To the OP, don't feel like air magic is the only choice just because it's got good spikes and everyone is playing as an aeromancer. Fire magic, despite what people would tell you, is still pretty good, provided you have a good build.
Immolate, firestorm, phoenix, fireball, and even meteor shower, are spells you should really consider when making your build. They put out solid DPS that, when applied properly in certain situations, can really give the enemy team a headache.
So what do you do when people start avoiding your AoE spells? Snares, and the water line is excellent for this. Deep freeze and ice spikes are a couple spells that will complement your fire skills, and are spells that you or at least another teammate shoud be carrying. Pin the enemy down and give him hell, that's what you're aiming for with an AoE build. Throw in maelstrom, and you've got excellent disruption as well.
The air line might be great at spiking a single target, but healing/protecting a single target is much easier than healing multiple targets. Nothing causes the monks to scramble quite like seeing multiple health bars start dropping at an alarming rate.
So what would a decent fire build look like? You'd want 16 (or close) in fire for maximum damage, somewhere around 11-12 in water (you're more interested in snares than actual damage here), and the rest in energy storage or split between energy storage and inspiration. In the ideal world, you'd go full out energy storage and use elemental attunement, but with all the enchantment removal, you might be better off with something like energy drain.
In terms of skill setup, you have a lot of options, so you really need to find something that suits you best. Some good selections:
Firestorm
Fireball
Maelstrom/Meteor Shower
Deep Freeze
Ice Spikes
Energy Drain/Power Drain/Elemental Attunement
Phoenix/Armor of Mist/Swirling Aura (depending on whether you want more offense or defense)
Rez Signet/something you really need to fit into this build
Again, you're not pumping out crazy damage on one target, but you're effectively controlling the enemy's movement, opening the door for your team's warriors or AoE eles to do their thing.
Last edited by Red Locust; Aug 02, 2005 at 07:32 AM // 07:32..
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