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Old Jan 14, 2006, 02:11 AM // 02:11   #1
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Join Date: Dec 2005
Guild: Middletown Massacre
Profession: Me/Mo
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Default Electrifying Hydromancer

Wanted some critique on my new water/air build:

Water Magic 12+1
Air Magic 8+3+1
Energy Storage 10+1

Ice Spikes
Blurred Vision
Rust
Lightning Touch
Frozen Burst
Elemental Attunement
Aura of Restoration
Water Attunement

This character is built around Lightning Touch, which does extra damage for Water Magic Hexes on a foe. Therefoe, I found as many useful AoE hexes as i could (Lightning Touch is AoE, adjacent foes, as well). After setting up the 3 enchantments, use Ice Spikes, Blurred Vision, Rust, Lightning Touch, Frozen Burst, Ice Spikes, Lightning Touch in that order. There may be a little bit of lag time for IS or LT, but still keep that order. This should do massive amounts of damage to all adjacent foes. I've used this build in CA, and I've farmed Gypsie Ettins relatively easily. Obviously, you have to keep casting as much as possible, as that is your only source for health. I realize that Enchantment removers can be killer to this build, but for farming that is irrelevant. Thanks in advance for critique/advice/praise

Credit: Me

Note: Depending on where your farming or who your battling, you may want to rotate in Deep Freeze and/or Ice Spear. Ice Spear isnt a hex, but you can spam the hell out of is while your wating for everything else to recharge. I usually replace Rust (if any) with Deep Freeze of Ice Spear when going to PvE. But when farming Ettins, Rust is effective since their only way of healing is Healing Signet.

Last edited by The Mo Show; Jan 14, 2006 at 03:17 AM // 03:17..
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