need help with my aero/geo 'sit down' build

Orthan

Ascalonian Squire

Join Date: Jun 2005

air -13
earth -12
energy storage -12

^i may be off with those numbers as im at work, but its somewhere around there.

-enervating charge
-stoning
-shock
-aftershock
-lightning strike
-armor of the earth
-elemental attunment (E)
-res signet

enervating charge target then immediatly throw in a stoning which knocks him down. run up to him and shock him which knocks him down again (If timed this combo so that as soon as they get up from the first knock down, they will hit the groud again with shock) followed by an aftershock. This will put them at aroun 25-30% max health. throw in a lightning strike for added dmg and then throw in another stoning as they will still be weakened. They know should be dead.
If you start getting attack by warriors/rangers, enervating charge them, making their attacks do half dmg, then throw on armor of the earth. I had a warrior doing 4-5dmg each hit because of this

The only skill i am unsure of is lightning strike as it is not a very powerful spell. The only reason its in there is because its a relativly fast casting spell.

Downside to this build is no self heal. so i am rather dependent on healers. however, increasing my armor by +50ish reduces alot of dmg therefore making the monks job of healing me easier. (If theres a monk on the field hes usually the prime target, leaving me enough time to take out there key healers/dmg dealers.)

What do you think? id like some help on the lightning strike.

Lebdan

Academy Page

Join Date: May 2005

Mo/Me

aftershock.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

try throwing in aura of restoration for healing. it is really underestimated in a 4-4 settting.

in tombs everyone just lets the monks soak it up so w/e.

since you are running ele attune maybe throw in earthquake somewhere.

personally i think the ultimate sit down is thunderclap, but it is incredibly one time use so your choice

Orthan

Ascalonian Squire

Join Date: Jun 2005

Quote:
Originally Posted by Lebdan
aftershock.
-enervating charge
-stoning
-shock
-aftershock
-lightning strike
-armor of the earth
-elemental attunment (E)
-res signet

Move away from the screen, you'l see things more clearly.

Quote:
since you are running ele attune maybe throw in earthquake somewhere. Earthquake has a 3 second cast time, im trying to make all my spells less than 1 second casting. Cheers for the input though.

Quote:
personally i think the ultimate sit down is thunderclap I tried this out long ago and never really liked it. I think one of the main reasons is because i wasnt able to use aftershock as evectively.

I thought about arcane echoing stoning or charge just for that extra kick, i will have to give it a go tomorrow.

Ill also experiment a bit more with aura, a self heal spell is ALWAS great and essential to have.

Nightsorrow

Krytan Explorer

Join Date: Jun 2005

Servants of Fortuna

N/

Quote:
Originally Posted by Orthan
Earthquake has a 3 second cast time, im trying to make all my spells less than 1 second casting. Cheers for the input though. You could start the combination with Earthquake instead of Enervating? That way the casting time doesn't really impact your sit down chain - and the enervating charge can hit them as they get up - just a thought.

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

Hmm... I would take out Strike for Crystal Wave. It ignores armor completely. But it will remove weakness, so...I would actually drop Enervating and Stoning (I think this combo works better between two Ele's...) and put in gale. You have Elemental Attunement, so exhaustion shouldn't be a problem, as long as you don't spam gale and ob flame too much. Earthquake is a good starter, although it is tricky to time.
Have you tried Lightning Surge? It's a knockdown as well.
Obsidian Flame is a good finisher, and I find exhaustion is worth it for a kill in 4v4. For W/* gathered around you, whirlwind is nice.

Orthan

Ascalonian Squire

Join Date: Jun 2005

Both above posts are great suggestions, i will give them a try.
I dont really want to remove enervating however, If a warrior is going to town on me i can enervating charge him making his attacks do half damage. I've found in a 4v4 arena that this is essential as most teams will have a warrior in there group.
I had thought of ob flame but was turned away from the 2 second cast time. However, thinking about it now, ill give it a try because of its usefulness of its ability to ignore armor.

I use to use Lightnign surge religiously in my spike build, as i was purely an aeromancer and i could maintain my energy with air attune. However, now that im running and air and earth build i find it essential to have elemental attunment. That takes up my 1 elite in my skill bar

Thanks for the suggestions guys.

FengShuiBundi

FengShuiBundi

Frost Gate Guardian

Join Date: Apr 2005

Blue State

K A R M A

Mo/Me

Stoning
Earth Attunement
Obsidian Flame
Armor of Earth
Elemental Attunement (ELITE)
Res Signet/Earthquake
Rend Enchantments
Enfeeble/Enfeebling Blood

So I stole a page out of Nash's book? It's still a great build. Dual Attunes + Stoning + Weakness (AoE weakness if you so desire) = Fun.

Take on your build w/o the 2 elements. Dual Element is still not worth it here... Dual Attune Stoning means perpetual knockdowns.

Reason that Curses > Air is because you won't do damage to an enchanted person... if you notice they are loaded w/ enchants, the rend helps. So does AoE weakness or just normal cursed weakness because it lasts longer, and w/ EB you can switch targets and knock everybody down.

Res is if you are doing arena, for tombs I'd take EQ because it's so effective and damn funny too.

Obsidian is AMAZING. Except for Prot Spirits, count on getting the max out of this all the time. It's a great finisher, you'll fall in love.

16 Earth
11 ES
8 Curses