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Old Aug 12, 2008, 03:12 PM // 15:12   #1
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Default Air Epidemic build

So I'm here to get some constructive comments and improvements on my build. Playing an air ele is my all time favourite.

Here's the build is just started using:
[enervating [email protected]][lightning [email protected]][blinding [email protected]][lightning [email protected]][epidemic][mindbender][air [email protected]][elemental [email protected]]
16 Air Magic
12 Energy Storage
(Lightning Orb causes Cracked Armor for 21 seconds, and Blinding Flash blinds for 8 seconds)

Keep up the attunements all the time. Just before battle, cast Mindbender. Then inflict weakness, cracked armor and blinding and use Epidemic to spread it around. Lightning Hammer finishes the job.

A 40/40 set works wonders with this build.

I thought about exchanging Lightning Hammer for a snare like Deep Freeze, which has an unconditional 10 seconds -66% movement AoE snare. However, it is costly, doesn't trigger one attunement, and is not worth it for the damage it causes. I found that Lightning Hammer is more helpful in bringing down foes.

In this build, all skills except Mindbender are spammable. Casting and recharge times are very short with Mindbender and a 40/40 set, you can mostly just spam the first four skills on recharge, with an epidemic thrown in now and again.

I'm just wondering one thing. Since I already have a 40/40 set, maybe I should switch Mindbender for a different skill. Any insights on that?

Any comments on my build are appreciated.

Last edited by Dzjudz; Aug 12, 2008 at 03:15 PM // 15:15..
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Old Aug 12, 2008, 03:21 PM // 15:21   #2
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That's a pretty standard build for PvE really.

One thing I might do, is stick [[Enfeebling Blood] on a hero and use something else instead of Enervating Charge:
  • [Ebon Battle Standard of Wisdom]
  • [Great Dwarf Weapon]
  • [Convert Hexes]
  • [Resurrection Chant]
  • etc..

One thing you might be interested in trying is an [[Ether Renewal] build as an alternative to Dual Attunements.
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Old Aug 12, 2008, 03:22 PM // 15:22   #3
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i would put some kind of self heal in or res....

anything to keep you alive

i'm not really a ele player but

imo this build lacks that

otherwise it looks quite ok
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Old Aug 12, 2008, 03:32 PM // 15:32   #4
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In PvE Elementalists traditionally stand at the back, kite, and get healed by Monks. I don't think a self-heal is required if you play well.
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Old Aug 12, 2008, 03:46 PM // 15:46   #5
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imo
[extend conditions] [enervating charge] [blinding flash] [shell shock] or [lightning orb]

OR

[thunderclap] [enervating charge] [blinding flash] [lightning orb] [epidemic]

use these if you rly want epidemic to it's fullest.
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Old Aug 12, 2008, 03:50 PM // 15:50   #6
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Oh yes I forgot to mention that I almost exclusively play PvE.

I have never really taken a self heal with me (on occasion aura of restoration, but haven't take that in ages), as Celestial Beaver said, monks and other heroes can take care of my health in other ways.

I hadn't even thought of Enfeebling Blood, but now that you mention it, I think that I have it already on one of my Necro heroes.

I will also try Ether Renewal. I'm not sure how it will hold up without attunements though, since they are the primary source of enchantments, and thus stacking for Ether Renewal. If I have 1 other enchantment on me besides Ether Renewal, I would only get 6 energy per spell, which is not enough to sustain spells such as Lightning Hammer.

Anyway, getting rid of enervating charge and one attunement frees up 2 slots. I was thinking of taking a res, but in most cases it's not necessary in PvE, my monks and ritualists have plenty ressing opportunities. Ebon Battle Standard of Wisdom looks interesting, I will take it for a spin. I can't take the monk skills, since that would remove epidemic.

Any other useful skills you would recommend on this build?


Edit: Nittle Grasper, the problem with those elites is that I would get into energy management problems fast. I don't think Extend Conditions is worth it. Cracked armor and weakness last long enough as it is; Blinding Flash blind for twice as long as it recharges, so extend conditions is not needed to keep a foe blinded; and extend conditions only targets one foe. Thunderclap has a nice AoE Daze infliction, but again, I wouldn't take it instead of an energy management elite personally. Thanks for your input though.

Last edited by Dzjudz; Aug 12, 2008 at 03:56 PM // 15:56..
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Old Aug 12, 2008, 03:53 PM // 15:53   #7
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Quote:
Originally Posted by Dzjudz
I will also try Ether Renewal. I'm not sure how it will hold up without attunements though, since they are the primary source of enchantments, and thus stacking for Ether Renewal. If I have 1 other enchantment on me besides Ether Renewal, I would only get 6 energy per spell, which is not enough to sustain spells such as Lightning Hammer.
Nono! Keep the Attunement!

[Ether Renewal][Air Attunement][Aura of Restoration] + Enchanting Weapon.

pew pew pew.


An example Ether Renewal fire build is in the stickied guide fyi.

Don't need to use Aura so you can replace with another enchantment if needed - like Mindbender.

Nittle Grasper's post is good too. Thunderclap is a very nice skill now, but doesn't allow for as much Blinding Flash spammage.
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Old Aug 12, 2008, 03:56 PM // 15:56   #8
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Heroes spam [epidemic], requires micromanagement.

I wonder if they do the same for [Extend Conditions].
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Old Aug 12, 2008, 04:00 PM // 16:00   #9
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If I have to keep Air Attunement, I don't really see the advantage of Ether Renewal over Elemental Attunement to be honest. With dual attunement, I can keep casting spells continuously while retaining max energy. They can be recast before they end in long battles. I have never run out of energy with dual attunement (save for enchantment removal foes, but Ether Renewal would have the same problem).
Ether Renewal only lasts 17 seconds, so there's at least 13 seconds downtime every 30 seconds. Air Attunement on its own probably can't keep up then. It does have a health bonus, but like you said before yourself: monks can take care of the health.

P.S. I just noticed that my build is practically the same as one you posted in your sticky guide, I missed that when I read it. Great guide btw!

Last edited by Dzjudz; Aug 12, 2008 at 04:15 PM // 16:15..
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Old Aug 12, 2008, 04:25 PM // 16:25   #10
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Honestly your original build looks just fine, with the exception of Enervating Charge which has already been stated. Necros should be doing all the weakness you should need. If you want to replace it, [Great Dwarf Weapon] is just amazing. I've always liked [Lightning [email protected]] as it's a very cheap damage spell, plus if they're moving it's just as strong as Hammer.

Also, I'd go ahead and stick with Mindbender. Not only does it give you 50% guaranteed cast time, but it's also a cover enchant to your ever-so-precious duals.
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Old Aug 12, 2008, 04:27 PM // 16:27   #11
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personally i'm not a big fan of it, due to the fact that MOST enemies in pve like warriors and dervs and such don't really group up into the "adjacent" range... personally i'd do 2 monks 3 SF backline 1 MM 1 SS/SV(depending on situation) and then a melee just to mix things up a bit... i do enjoy not running any melee and just triple backlining.. but thats just me... on HM... because they like to kill minions ;..;
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Old Aug 12, 2008, 04:31 PM // 16:31   #12
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Quote:
Originally Posted by zelgadissan
I've always liked [Lightning [email protected]] as it's a very cheap damage spell, plus if they're moving it's just as strong as Hammer.
Except Lightning Hammer has half the recharge time Lightning Bolt has, making it much more spammable, especially with a 40/40 set and EBSoW. The energy cost is not a problem at all with dual attunement (and maybe ER + attune, I don't know yet).
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Old Aug 12, 2008, 04:34 PM // 16:34   #13
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Quote:
Originally Posted by Dzjudz

Edit: Nittle Grasper, the problem with those elites is that I would get into energy management problems fast. I don't think Extend Conditions is worth it. Cracked armor and weakness last long enough as it is; Blinding Flash blind for twice as long as it recharges, so extend conditions is not needed to keep a foe blinded; and extend conditions only targets one foe. Thunderclap has a nice AoE Daze infliction, but again, I wouldn't take it instead of an energy management elite personally. Thanks for your input though.
1) Extend conditions is now AoE which means you put blind/weakness/cracked armor on 1 foe extend condtions everything has it with an increased duration and you don't need to spam any skills (except for extend conditions to renew conditions on everything)
2) The second build only allows you to spam lightning orb, and you could always bring GoLE
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Old Aug 12, 2008, 04:37 PM // 16:37   #14
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Yes, Hammer has half the recharge of Bolt. The main reason I suggest having a small cost damage spell in there is enchantment stripping, which depending on where you go can be very prominent.

What I was getting at - but not very clearly stating - is that I would personally run GDW in areas I'm not worried about strips and Bolt (or GoLE) in the areas I am.
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Old Aug 12, 2008, 04:38 PM // 16:38   #15
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Oh doh, I checked all the new versions of skills after the update, but not of Extend Conditions. My fault (skill descriptions needs updating here ). Extend Conditions now definitely looks more interesting than Epidemic. I'll think about the Extend Conditions + Air Attunement + GoLE combo.

Last edited by Dzjudz; Aug 12, 2008 at 04:40 PM // 16:40..
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Old Aug 12, 2008, 05:04 PM // 17:04   #16
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Quote:
Originally Posted by Dzjudz
Oh doh, I checked all the new versions of skills after the update, but not of Extend Conditions. My fault (skill descriptions needs updating here ). Extend Conditions now definitely looks more interesting than Epidemic. I'll think about the Extend Conditions + Air Attunement + GoLE combo.
glad you finally realized :/, anyway I'm going to go try that build with a hero and see how it goes
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