Mar 19, 2006, 08:45 PM // 20:45
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#1
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Air Ele Suggestions?
I'm looking to get more into elementalists. I love Air Magic, and this was a build I was using for a while and it did decent.
Ele/Necro
Air Magic: 16
Blood Magic: 10
Energy Storage: 9
Skills:
1.) Lightning Orb
2.) Lightning Strike
3.) Enervating Charge
4.) Blinding Flash
5.) Blood Renewal
6.) Rez Sig
7.) Air Attunement
8.) Elemental Attunement {E}
This build did good but I'm curious to see what other Ele pros use for their RA/TA aeromancer builds.
Comments on my build are welcome.
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Mar 19, 2006, 10:00 PM // 22:00
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#2
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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blood renewal sounds like a pretty iffy choice for self heal. yes you'll get a good chunk of health at the end, but while it's active, you suddenly become far more vulnerable to being spiked to death. i would probably go with aura of restoration myself, since you'll be spamming your spells constantly.
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Mar 20, 2006, 12:05 AM // 00:05
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#3
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Yea I thought about Aura. I'll try it sometime hopefully.
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Mar 20, 2006, 12:39 AM // 00:39
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#4
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Forge Runner
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I took a build like that to RA on Saturday, only with Aura instead of Blood Renewal and Lightning Javelin for maximum spammability.
I'll confess to losing more than I won, but it was almost my first time there.
The build seemed to work pretty well until the first time I got killed. The enchantment recharge post rez was annoying ...
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Mar 20, 2006, 01:36 AM // 01:36
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#5
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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It's hard to try to perfect something like that. A full-proof Air Ele would rock.
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Mar 20, 2006, 01:39 AM // 01:39
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#6
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Krytan Explorer
Join Date: Mar 2006
Location: Vancouver, B.C.
Guild: Seers of Serpents
Profession: Mo/Me
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you mean fool-proof?
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Mar 20, 2006, 03:14 AM // 03:14
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#7
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Academy Page
Join Date: Feb 2006
Location: Québec, Canada
Guild: The Dark Aeon Knights
Profession: E/Mo
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Bah that's my damage build with 16 air magic and 12 energy storage
Lightning Strike- For extra damage
Lightning Javelin- For extra damage and against warrior that get them knockdown
Lightning Surge {E}- To follow with Lightning Orb for massive damage
Lightning Orb- A follow-up to Lightning Surge and you can do it when lightning surge recharges for massive damage
Air Attunement- Energy Management
Enervating Charge- Against warrior, do it with Lightning Javelin for maximum effect
Chain Lightning- For great damage and for AoE damage when ennemy is gathered together
Ressurection Signet or any other skill- For what you choose.
Bah thats my build, i pretty own people with my Surge-Orb combo. Some monk skills could counter this thing like Protective Spirit or Reversal of Fortune.
~Maedhros
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Mar 20, 2006, 03:47 AM // 03:47
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#8
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Quote:
Originally Posted by Maedhros
Bah that's my damage build with 16 air magic and 12 energy storage
Lightning Strike- For extra damage
Lightning Javelin- For extra damage and against warrior that get them knockdown
Lightning Surge {E}- To follow with Lightning Orb for massive damage
Lightning Orb- A follow-up to Lightning Surge and you can do it when lightning surge recharges for massive damage
Air Attunement- Energy Management
Enervating Charge- Against warrior, do it with Lightning Javelin for maximum effect
Chain Lightning- For great damage and for AoE damage when ennemy is gathered together
Ressurection Signet or any other skill- For what you choose.
Bah thats my build, i pretty own people with my Surge-Orb combo. Some monk skills could counter this thing like Protective Spirit or Reversal of Fortune.
~Maedhros
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Without Elemental Attunement, you will already have energy problems, especially with all the exhaustion. And if your attunement is gone, so are you.
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Mar 20, 2006, 04:46 AM // 04:46
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#9
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Well I came up with an idea for an air ele build.
Elementalist/(anything; won't matter)
Attributes:
16 Air Magic
9 Water Magic
11 Energy Storage
Skills:
1.) Rust
2.) Lightning Orb
3.) Enravating Charge
4.) Blinding Flash
5.) Lightning Touch
6.) Rez Sig
7.) Air Attunement
8.) Elemental Attunement {E}
Cast both attunements, then start hurting a target. Eventually once someone dies, chances are your target will try to rez. Get close beforehand if you can, and when that person dies or even before, cast Rust on your target, and then Lightning Touch. I believe Rust counts as a Water Hex, so it'll do more damage, and good range for all other spells if you target tries to rez with a 9 second Rez Sig
It also works wonders on Healing Signet users, 6 seconds of -40 armor is gonna hurt
This build sounds good I might have to try it myself soon. Any comments?
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Mar 20, 2006, 04:57 AM // 04:57
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#10
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Krytan Explorer
Join Date: Mar 2006
Location: Vancouver, B.C.
Guild: Seers of Serpents
Profession: Mo/Me
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Your like the Exhaustion/Attunement police aren't you? lol
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Mar 20, 2006, 04:59 AM // 04:59
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#11
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Krytan Explorer
Join Date: Mar 2006
Location: Vancouver, B.C.
Guild: Seers of Serpents
Profession: Mo/Me
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Taken from Guildwiki:
ist of all water magic hexes (most slow down foes and do damage):
* Blurred Vision
* Deep Freeze
* Frozen Burst
* Ice Prison
* Ice Spikes
* Mind Freeze
* Rust
* Shard Storm
I'd rather use blurred vision, 50% chance to miss helps alot more than Rust IMO
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Mar 20, 2006, 05:07 AM // 05:07
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#12
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Rust helps more since rezzes can be interuppted and Healing Sigs are rendered worse. Only Warriors and Rangers are affected by blindness or w/e and Rust screws anyone.
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Mar 20, 2006, 11:49 PM // 23:49
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#13
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Krytan Explorer
Join Date: Mar 2006
Location: Vancouver, B.C.
Guild: Seers of Serpents
Profession: Mo/Me
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With the latest build you posted, i;d worry about that fact you only have 3 dmg dealing attacks, and for 1 of them you must get close to use it, i;d consider addig 1 more ranged dmg dealer
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Mar 21, 2006, 12:05 AM // 00:05
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#14
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
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Glyph Of Elemental Power (that one that boosts ur Attributes, I can`t think of it right now)
Lightning Orb
Lightning Strike
Lightning Javelin
Blinding Flash
Healing Breeze
Ether Prodigy
Vengance
Thats mine. Its fun to hit crazy dmg w orb. It works well.
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Mar 21, 2006, 12:58 AM // 00:58
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#15
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Academy Page
Join Date: Jan 2006
Profession: Me/
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Here is mine:
16 air
13 energy storage
Lightning Strike
Lightning Orb
Chain Lightning
Enervating Charge
Blinding Flash
Air Attunement
Elemental Attunement
Resurrection Signet
Just full out damage, blinding the warriors with blinding flash.. you can keep them blinded for a large amount of time with the attunements. If blind gets removed stack weakness on it..
No self heals so if you have no monk, prepare to die fast when targeted.. i'm still trying to work around this and possibly use some mesmer skills in place.
I'm going to post a Thunderclap build soon but energy management is bothering me a lot now. and with so many e-denial mesmers in PvP its hard to get it to work.
cheers
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Mar 21, 2006, 01:19 AM // 01:19
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#16
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Krytan Explorer
Join Date: Nov 2005
Location: Puerto Rico
Guild: Crusaders Of Valhalla [Odin]
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Quote:
Originally Posted by D'Arcangelo
Here is mine:
16 air
13 energy storage
Lightning Strike
Lightning Orb
Chain Lightning
Enervating Charge
Blinding Flash
Air Attunement
Elemental Attunement
Resurrection Signet
Just full out damage, blinding the warriors with blinding flash.. you can keep them blinded for a large amount of time with the attunements. If blind gets removed stack weakness on it..
No self heals so if you have no monk, prepare to die fast when targeted.. i'm still trying to work around this and possibly use some mesmer skills in place.
I'm going to post a Thunderclap build soon but energy management is bothering me a lot now. and with so many e-denial mesmers in PvP its hard to get it to work.
cheers
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That's basically the same Air spike build I run, except I use either Distortion to thwart Warriors (and annoy them to hell), or Mantra of Resolve to avoid interrupts, particularly on Orb since that's what leads off the spike. I usually go with Distorion though, since high max energy and dual attunements let's me keep it up whenever I need it.
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Mar 21, 2006, 01:20 AM // 01:20
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#17
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Quote:
Originally Posted by D'Arcangelo
Here is mine:
16 air
13 energy storage
Lightning Strike
Lightning Orb
Chain Lightning
Enervating Charge
Blinding Flash
Air Attunement
Elemental Attunement
Resurrection Signet
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Pretty much same as first build posted.
As for Toxic, I don't think the dmg variety will be a problem. With dual attunements I can go on for a long time and if a warrior or something is beating me down in my face, Touch will be useful.
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Mar 21, 2006, 03:17 AM // 03:17
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#18
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
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Why do u people use Ele Attune. I mean, Ether Prodigy is so much better. Yea, it takes a little management, but it is the best thing Eles have going for them atm.
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Mar 21, 2006, 03:45 AM // 03:45
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#19
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Ele Att. means having less pressure to get rid of all your energy and I wouldn't want to take damage since Ele's suck at healing themselve's anyways. I've yet to try E Prod but I will soon.
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Mar 21, 2006, 03:49 AM // 03:49
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#20
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Ether Prodigy rocks.
But Elemental Attunement rocks if you're multi-attribute-lining, which I don't think you are.
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