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.
Air Ele
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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.
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.
P
V
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
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
S
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
