Professions:
(P) Elementalist
(S) Monk
Attributes:
(P) Energy Storage: 10
(P) Air Magic: 11 + 3
(P) Earth Magic: 10 + 2
Skills:
1. Lightning Surge (Elite) (Elementalist) (Air Magic) (Hex) (10/2/10) - After 3 seconds, target foe is knocked down and struck for 95 lightning damage. This spell causes exhaustion. This is an elite skill.
2. Lightning Orb (Elementalist) (Air Magic) (Spell) (15/2/5) - Lightning Orb flies towards target foe and strikes for 94 lightning damage if it hits. This spell has 25% armor penetration.
3. Shock (Elementalist) (Air Magic) (Skill) (10/¾/10) - Target touched foe is struck for 57 lightning damage and is knocked down. This spell has 25% armor penetration.
4. Aftershock (Elementalist) (Earth Magic) (Spell) (10/¾/10) - Nearby enemies are struck for 85 damage. Knocked down characters are struck for 56 additional damage.
5. Resurrect (Monk) (Unlinked) (Spell) (10/8/0) - Resurrect target party member.
6. Glyph of Lesser Energy (Elementalist) (Unlinked) (Glyph) (5/1/30) - Your next spell cost 15 less energy to cast.
7. Ward Against Melee (Elementalist) (Earth Magic) (Spell) (10/1/20) - You create a ward against melee at your current location. For 18 seconds, allies in this area have a 50% chance to evade melee attacks.
8. Conjure Lightning (Elementalist) (Air Magic) (Enchantment) (10/1/60) - Lose all enchantments. For 60 seconds, your attacks strike for an additional 15 lightning damage.
Build has
+1 Air Magic hat
+2 Air Rune
+2 Earth Rune
Any suggestions? constructive criticism?
Air/Earth Elementalist
Jeb Bush
torry
Why dont you use Whirlwind+Aftershock?
Jia Xu
i agree with torry - switch shock for whirlwind - better effect knockdown wise, and clears any enemies trying to box you in
torry
or go all Air offensive, and Armour of Earth instead of Aftershock. Your build got mostly range spells, Aftershock doesnt really fit in..