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Old Sep 23, 2007, 11:39 PM // 23:39   #101
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Blinding Flash and Blinding surge are the only utility that are unique to Air in terms of affect. The other effects like knockdown and weakness, can be gotten a number of other ways. That is why air was and always will be for blinding and not much else.

Chilling winds was attractive for air/water hybrids, but it is a waste of a slot otherwise. Gale is still useful, though.

+armor against elemental damage basically puts Air magic to shame since it is single target and only lightning hammer, chain lightning have big enough consistent numbers for a spike. With skills like Rodgort's Invocation, Magnetic Surge, and Energy Surge (only 73 energy needed, which is easily gotten with a swap) those skills don't seem too good.

Too bad cracked armor wasn't such a good condition or shell shock could've revived air magic a bit.

Last edited by LifeInfusion; Sep 23, 2007 at 11:52 PM // 23:52..
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Old Sep 24, 2007, 03:12 AM // 03:12   #102
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air is still good, at least for me.

on my ele/me character i use these for AB:

Energy Storage- 12
Air Magic - 14 (12+1+1)
the balance 3 pointdoesnt matter

[skill]Chain Lightning[/skill][skill]Lightning Orb[/skill][skill]Lightning Hammer[/skill][skill]Arcane Echo[/skill][skill]Blinding Flash[/skill][skill]Air Attunement[/skill][skill]Elemental Attunement[/skill][skill]Aura of Restoration[/skill].

try to keep AoR, EA and AA up most of the time. use arcane echo on LH since it recharge faster than LO, and gives you 25 x 3.5 health each time u cast LH.
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Old Sep 24, 2007, 03:33 AM // 03:33   #103
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im actually experimenting with a fire/air and a fire/earth set up right now...its still in the early stages and not ready to publish as im working on a power issue with both.
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Old Sep 24, 2007, 05:50 AM // 05:50   #104
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Quote:
Originally Posted by azizul1975
air is still good, at least for me.

on my ele/me character i use these for AB:

Energy Storage- 12
Air Magic - 14 (12+1+1)
the balance 3 pointdoesnt matter

[skill]Chain Lightning[/skill][skill]Lightning Orb[/skill][skill]Lightning Hammer[/skill][skill]Arcane Echo[/skill][skill]Blinding Flash[/skill][skill]Air Attunement[/skill][skill]Elemental Attunement[/skill][skill]Aura of Restoration[/skill].

try to keep AoR, EA and AA up most of the time. use arcane echo on LH since it recharge faster than LO, and gives you 25 x 3.5 health each time u cast LH.
Echo is pretty meh on that bar since most spells recharge rather fast already, better put a heal in there somewhere (mystic regen anyone ^^)
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Old Sep 24, 2007, 06:21 AM // 06:21   #105
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Originally Posted by Divinitys Creature
Wouldn't happen if they learned how to position themselves. They could counter in so many ways.... but I remember the debates/arguments, people with your opinion won.
Plz explain AoE dodging for HA. I'd love to hear that explanation. Its the same concept for blood spike. Duration AoE is very simple to dodge because you can see it. You can't "see" who that 1 hit AoE is going to nail until afterwards.

In GvG not a problem.
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Old Sep 24, 2007, 07:16 AM // 07:16   #106
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Quote:
Originally Posted by twicky_kid
Plz explain AoE dodging for HA. I'd love to hear that explanation. Its the same concept for blood spike. Duration AoE is very simple to dodge because you can see it. You can't "see" who that 1 hit AoE is going to nail until afterwards.

In GvG not a problem.
By watching where your character is facing. That leads a straight line to the target, thus pre-kite and pre-prot.
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Old Sep 24, 2007, 07:47 AM // 07:47   #107
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Quote:
Originally Posted by azizul1975
air is still good, at least for me.
snip.
Only two skills with a casting time below 2 seconds.
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Old Sep 24, 2007, 11:11 AM // 11:11   #108
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Shatterstorm + Vapor Blade > Lightning Surge + Lightning Orb

That's government-approved fact.

Also, for PvE an E/Mo with 12/10/8 build and Aegis > Blindbot.

Fire is the heaviest damage you can buy in PvE, but it's also boring. Earth and Water are the elements I find most rewarding to play as they have some utility and defence as well as decent damage. As a pure Fire ele with a Sup rune you're consuming far more monk resource than an Earth ele running Stoneflesh/Wards or a Water ele using Mael/Blurred Vision. Taking 10% longer to kill stuff but giving the whole party a huge defensive bonus is the way forward.

Air is just like Assassins - best kept to PvP. (Awaits nuking)

BTW Invoke Lightning is pretty handy at multiple targets - best I can find in the Air line anyway.
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