Need a Good RA/TA Air E/X Spiker
cmaster16
I really can't seem to find any good air ele spike builds out there. They almost always require monks to keep them alive, and aura of restoration is never enough to keep yourself alive. However, I have been wrong before. Anyone have any good air ele spike builds? (Preferably Elemental Attunement or Ether Prodigy as Elite)
dudeimoncoke
El/Me
Air: 16
Energy: 11
Dom: 6
Illusion: 6
Skills
Phantom Pain
Lightning Surge
Lightning Orb
Shatter Delusions
Lightning Strike
Blind Flash
Air Attunement
Rez
Not my build but it's my favorite build to play.
Air: 16
Energy: 11
Dom: 6
Illusion: 6
Skills
Phantom Pain
Lightning Surge
Lightning Orb
Shatter Delusions
Lightning Strike
Blind Flash
Air Attunement
Rez
Not my build but it's my favorite build to play.
awesome sauce
Yes that one is a good one. Kills in less than 2 secs if you do it right. Make sure to use the skills consecutively in the order that he gave them for a successful spike.
cmaster16
Thanks for the build. Hopefully I get some more by the end of the day. I want to test out more.
lazuli
heres my build
e/me
Air: 16
Energy: 13
blinding flash
lightning strike
lightning javelin
lightning orb
inspired hex
aura of restoration
elemental attunement {e}
rez sig
not exactly a spike build per se, but it does keep the damage up for quite a while
fyi, aura of restoration is enough imo, however little it heals. just keep the warriors / rangers off you with blind and remove the high degen hexes with inspired. javelin works well on physical damage classes that have their back turned on you.
e/me
Air: 16
Energy: 13
blinding flash
lightning strike
lightning javelin
lightning orb
inspired hex
aura of restoration
elemental attunement {e}
rez sig
not exactly a spike build per se, but it does keep the damage up for quite a while
fyi, aura of restoration is enough imo, however little it heals. just keep the warriors / rangers off you with blind and remove the high degen hexes with inspired. javelin works well on physical damage classes that have their back turned on you.
LightningHell
Quote:
Originally Posted by awesome sauce
Yes that one is a good one. Kills in less than 2 secs if you do it right. Make sure to use the skills consecutively in the order that he gave them for a successful spike.
Aftercast ~!
I would just go Me/E for the Fast Casting.
Or if you're stuck on having an Elly primary, stick either Attunements, which can have huge energy gains but is very fragile, or use Ether Prodigy. I personally prefer Prodigy.
I would just go Me/E for the Fast Casting.
Or if you're stuck on having an Elly primary, stick either Attunements, which can have huge energy gains but is very fragile, or use Ether Prodigy. I personally prefer Prodigy.
cmaster16
Last time I used Ether Prodigy, I was still extremely low on energy and couldn't cast as much as if I had the attunements on. (Then again, low energy when Prodigy runs out is a good thing) Of course, Ether Prodigy iworks better in GvG and in Tombs, but Ether Prodigy alone doesn't seem that good. Then again, I must be doing something wrong with my Ether Prodigy build. Any builds with Ether Prodigy? One more thing, would Gale be any good in RA/TA/HA/GvG?
D'Arcangelo
Gale is a great spell to bring in arenas. Dont spam it over and over though, i usually use it on monks on the run or people using resurrection signets(although PD is better for that matter).
Anyways, blinding flash is a great spell for keeping warriors out. Dont use enervating charge though, it isnt really worth it sometimes
Anyways, blinding flash is a great spell for keeping warriors out. Dont use enervating charge though, it isnt really worth it sometimes
cmaster16
What's wrong with Enervating Charge? Costs too much for spike?
If I shouldn't use Enervating Charge, what should I use in place of it? Last of all, which is better, Shock or Gale?

LightningHell
Gale is ownage.
Enervating Charge?...I don't bring it that much. Does too little for its cost. And Blinding Flash keeps Warriors away more effectively.
Enervating Charge?...I don't bring it that much. Does too little for its cost. And Blinding Flash keeps Warriors away more effectively.
cmaster16
Ok, so I should use Gale instead of Shock. However, I still think with double attunements you can keep Enervating Charge, because the energy isn't really that bad and the weakness is just another condition that the monks have to remove. It would be like a cover condition, so that monks can't get to the blindness fast enough. Then again, the 10 energy might be a little too much. So, what should I have in place of it if I should take out Enervating Charge? Here's my build that I've been playing around with.
Attributes:
-Air:12+3+1
-Energy Storage:12+1
Wilderness Survival:3 (Just because of Serpent's Quickness in Alliance Battles)
Skills:
Lightning Orb
Lightning Strike
Enervating Charge (What should I put in in place of this?)
Blinding Flash
Gale
Air Attunement
Elemental Attunement/Ether Prodigy
Ressurection Signet/Serpent's Quickness
Any ideas?
Attributes:
-Air:12+3+1
-Energy Storage:12+1
Wilderness Survival:3 (Just because of Serpent's Quickness in Alliance Battles)
Skills:
Lightning Orb
Lightning Strike
Enervating Charge (What should I put in in place of this?)
Blinding Flash
Gale
Air Attunement
Elemental Attunement/Ether Prodigy
Ressurection Signet/Serpent's Quickness
Any ideas?
cmaster16
Ok, so I should use Gale instead of Shock. However, I still think with double attunements you can keep Enervating Charge, because the energy isn't really that bad and the weakness is just another condition that the monks have to remove. It would be like a cover condition, so that monks can't get to the blindness fast enough. Then again, the 10 energy might be a little too much if I'm using Ether Prodigy. So, what should I have in place of it if I should take out Enervating Charge? Here's my build that I've been playing around with.
Attributes:
-Air:12+3+1
-Energy Storage:12+1
-Wilderness Survival:3
Skills:
-Lightning Orb
-Lightning Strike
-Enervating Charge (What should I put in in place of this?)
-Blinding Flash
-Gale
-Air Attunement
-Elemental Attunement/Ether Prodigy
-Ressurection Signet/Serpent's Quickness
Any ideas?
Oh and by the way, which should I use, double 20/20's or double +15/-1 wands and offhands, and for which type of PvP?
Attributes:
-Air:12+3+1
-Energy Storage:12+1
-Wilderness Survival:3

Skills:
-Lightning Orb
-Lightning Strike
-Enervating Charge (What should I put in in place of this?)

-Blinding Flash
-Gale
-Air Attunement
-Elemental Attunement/Ether Prodigy
-Ressurection Signet/Serpent's Quickness
Any ideas?

Oh and by the way, which should I use, double 20/20's or double +15/-1 wands and offhands, and for which type of PvP?
lazuli
Quote:
Originally Posted by cmaster16
or, aura of restoration. minor self heals>no heals at all (it does make a difference in RA)
Quote:
Originally Posted by cmaster16
Oh and by the way, which should I use, double 20/20's or double +15/-1 wands and offhands, and for which type of PvP?
double 20/20 caster pieces (or a +5e/20 wand and 20/20 foci) are for your 'normal' set, double +15/-1 set is for focus swapping and using e-prod with (swap back down to a weapon slot with no gear to 'hide' your energy so you dont take as much damage from prodigy..just remember to leave enough energy to recast e-prod again)
LightningHell
Quote:
Originally Posted by cmaster16
Attributes:
-Air:12+3+1 -Energy Storage:12+1 Skills: -Lightning Orb -Lightning Strike -Lightning Javelin (for the spammability) -Blinding Flash -Gale -Air Attunement/(If Prodigy)Purge Signet -Elemental Attunement/Ether Prodigy -Ressurection Signet (Always carry!) NO Aura of Restoration. If there's a Ranger/Warrior/Assassin whacking you, then you should be RUNNING, not CASTING. KITEKITEKITE. Get some kind of utility for the slot with Purge Signet, if you wish. But that's the only Unlinked skill that I can think of using right now, so... |