
Most common combo is Chain Lighting > Overwhelm > Drop Back (while fllying back use fireballs to dmg) > Starling Strain > Magic Circle > Arch Lighting Spellsinger (Sorcery/Songcraft/Shadowplay)- got highest burst dmg in game, with invis and escape, but because of lack in points, he's not perfect now(you can use 1 point in Shadow for now, but with 10 point passives in sorcery and song).

Stone Arrow (Archery/Shadowplay/Defense) - he was awesome before nerf, but now he loose quite much ot his friend Primeval, but he is anyway better against physic classes How much I remember best combo for him was Chain Lighting > Bubble > Magic Circle > Meteor > Overwhelm > Drop back (while leaping backwards uses earthen grip to root enemy) > Arch Lighting, before 1.0 no one was survivng in 1x1 PvP, but now when sta was buffed don't know, Necromancer (Vtalism/Witchcraft/Occultism) - good alternative for healer at level cap 50, because occ helps to regen mana and got few CC and buff against melee classes, which reduce inc dmg by 50 %, also plenty off CC from Witchcraft, like Hierophantĭaggerspell (Sorcery/Shadowplay/Witchcraft) - awesome in PvP, because got invis and extra mobility from shadow, high amount of CC and quite nice dmg and only this wiz build can easily cast Meteor without any consequences. Hierophant (Vitalism/Auramancy/Witchcraft) - this healer build got highest heal in game, but his weaknes is that he lacks of survive against physical classes. Templar (Vitalism/Auramancy/Defense) - most effective healer in game, but because of level cap 50, his heal isn't in best form, when level cap will be 55, he is worth of A for sure. Tomb Warden (Defense/Auramancy/Songcraft) - pure bard, which is necessary in 10x10+ fights, because those buff is just OPĪbolisher (Battlerage/Auramancy/Defense) - he is quite nice tank, but he don't have high AoE cc, which is very critically for any tank in mass PvP, also don't have invis to attack someone from 10 m with leap, so enemy will see him from long distance and he won't realise his potentialfrom Battlerage and Defense trees, but if he will catch someone, they won't escape Shadowblade (Battlerage/Shadowplay/Witchcraft) - high phys dmg + extra CC, from Witch makes awesome combo to kill someone fast in PvP, but again if wizards attack first, you might die fast, because don't have any mdef against them.ĭarkrunner (Battlerage/Shadowplay/Auramancy) - high phys dmg and extra mobility and defense against wizards and any magic casters(Conversion Shield), so if you'll take this guy no one will got a chance to escape, either kill you fast, but like any other melee dmger, in large scale PvP, he might be usefull. Skullknight (Occultism/Auramancy/Defense) - even with defense nerf, he is quite good and few of them with Imprison can control battlefield, also he got nice dmg against solo opponents, only Shrug it Off + boastfull roar makes smth about 4,5-5 k dmg without crit.

Primeval (Archery/Shadowplay/Auramancy) - best archery combo for now, because defense was nerfed and bonus mdef was taken off, Aura become much more viable now, extra mobility and defense against wizards in face of Conversion Shield.

Reaper (Sorcery/Occultism/Shadowplay) - nice cc + high dmg from sorc tree, with passives from occ, he is mostly AoE based in PvP and PvE, but also he got nice dmg against solo targets, Shadow gives invis and mobility
