Aug 02, 2005, 12:02 AM // 00:02
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#2
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Frost Gate Guardian
Join Date: May 2005
Location: USA
Profession: E/
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Ele/(w/e doesn't really matter)
Lightning Surge
Lightning Orb
Lightning Strike
Air Attunement
These are your 4 crucial spells Lightning Surge + orb is for your spike. The rest you can do whatever suits your style.
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Aug 02, 2005, 02:19 AM // 02:19
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#3
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Frost Gate Guardian
Join Date: Jul 2005
Profession: W/Me
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...
staples are Lightning Orb, Chain Lightning, air attunement. definately helps if you have elemental attunement and aura of restoration, and of course other lightning spells like enervating charge
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Aug 02, 2005, 02:25 AM // 02:25
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#4
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Pre-Searing Cadet
Join Date: Jul 2005
Location: You dont want to know
Guild: Superior Heroes
Profession: E/Me
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I always carry lightning orb, chain lightning air attunement, lightning strike (quick and cheap) as an elite spell glyph of energy is really good since it cancels out the exaustion caused by a number of lightning spells, ex chain lightning, gale
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Aug 02, 2005, 04:56 AM // 04:56
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#5
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Krytan Explorer
Join Date: May 2005
Guild: The Twilight Vanguard [TTV]
Profession: R/
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I'd run Strike/Orb/Chain Lightning, and I'd take Elemental Attunement over Surge any day. You'll be maintaining energy far better that way. Really, I'd only have one Ele out of a group of spikers with Surge, the one who starts it all off.
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Aug 02, 2005, 06:51 AM // 06:51
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#6
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: I Can Break These C[uffs]
Profession: W/
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Quote:
Originally Posted by Z-Shinrei
Ele/(w/e doesn't really matter)
Lightning Surge
Lightning Orb
Lightning Strike
Air Attunement
These are your 4 crucial spells Lightning Surge + orb is for your spike. The rest you can do whatever suits your style.
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you're kidding right?
you managed to leave out the MOST important spiker skill,
Chain Lightning
There's no way you're a spiker without it
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Aug 02, 2005, 01:12 PM // 13:12
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#7
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Quote:
Originally Posted by Marcusbluefire
I always carry lightning orb, chain lightning air attunement, lightning strike (quick and cheap) as an elite spell glyph of energy is really good since it cancels out the exaustion caused by a number of lightning spells, ex chain lightning, gale
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Actually, glyphs of energy cancel out the energy spent; exhaustion still takes effect. A more suitable elite would be either Lightning Surge (to stack with Chain Lightning), or Elemental Attunement, which is much more energy friendly than Glyph of Energy.
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Aug 02, 2005, 03:17 PM // 15:17
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#8
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Wilds Pathfinder
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Quote:
Originally Posted by Enigmatics
Actually, glyphs of energy cancel out the energy spent; exhaustion still takes effect. A more suitable elite would be either Lightning Surge (to stack with Chain Lightning), or Elemental Attunement, which is much more energy friendly than Glyph of Energy.
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Glyph of Energy {Elite} - Glyph
Your next spell costs 20 less Energy to cast and does not cause exhaustion.
Haven't played ele long enough so I'm not sure if you still get exhaustion or not.
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Aug 02, 2005, 03:38 PM // 15:38
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#9
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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You have to bring Surge, period. The delayed damage plus chain lightning IS the combo, its what makes the build playable at all; thats what spiking is.
If you consider spiking to be casting lightning orb followed by any other spell, you aren't doing it right: a monk will see the orb hit someone and cast Protective spirit or reversal of fortune and then you are nullified. You have to cast Surge followed by Chain lightning so that 306 damage hits the target simultaneously with no chance for the monk to heal the person.
People who advocate Glyph of Energy or Attunement over Surge are sorrily mistaken.
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Aug 02, 2005, 04:05 PM // 16:05
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#10
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Desert Nomad
Join Date: Mar 2005
Location: UK
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No, 5 people casting chain dont need surge. There is no 'must have' in this, take 8 air skills that do damage and cast em all at the same time.
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Aug 02, 2005, 05:49 PM // 17:49
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#11
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Ascalonian Squire
Join Date: Aug 2005
Profession: W/
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With all the spirit teams around right now you might have to run Surge. I have been playing in Spiker groups for a long time now and Spirit builds basicaly shut use down. I myself have never tried surge but I am now thinking it might start being a must have.
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Aug 02, 2005, 11:24 PM // 23:24
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#12
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Surge is just a way of saying "hey, prot spirit this guy." And they will.
I like Air Attunement, Elemental Attunement, and Arcane Echo Lightning Orb.
Of course chain is a must.
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Aug 03, 2005, 12:49 AM // 00:49
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#14
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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Teams that have only 1 guy bring surge won't do well against a team that know how to call hexes along with a competant monk who brought prot spirit. Lay down 3-4 surges, each on different targets, then focus chain lightning followed by whatever else on the main target. If you see a prot spirit icon go up over the main target, switch targets.
Hopefully the multiple surges will cause enough confusion for you to take down the primary in a few seconds. I'd recommend someone on the team bring frozen soil too
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