Ele Knockerdowner

gandythewite

Ascalonian Squire

Join Date: Jul 2006

E/Me

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

The Great Al

Forge Runner

Join Date: Jun 2005

ALOA

E/Me

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

gandythewite

Ascalonian Squire

Join Date: Jul 2006

E/Me

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

The Great Al

Forge Runner

Join Date: Jun 2005

ALOA

E/Me

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

ender6

ender6

Wilds Pathfinder

Join Date: Feb 2006

Mo/

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"

9th Requiem

9th Requiem

Academy Page

Join Date: Sep 2005

Guardians of the Stars

Mo/R

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.

soldato_sopra_astio

soldato_sopra_astio

Frost Gate Guardian

Join Date: Nov 2005

Do You Know Your ABCs

W/

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.

gandythewite

Ascalonian Squire

Join Date: Jul 2006

E/Me

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" I included air attunement and conjure already. you can use enervating charge in ur open slot

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

Just grab a shocking shortbow, they're much quicker than staffs/wands