash with .
Difficult Engagement / Bossing
Follow a similar approach as before, although here we are using our un-scaled to cast on top of the boss. Be aware of there movements, as you may waste the cast if your not paying attention. Be sure to instantly cast at least 3 times to get your rune back to push up your ward battery. Rinse and repeat,