Aug 16, 2005, 12:44 AM // 00:44
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#2
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Academy Page
Join Date: May 2005
Profession: Mo/Me
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aftershock.
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Aug 16, 2005, 01:13 AM // 01:13
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#3
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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try throwing in aura of restoration for healing. it is really underestimated in a 4-4 settting.
in tombs everyone just lets the monks soak it up so w/e.
since you are running ele attune maybe throw in earthquake somewhere.
personally i think the ultimate sit down is thunderclap, but it is incredibly one time use so your choice
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Aug 16, 2005, 10:51 AM // 10:51
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#4
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Ascalonian Squire
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Quote:
Originally Posted by Lebdan
aftershock.
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-enervating charge
-stoning
-shock
-aftershock
-lightning strike
-armor of the earth
-elemental attunment (E)
-res signet
Move away from the screen, you'l see things more clearly.
Quote:
since you are running ele attune maybe throw in earthquake somewhere.
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Earthquake has a 3 second cast time, im trying to make all my spells less than 1 second casting. Cheers for the input though.
Quote:
personally i think the ultimate sit down is thunderclap
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I tried this out long ago and never really liked it. I think one of the main reasons is because i wasnt able to use aftershock as evectively.
I thought about arcane echoing stoning or charge just for that extra kick, i will have to give it a go tomorrow.
Ill also experiment a bit more with aura, a self heal spell is ALWAS great and essential to have.
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Aug 16, 2005, 11:49 AM // 11:49
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#5
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Krytan Explorer
Join Date: Jun 2005
Guild: Servants of Fortuna
Profession: N/
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Quote:
Originally Posted by Orthan
Earthquake has a 3 second cast time, im trying to make all my spells less than 1 second casting. Cheers for the input though.
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You could start the combination with Earthquake instead of Enervating? That way the casting time doesn't really impact your sit down chain - and the enervating charge can hit them as they get up - just a thought.
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Aug 16, 2005, 10:24 PM // 22:24
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#6
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Frost Gate Guardian
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Hmm... I would take out Strike for Crystal Wave. It ignores armor completely. But it will remove weakness, so...I would actually drop Enervating and Stoning (I think this combo works better between two Ele's...) and put in gale. You have Elemental Attunement, so exhaustion shouldn't be a problem, as long as you don't spam gale and ob flame too much. Earthquake is a good starter, although it is tricky to time.
Have you tried Lightning Surge? It's a knockdown as well.
Obsidian Flame is a good finisher, and I find exhaustion is worth it for a kill in 4v4. For W/* gathered around you, whirlwind is nice.
Last edited by DarkAynjil; Aug 16, 2005 at 10:28 PM // 22:28..
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Aug 17, 2005, 12:46 AM // 00:46
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#8
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Frost Gate Guardian
Join Date: Apr 2005
Location: Blue State
Guild: K A R M A
Profession: Mo/Me
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Stoning
Earth Attunement
Obsidian Flame
Armor of Earth
Elemental Attunement (ELITE)
Res Signet/Earthquake
Rend Enchantments
Enfeeble/Enfeebling Blood
So I stole a page out of Nash's book? It's still a great build. Dual Attunes + Stoning + Weakness (AoE weakness if you so desire) = Fun.
Take on your build w/o the 2 elements. Dual Element is still not worth it here... Dual Attune Stoning means perpetual knockdowns.
Reason that Curses > Air is because you won't do damage to an enchanted person... if you notice they are loaded w/ enchants, the rend helps. So does AoE weakness or just normal cursed weakness because it lasts longer, and w/ EB you can switch targets and knock everybody down.
Res is if you are doing arena, for tombs I'd take EQ because it's so effective and damn funny too.
Obsidian is AMAZING. Except for Prot Spirits, count on getting the max out of this all the time. It's a great finisher, you'll fall in love.
16 Earth
11 ES
8 Curses
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