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Old Apr 13, 2006, 09:19 PM // 21:19   #21
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I haven't tried Air spike more then a half dozen times, but I never understood how air spike could come even close to compairing to Obsidan Flame spike..... Unless the enemy is using enchantments properly, which can be removed, Obsidian flame easily does twice as much damage instantly, and the Earth line also provides better defensive spells to accompany the build, 3 earth spikers can each bring 1 of the wards for extreme location defense, if you bring a Water elementist with you you can put up a 4th ward, and have him toss imparing spikes to help you. Then we add crystal wave on all 3 earth spikers, and anyone who steps into your Fort of Ward domination will get hit by AoE tripple Ignore armor damage, and obsidan flame attacks will decimate them........

I never understood Air spikes, having 1 of each elementist all using spikes and conditions/hexes from all 4 elementist just seems more effective to me.
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Old Apr 14, 2006, 08:37 AM // 08:37   #22
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Quote:
Originally Posted by BahamutKaiser
Obsidian flame easily does twice as much damage instantly,
Hmm. Obsidian does 118 ignoring armour at 16 earth. Lighting orb does 106 with 20%AP at 16 air, which is 146 onto a squishy.

[QUOTE=Bahamutkaiser]and the Earth line also provides better defensive spells to accompany the build, 3 earth spikers can each bring 1 of the wards for extreme location defense, [/quote[

You dont need 16 earth to bring wards [edit] Also, it is arguable that the air line has better defensive skills in the form of blinding and ennervating, with gale also available as a great spike tool and general utility skill [/edit]

Quote:
Originally Posted by Bahanutkaiser
and anyone who steps into your Fort of Ward domination will get hit by AoE tripple Ignore armor damage, and obsidan flame attacks will decimate them........
Who is going to step into such wards?

Obsidian flame is the easier build to play, because you dont need LOS to spike, but air spike if done properly is much more effective. Like all spike builds though they have the inherent weakness that if one spiker is taken out through blackout or gale then the spike fails.

Last edited by Patrograd; Apr 14, 2006 at 09:56 AM // 09:56..
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