Air spike/Warding PVP build

Cador

Lion's Arch Merchant

Join Date: Dec 2005

Relax Its Just A [GAME]

R/E

the main air spike skills are


Chain lightning
Lightning orb
Lightning Strike.

AndrewAtHome

Frost Gate Guardian

Join Date: May 2006

Leeds, UK

Trinity Of The Ascended [ToA]

R/

Quote:
Originally Posted by Cador
the main air spike skills are


Chain lightning
Lightning orb
Lightning Strike. I find that Enervating Charge works better because it's more spammable whereas Chain Lightning isn't as it causes exhaustion, which I get enough of from Ether Prod and Gale in my build. I this situation, as the energy storage attribute mentioned above is only at 6, you don't want exhaustion screwing things up.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

You're missing Blinding Flash and Gale. Those are the two most important skills in an air spike build. You should also be running two attunements if you're going to go the elemental attunement route - the value of the regular attunement is so high that you can't afford to not run it with ele attunement up.

Blinding Flash, Gale, Orb, Strike, Elemental Attunement, Air Attunement, Ressig is your basic air spiking template. Most people turn it into a Mesmer/Elementalist for fast casting and the better damage compression that comes with it. The last slot can be anything you like, such as a ward, windborne speed, or the like. Iron Mist really isn't that important when you have a bunch of Gales in the build.

Peace,
-CxE