Air Ele

walder

walder

Elite Guru

Join Date: Feb 2005

After reading this, I decided to use the double attunement idea for the Air line.

Ele/R

Air 16
Wilderness 10
ES 9

Conjure Lightning
Air Attunement
Elemental Attunement-E
Chain Lightning
Lightning Javelin
Lightning Orb
Serpents Quickness
Glyph of Elemental Power

Set up your Conjure+Attunements, then Serpents, then Glyph. Chain+Jav+Orb gives you quite a bit of damage (No prog to find level 16 attributes). Then keep spamming Orb and Javelin interspersed with Glyph (probably before your Orbs). When Chain is ready again shoot that off into a pack.

Eventually exhaustion will catch up with you, but the low direct energy cost will allow you to do a lot of damage before you have to stop to recharge.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Is there a reason you're running Lightning Javelin over Lightning Strike?

I can see running both, though, and dropping the Glyph. Double Attunements is just retarded, you'll have infinite energy, spam away.

Peace,
-CxE

sino-soviet

sino-soviet

Wilds Pathfinder

Join Date: Apr 2005

Israel before, CA now.

R/Me

Hmmm thats quite thought provoking, I used to always think that the only viable elementalist would be ele/mesmer. I might try something like this..

walder

walder

Elite Guru

Join Date: Feb 2005

Quote:
Originally Posted by Ensign
Is there a reason you're running Lightning Javelin over Lightning Strike?

I can see running both, though, and dropping the Glyph. Double Attunements is just retarded, you'll have infinite energy, spam away.

Peace,
-CxE Yea, I'll drop the Glyph. I don't think Double Attunements is bad because usually with Air builds your good for the beginning of the battle, then exhaustion eats you up. This way the cost of spells will be so low that you'll be able to go for quite a bit longer than normal Air builds. You do give up Surge, but you will be able to get off a bunch more Orb's to make up for it.

PurpleDrag0n

Ascalonian Squire

Join Date: Apr 2005

I think in this context, retarded = good

I am definitely thinking of going dual attunements so this is interesting!

Xomah of Denyle

Xomah of Denyle

Frost Gate Guardian

Join Date: Jun 2005

The Enforcing Cows of Denyle

E/R

Just a thought:
How about Glyph of Energy instead of Elemental Power?
That way you can delay exhaustion (?)

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Don't see any skills he's using that cause exhaustion. Defeats the purpose of an air *spiker*, but it's become a... I don't even know what to call it.

Xomah of Denyle

Xomah of Denyle

Frost Gate Guardian

Join Date: Jun 2005

The Enforcing Cows of Denyle

E/R

Used the build above, made one modification:
Glyph of Energy instead of Glyph of Elemental Power.
Works like a charm, and gave me the opportunity to spam Chain Lightning without having big Energy/Exhaustion problems.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Chain lightning reduces your max energy by 10 reguardless, and the base cost is 10, so casting glyph of energy is basically saving 5 base energy cost, while you still become exhausted.

Xomah of Denyle

Xomah of Denyle

Frost Gate Guardian

Join Date: Jun 2005

The Enforcing Cows of Denyle

E/R

Quote:
Originally Posted by Enigmatics
while you still become exhausted. You don't

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

I would remove conjur lightning and just go lightning strike and lightning javalin spammage... you won't have time to actually use regular attacks.

One more thing for the above...

Elemental Attunement = Elite
Glyph of Energy = Elite

Xomah of Denyle

Xomah of Denyle

Frost Gate Guardian

Join Date: Jun 2005

The Enforcing Cows of Denyle

E/R

Did almost that, but used enervating charge.
Edit: I don't use Elemental Attunement since I don't got it yet
So basically, my build looks like so:

Air 12
Energy Storage 10
Wilderness Survival 8

Enervating Charge
Air Attunement
Glyph of Energy
Chain Lightning
Lightning Javelin
Lightning Orb
Serpents Quickness
Troll Unguent

SiDima

Pre-Searing Cadet

Join Date: Jul 2005

Druids Isle

Team Paranoid

look in mesmer basics for my similar build utilizing fc, this build doesnt have much dmg potential due to long, at least tahts what it seems after u play a mes with 14 fc, casting times. while you cant have the extra 4 levels added to your air magic, the build still does a lot more dmg and exhaustion is never a problem