Air and Earth?
Do you think it would be futile to do both air and earth in same build?
This is meant for hero teams, for example 3 ele heroes running same build.
This build requires a weakness spammer to be effective, see notes.
For example:
12+3+1 Air
11+1 Energy
5+1 Earth
4 Inspirarion
Glyph of Elemental Power
Air Attunement [@18]
Invoke Lightning [@18][106 LDmg to target + two nearby foes. 25% ap]
Glowstone [@8][29 EDmg. Gain 11en if weakened foe.]
Stone Striker [@8][(18s) Converts dmg to earth.]
Mantra of Earth [@4][(46s.) Reduces Edmg you take by 32%. Gain 2en from EDmg.]
Arcane Mimicry
Shell Shock [@18] 46 LDmg. Inflict Cracked Armor 23s. 25% ap.]
This assumes a weakness spammer in party (ie. Enfeebling Blood), otherwise replace Shell Shock with:
Enervating Charge [@18][55 Ldmg. Weakness 23s. 25% ap.]
Notes:
*Although it's generally bad to spread points to more than 2 attributes, Earth and Inspiration requires very few points to be effective in this case.
*Heroes are good with Mimicry, they will only copy skills they can use. In this case mostly an additional Invoke Lightning.
*Used Glowstone instead of Shell Shock because it's less conditional with a weakness spammer.
*3 skills for EManagement might be overkill, but since it's heroes with a costly 15en Mimicry and Invoke spamming, maybe not such a bad thing after all.
*I don't like AP-ele builds, I wanted to see pure air damage, that's why it's focused around Invoke Lightning instead.
*Mainly designed for hero usage who can't use some nifty PVE-skills.
*Recommended with a N/Rt healer with Enfeebling Blood @6+1 Curses (11s nearby weakness).
*The more enchantments from party the better, a hero with 2 Invoke Lightning and stripped enchantments will gain exhaustion very fast.
Last edited by Bristlebane; Jul 15, 2011 at 10:39 AM // 10:39..
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