Storm Mage
PvE/General PvP
Spiker/Support/ some interrupt
Air 12 + 3 rune + 1 hat
Energy 12 + 1 rune
1. Aura of Restoration (Energy Storage)
2. Air Attunement (Air)----or--->Elemental Attunement {elite}
3. Arcane Echo (none)
4. Lightning Strike (Air)
5. Lightning Orb (Air)
6. Lightning Surge (Air) {elite}----or--->Lightning Javelin (Air)
7. Enervating Charge (Air)
8. Res Sig (none)/Cap Sig (none)/ Javelin (Air)
The purpose of this build is to appeal to PUGs in places like Mineral Springs, FOW, UW, and SF for farming and questing and to have a "pure" aeromancer build. Many people feel that the echo Nuker is "a bit long in the tooth" so to speak. This is not the way I feel about nukers, however, I have been having better luck advertising "Echo Spiker", which I call a "Storm Mage" (generic enough to work) and getting a group. The way I run this build is pretty standard. Skills 1 & 2 are prepatory followed by AE + L. Orb. Now I start the combo of L. Surge + L. Orb + L. Orb + L. Strike for a true spike in damage. If you target your softies and life banks first you can't help crippling your opponents. The alternate choices for the skills are left up to you and the given scenerio. If I'm in a Mage heavy area, I will use an interrupt, if not I shoot for damage dealing.
For PvP few things need to change. You have energy management, damage capabilities, partial healing, enervating charge for those pesky Warriors and Rangers. Again this is a pure aeromancer build and is designed to play very straight ahead.
The weaknesses of this build are the same as any elementalist build; stay away from mesmers and interrupters unless supported by a party. The only other concern that comes to mind is, watch your energy, I intentionally did not put any exhaustion or 25 energy skills in this list, however echoing orb can eat away energy quick (of course it will lay a trail of corpses out quick too). If anyone has any critiques or improvements, please, feel free to help me tweak this build.
