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Old Oct 01, 2005, 07:55 PM // 19:55   #1
Ascalonian Squire
 
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Join Date: Aug 2005
Location: Encinitas, CA
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Profession: E/Me
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my fast cast air magic mesmer has been doing some dmg recently..

skills:
lightning strike
lightning javelin
enervating charge
chain lightning
distortion
air attunement
elemental attunement
resurrection signet

attributes:
fast casting: 14 (12+2)
illusion: 4 (3+1)
air magic 12

i carry a staff with + energy and enchantments 20% longer.


elemental attunement before air incase they enchantment removal, if you get backfired just wait it out and recover energy, when warriors are ontop of you use distortion and have them run after you. other than that basicly just pick the same target as the team and attack!
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Old Oct 01, 2005, 09:11 PM // 21:11   #2
Lion's Arch Merchant
 
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Uh, why not go E/Me and use runes to do even more damage and have that massive energy pool?
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Old Oct 01, 2005, 09:55 PM // 21:55   #3
Rawr.
 
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Why bother with a massive energy pool when you have two attunements?
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Old Oct 01, 2005, 09:59 PM // 21:59   #4
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Location: Cali
Guild: Cerebral Assassins[Assn]
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yeah he's right, i heard about a fire spike build



Meteor+everyone using fireball
but it has to be coreographed well
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Old Oct 01, 2005, 11:04 PM // 23:04   #5
Wilds Pathfinder
 
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no orb?
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Old Oct 02, 2005, 07:22 PM // 19:22   #6
Ascalonian Squire
 
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Location: Encinitas, CA
Guild: DoF
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i used to have orb in but i swiched it for chain lightning.. more overall damage, and less mana.. but it does cause exhaustion, so you have to use it spareingly.
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Old Oct 02, 2005, 08:42 PM // 20:42   #7
Krytan Explorer
 
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Location: Melbourne, Florida.
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When you have two attunements...Mana doesn't matter 0o
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Old Oct 02, 2005, 09:02 PM // 21:02   #8
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Quote:
Originally Posted by cookiehoarder
When you have two attunements...Mana doesn't matter 0o
The extra damage from the runes does. And to the original poster, not having orb in a air ele is just wrong.
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