Lightning touch... worthless?
Kurow
This skill seems to be worse than lightning orb in... well every way. Even if the target is already suffering a water hex, the damage is only 2 more when at 12 air magic, and its not a projectile. It also has a longer cool down. Whats the deal?
cookiemonkie
Yes it is worthless. In the time it takes to run up to your target to hit them with this spell. You could have casted lighting strike and enervating charge and lighting strike again.
LifeInfusion
They tried buffing it but it still is bad, because air doesn't have any form of buffs so that they can go closerange (without being severely damaged).
Mark of Rodgort
yes it sucks.
they should make it an elite, 25 energy, and add 10 second recharge time. after that, they should delete the skill.
they should make it an elite, 25 energy, and add 10 second recharge time. after that, they should delete the skill.
Dodo The Extinct
This does not worthless. I actually participated in a team build from a rank 200 guild that used it as their base. They had a water ele w water curses, a ranger with energzing wind, and a couple eles w ether prodigy, lightning touch and whirlwind.
It did not suck. We beat IWAY and a couple Balanced teams. I was surprised.
It did not suck. We beat IWAY and a couple Balanced teams. I was surprised.
LightningHell
The point is, you have to put it together in the middle of the build, using at least 2 characters or a diverse Elementalist (which decreases the usefulness of it). Though it's no wonder you beat a couple of balanced teams.
That is why it sucks. IWAY would be self-explanatory, as they're warriors anyways.
Also, why do you want to get in touch range?
That is why it sucks. IWAY would be self-explanatory, as they're warriors anyways.
Also, why do you want to get in touch range?
Count to Potato
Same effectiveness as Shock u have to run in but lightning touch is adjacent targets it might help
DeanBB
You just have to think outside the box. Perhaps it is best used by other professions, example (notice the energy costs):
Ranger Elementalist Touch Trapper
Expertise: 15 (11+4)
Wilderness Survival: 11 (10+1)
Air Magic: 10
- Lightning Touch (Air Magic)
Target touched foe and all adjacent foes are struck for 43 lightning damage. Foes suffering from a Water Magic Hex are struck for an additional 30 lightning damage. This Spell has 25% armor penetration.
Energy:6 Cast:0.75 Recharge:10
- Shock (Air Magic)
Target touched foe is struck for 43 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:2 Cast:0.75 Recharge:10
- Escape [Elite] (Expertise)
For 17 seconds, you move 25% faster than normal and have a 75% chance to evade attacks.
Energy:2 Cast:0 Recharge:30
- Throw Dirt (Expertise)
Target touched foe and foes adjacent to your target become Blinded for 15 seconds.
Energy:2 Cast:1 Recharge:45
- Conjure Lightning (Air Magic)
Lose all Enchantments. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 11 lightning damage.
Energy:10 Cast:1 Recharge:60
- Barbed Trap (Wilderness Survival)
When Barbed Trap is triggered, all nearby foes take 53 piercing damage, become Crippled, and begin Bleeding for 20 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:6 Cast:2 Recharge:20
- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +8.
Energy:2 Cast:3 Recharge:10
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Air wand +15 energy and focus +12 energy (2 pips of energy regen).
Ranger Elementalist Touch Trapper
Expertise: 15 (11+4)
Wilderness Survival: 11 (10+1)
Air Magic: 10
- Lightning Touch (Air Magic)
Target touched foe and all adjacent foes are struck for 43 lightning damage. Foes suffering from a Water Magic Hex are struck for an additional 30 lightning damage. This Spell has 25% armor penetration.
Energy:6 Cast:0.75 Recharge:10
- Shock (Air Magic)
Target touched foe is struck for 43 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:2 Cast:0.75 Recharge:10
- Escape [Elite] (Expertise)
For 17 seconds, you move 25% faster than normal and have a 75% chance to evade attacks.
Energy:2 Cast:0 Recharge:30
- Throw Dirt (Expertise)
Target touched foe and foes adjacent to your target become Blinded for 15 seconds.
Energy:2 Cast:1 Recharge:45
- Conjure Lightning (Air Magic)
Lose all Enchantments. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 11 lightning damage.
Energy:10 Cast:1 Recharge:60
- Barbed Trap (Wilderness Survival)
When Barbed Trap is triggered, all nearby foes take 53 piercing damage, become Crippled, and begin Bleeding for 20 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:6 Cast:2 Recharge:20
- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +8.
Energy:2 Cast:3 Recharge:10
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Air wand +15 energy and focus +12 energy (2 pips of energy regen).
Kurow
Expertise doesnt effect spell costs.
mortalis doleo
and you didnt add a water hex...
it might be useful in PvE, where you have lots of enemies around you. they can be slowed down and nuked by the air ele who can blind them too...
still, there are much better, actually used, alternatives (nuker, SS, MM...).
it might be useful in PvE, where you have lots of enemies around you. they can be slowed down and nuked by the air ele who can blind them too...
still, there are much better, actually used, alternatives (nuker, SS, MM...).
DeanBB
Quote:
I didn't say it was the best build, but in PvE it doesn't have to be. I like to run some weird builds when I go back to an earlier area to help out guildies on missions, makes for a nice change of pace. Rangers are excellent for such things.
Robster Lobster
Quote:
Originally Posted by DeanBB
True, but Lightning Touch and Shock are skills, not spells. Just like the ra/ne touch spells are affected by Expertise.
I didn't say it was the best build, but in PvE it doesn't have to be. I like to run some weird builds when I go back to an earlier area to help out guildies on missions, makes for a nice change of pace. Rangers are excellent for such things. Yeah, the fact that this is a touch spell makes it not bad, especially in RA where there's loads of backfire, and little hex removal.
It combo's quite nicely with Deep Freeze as well, especially as it will 'jump' to adjacent foes.
I didn't say it was the best build, but in PvE it doesn't have to be. I like to run some weird builds when I go back to an earlier area to help out guildies on missions, makes for a nice change of pace. Rangers are excellent for such things. Yeah, the fact that this is a touch spell makes it not bad, especially in RA where there's loads of backfire, and little hex removal.
It combo's quite nicely with Deep Freeze as well, especially as it will 'jump' to adjacent foes.
LifeInfusion
I am not saying it sucks as in "the skill sucks", it does bad damage.
I'm saying for the danger you put yourself in as a caster, you better have points invested in defense through earth magic wards or ward against harm. Not to mention you have to have PBAOE targets for it to be effective. The fact that water magic hexes usually are debuffs takes the idea of having damage come from this skill a far-out concept.
Unless you have only water and air and energy storage, it is inconceivable to be able to pull off high damage combinations.
The skill itself is not really good for use unless you are a warrior (which is not a good idea due to 15 energy cost) or ranger trapper (which is not a good idea because you cannot pump up WS and expertise as much). It is not useful for air ele's considering majority of air skills actually used by primary ele's are ranged. Gale/shock/whirlwind are often used by w/e's.
I'm saying for the danger you put yourself in as a caster, you better have points invested in defense through earth magic wards or ward against harm. Not to mention you have to have PBAOE targets for it to be effective. The fact that water magic hexes usually are debuffs takes the idea of having damage come from this skill a far-out concept.
Unless you have only water and air and energy storage, it is inconceivable to be able to pull off high damage combinations.
The skill itself is not really good for use unless you are a warrior (which is not a good idea due to 15 energy cost) or ranger trapper (which is not a good idea because you cannot pump up WS and expertise as much). It is not useful for air ele's considering majority of air skills actually used by primary ele's are ranged. Gale/shock/whirlwind are often used by w/e's.