Jul 20, 2006, 02:40 AM // 02:40
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#1
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Ascalonian Squire
Join Date: Jul 2006
Profession: E/Me
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Ele Knockerdowner
I was just looking at the skills for ele's and came up with this build. i havent tried it yet though so testers are welcome.
Class:E/X
Attributes:
E storage 8+2
Air 12+1+3
Earth 10+1
Use the best vigor available to you. weapon is pretty much up to you just make sure its a air staff/wand
Skills:
Lightning Strike
Spell. Strike target foe for 5-41 lightning damage. This spell has 25% armor penetration.
Enervating Charge
Spell. Target foe is struck for 5-41 lightning damage and suffers from weakness for 5-17 seconds. This spell has 25% armor penetration.
Stoning
You send a flurry of stones at target foe. If they hit, the stones strike for 20-76 earth damage. If target foe is suffering from weakness, that foe is knocked down.
Whirlwind
Spell. All adjacent foes take 15-51 cold damage. Attacking foes struck by Whirlwind are knocked down.
Aftershock
Adjacent foes are struck for 26-85 damage. Knocked down characters are struck for 10-56 additional damage.
Conjure Lightning
Enchantment. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 1-13 lightning damage.
Thunderclap Elite Skill
Elite Spell. For 8-20 seconds, the next time target foe is struck for Lightning damage, that foe and adjacent foes are knocked down, and you lose 15-7 Energy or Thunderclap Ends.
Air attunement/blinding flash/Rez sig
Conjure->Thunderclap->Strike/wand/staff->whirlwind->aftershock
simple as that. comments welcome
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Jul 20, 2006, 05:39 AM // 05:39
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#2
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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i guess if you really want this to be effective, go E/R, and put down whatever spirit makes people bleed if they get knocked down. Also you dont really want to be around adjacent foes, take earthquake instead of whirlwind maybe
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Jul 20, 2006, 04:44 PM // 16:44
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#3
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Ascalonian Squire
Join Date: Jul 2006
Profession: E/Me
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either way you're gonna have to be next to them if ur gonna use aftershock. plus quake costs too much, long cast time, and causes exhaustion
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Jul 20, 2006, 04:50 PM // 16:50
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#4
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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well the point of this build isnt really do to the damage, it's to knock down...i mean this isnt really going to be an effective build for anything anyway, especially if you don't have that spirit
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Jul 20, 2006, 05:06 PM // 17:06
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#5
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Wilds Pathfinder
Join Date: Feb 2006
Profession: Mo/
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Thunderclap builds are more about neutralizing opponents as opposed to causing obscene amounts of dmg.
Therefore you want to have a weapon that does lightning dmg, so weapon does matter IMO.
Secondly you want to have e-management since you are going to effectively keep an opponent on his ass the entire match. (I am thinking PvP here or PvE bosses).
Sure add in conjure lightning and eneverating charge etc. for more dmg. Let's not forget air auttenment to help with energy. Maybe Drain enchantment (E/Me) or other such spells from the inspiration line.
Edit: Spirit you are thinking of is "Brambles"
Last edited by ender6; Jul 20, 2006 at 05:09 PM // 17:09..
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Jul 21, 2006, 08:23 AM // 08:23
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#6
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Academy Page
Join Date: Sep 2005
Guild: Guardians of the Stars
Profession: Mo/R
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Conjure + Thunderclap = No energy.
Conjure requires a lightning weapon. Thunderclap triggers on any Air damage. Meaning Thunderclap triggers twice when hit. You'll knockdown once, and lose double the energy for it. You might have enough energy to drop someone until they're half-dead, depending on healing/other damage. But after that it's going to be a long long time until you can do anything. In short, this is pretty awful.
Whirlwind + AS requires you to be at close range whilst they are attacking, but it's possible to pull off.
You could go E/R, using Apply Poison and Brambles, to trigger some extra damage with some degen.
You could also go E/Rt, bringing Earthbind, and not wanding your foe, instead using Air magic spells - with Earthbind, you can launch a spell every 3 seconds and keep them down that way.
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Jul 21, 2006, 06:38 PM // 18:38
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#7
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Frost Gate Guardian
Join Date: Nov 2005
Guild: Do You Know Your ABCs
Profession: W/
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I don't see why he uses conjure anyway, if you use an air staff you are already doing the type of damage required for thunderclap. Not to mention the extra damage isn't really worth it. Try using ward against fores so they can't get out of your AoE spells as fast.
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Jul 22, 2006, 02:13 AM // 02:13
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#8
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Ascalonian Squire
Join Date: Jul 2006
Profession: E/Me
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Quote:
Originally Posted by ender6
Thunderclap builds are more about neutralizing opponents as opposed to causing obscene amounts of dmg.
Therefore you want to have a weapon that does lightning dmg, so weapon does matter IMO.
Secondly you want to have e-management since you are going to effectively keep an opponent on his ass the entire match. (I am thinking PvP here or PvE bosses).
Sure add in conjure lightning and eneverating charge etc. for more dmg. Let's not forget air auttenment to help with energy. Maybe Drain enchantment (E/Me) or other such spells from the inspiration line.
Edit: Spirit you are thinking of is "Brambles"
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I included air attunement and conjure already. you can use enervating charge in ur open slot
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Jul 22, 2006, 03:15 AM // 03:15
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#9
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Administrator
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Just grab a shocking shortbow, they're much quicker than staffs/wands
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