Air Spiker Build~~~Plz post your opinions!

Ares_The_Immoral

Ares_The_Immoral

Ascalonian Squire

Join Date: Nov 2005

NJ

None

E/Mo

Hey,
Can someone tell me what they think of these 2 builds for an air ele/mo, preferred for pvp.

Air Magic : 12+4 (1 helm and 1 superior rune of air)
Energy Storage: 12+1 (1 minor energy storage rune)
I think a superior vigor should be included also since it gives back 50 hp from the 75 that sup. rune of air takes away.

1. Elemental Attunement
2. Air Attunement
3. Chain Lightning
4. Lightning Orb
5. Lightning strike
6. Gale
7. Enervating charge/ Glyph of Lesser energy/Aura of Restoration
8. Resurrect/Light of Dwayna
~~~~~~~~~~~~~~~~~~~~~~~~~~

1. Lightning Surge
2. Air Attunement
3. Chain Lightning
4. Lightning Orb
5. Lightning Strike
6. Glyph of Lesser energy/ Gale
7. Essence bond (I think this would help with energy regen since ele attune is out; just have to put it on the main warrior)
8. Light of Dwayna/ Resurrect

I'm trying to develop a good air ele/mo build for pvp. More focused on damaging and bringing down a single opponent as fast as possible.
I'm looking forward to all opinions and advice.

Thanks

dusta

Ascalonian Squire

Join Date: Aug 2005

hera lyn

R/Me

umm u can start by dropping a res and puttting res sig

Mercenary662

Academy Page

Join Date: Sep 2005

R/E

good, but its basicaly no different from the regular air spike that ive been running since it started

Vexed Arcanist

Banned

Join Date: Sep 2005

Ring of Steel

Mo/

GvG, Tombs, HoH, Teams, Random?

Ares_The_Immoral

Ares_The_Immoral

Ascalonian Squire

Join Date: Nov 2005

NJ

None

E/Mo

I was thinking along the lines of GvG and 8v8 teams. Is there anything that I should improve?

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Ares_The_Immoral
I was thinking along the lines of GvG and 8v8 teams. Is there anything that I should improve? Yes, enchant removing... and anti interrupt.
For now, your build is nothing agains't any interrupter or even protector.
That actually means 99.99% of the time in 8vs8 your build is useless.

Hiryu

Hiryu

Frost Gate Guardian

Join Date: Sep 2005

Moa Birds

W/R

I prefer:
E/Me
Air, Energy Storage, Inspiration

Lightning Strike
Lightning Orb
Mind Shock or Lightning Surge {Elite}
(Free Slot)
Air Attunement
Drain Enchatment
Inspired Hex
Res Sig

For Enchant Removal and Energy Management

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Hiryu
I prefer:
E/Me
Air, Energy Storage, Inspiration

Lightning Strike
Lightning Orb
Mind Shock or Lightning Surge {Elite}
(Free Slot)
Air Attunement
Drain Enchatment
Inspired Hex
Res Sig Still bad... you really waste an open stance slot

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

Quote:
Originally Posted by Ares_The_Immoral
8. Light of Dwayna/ Resurrect
Resurrection Signet is vastly superior to both Light of Dwayna and Resurrect. Bringing someone back with 25% health and no energy is generally pointless in PVP; they'll be dead again in seconds.

Quote:
7. Essence bond (I think this would help with energy regen since ele attune is out; just have to put it on the main warrior) Hm. You seem to have a bit of a misconception here. Warriors get attacked much less than anyone else in PVP, especially with physical damage. Essence Bond on a warrior will cost you more energy than it returns unless the enemy is wildly incompetent.

Diestro

Ascalonian Squire

Join Date: Aug 2005

Painted Post, NY

E/Me

This is the air build I've been running in CA (effective there because matches are generally short), and is also very nice in 8v8, as long as you have a battery necro, its very energy demanding (the way I usually play it) with only ele attunement for energy management.-

Air: 16 (12+1+3)
Inspiration: 8
Energy Storage: 11 (10+1)

I use an insightful air staff of enchanting to get a little longer EA.

Skills:

1) Archane Echo (mainly used for orb, used for strike in certain situations)
2) Lightning Orb
3) Lightning Strike
4) Enervating Charge
5) Gale (love to turn tables on kd/interupters)
6) Elemental Attunement
7) Mantra of Resolve (lasts 62 seconds w/ -4 energy on blocked interupt with current att.)
8) Res Sig

As I said, this build works nicely in CA, where the matches are generally short enough that energy management isn't much of a factor with it. In 8v8, be it tombs or gvg, it really can benefit a ton from some help from a battery necro (although he shouldn't be neglecting the monks in favor of you). It can be viable without one, although I would recommend drain enchantment be worked in for some energy return in 8v8, and in that case, I'ld recommend dropping energy storage a couple points and boosting inspiration for better energy return.

Mantra of resolve and gale have become my loves since I started running this build. Interupters become no problem, and even an interupt/damage combo from a ranger can be kept in check enough for you to outdamage him if you lay in a couple well timed gales. Gale can also let you act as psudo-interupt, although very sparingly, but the right spell/skill getting interupted (see res sig) can change the tide in a match.

Before I added AE, I used to run chain in my build, but I seemed to rarely use it. Now, I AE orb, and have a 4 skill spike chain without the exhaustion of chain, and it does more damage as well, the only problem is needing line of sight to use the orbs, although using AE with strike can help with that, and get hiders to come out and open themselves up to other attacks, very helpful on maps that have bridges that people hide on/under.

As NatalieD said, ditch the res spells for sig. They take too long to cast with your 60al, and no defensive skill other than gale (which I tend to use more offensively, but that may be just me), and coming back with anything less that 100% health just make someone the target, and unless they're a warrior with little need for energy, the energy the res spells give is too low for someone to do anything worthwhile other than run for thier life. I sometimes run vengence on a monk secondary in CA, but sig is generally a better choice.

Shyft the Pyro

Shyft the Pyro

Wilds Pathfinder

Join Date: Sep 2005

NYC, USA

E/Mo

My suggestion would be to firmly stick with Elemental Attunement + Air Attunement combo on your E/Mo, but work in Stoning. Sure, it's costly, but Knockdown interrupts casting, attacking, AND running Just make sure you have Enervating Charge to cause Weakness first.

As for Resurrection Signet v. Light of Dwayna, I prefer the latter. Why? Light of Dwayna is reusable, even with its 30s cooldown, and can bring back multiple allies. This can matter in CA random battles when you're the only one standing. With both Attunements and the massive Elementalist energy pool, 25 energy should not hinder your casting ability much, and Enervating Charge + Stoning can give your teammates the precious seconds they need to get away.

Of course, I also usually play an Earth Ele with Enervating Charge instead of an Air Ele with Stoning, so your results may vary.

Ares_The_Immoral

Ares_The_Immoral

Ascalonian Squire

Join Date: Nov 2005

NJ

None

E/Mo

Ok, I updated my build. How's this?

1. Elemental Attunement
2. Air Attunement
3. Arcane Echo
4. Lightning Orb
5. Lightning strike
6. Enervating charge
7. Resurrect Sig/ Blinding Flash
8. Mantra of Resolve/Mantra of Concentration

Is it really necessary to have res sig in a pvp battle or gvg for an ele? Or can I concentrate on other spells? like blinding flash or gale?

Edit: Ok I understand we need res sig in 4v4 and probably 8v8 but must we have it in gvg?

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

If you're playing an air ele, most likely you're part of some spike group. In which case, arcane echo isn't really needed. Personally, I'd replace lightning strike and arcane echo with blinding flash and gale. Otherwise, you're just a medium damage source with no other utility.

Also, you might want to think about replacing air attunement with channeling, as it's much more effective as a cover enchantment.

Ares_The_Immoral

Ares_The_Immoral

Ascalonian Squire

Join Date: Nov 2005

NJ

None

E/Mo

Quote:
Originally Posted by traversc
If you're playing an air ele, most likely you're part of some spike group. In which case, arcane echo isn't really needed. Personally, I'd replace lightning strike and arcane echo with blinding flash and gale. Otherwise, you're just a medium damage source with no other utility.

Also, you might want to think about replacing air attunement with channeling, as it's much more effective as a cover enchantment. If I actually do take your advice that would leave me with only Lightning Orb and enervating charge to do damage. Which means I can only do about 150 damage before I'll need to recharge. If I have only 2 damage dealing skills I don't really think I'm a spiker anymore. I can't spike anyone's health effectively.

Lightning Strike is an important skill as it doesn't take much mana and recharges fast. It's required in my opinion.

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

Quote:
Originally Posted by Ares_The_Immoral
If I actually do take your advice that would leave me with only Lightning Orb and enervating charge to do damage. Which means I can only do about 150 damage before I'll need to recharge. If I have only 2 damage dealing skills I don't really think I'm a spiker anymore. I can't spike anyone's health effectively.

Lightning Strike is an important skill as it doesn't take much mana and recharges fast. It's required in my opinion. You only need Lightning Orb to spike. Spikes are instant, occur sporadically, and are coordinated. Anything else you could do would just be sustained DPS... and only mediocre DPS at that. If you are constantly spamming damage skills, you are not spiking. And all that extra damage you are doing is frankly, wasted. And probably detrimental to the spike, anyway.

If you want high sustained DPS, I think most people would agree to go ranger.

Ares_The_Immoral

Ares_The_Immoral

Ascalonian Squire

Join Date: Nov 2005

NJ

None

E/Mo

Well Thanks for all of your advice,

I'll let you know how your build turns out Traversc

Still do we need res sig in gvg? Is it necessary?

Sergio Leone

Sergio Leone

Krytan Explorer

Join Date: Jul 2005

Dallas, TX

The International Terrorists [USA]

W/Mo

Ares what traversc is saying, altough very poorly, is that if you are using an Air Spiker you should be in Tombs playing in an Air Spike team. These teams consist of usually 6 Air Spikers running generally your build and 2 monks.

The key to Air Spike teams is that you have to hit your skills at the general same moment. Like your skills Lightning Orb and Enervating Charge. You say they do a total of 150 Damage (I run with 4 but whatever and I do about 250) well if you have 6 Air Spiker hitting the same target at the exact same time preventing any heals, then you're doing around 900 dmg per attack.

This is probably very obvious to you I just wanted to try to explain what traversc was trying to say, better. No offense if you felt I was talking to you as if you were a noob. I don't think you are as you respond in saying you think Lighting Strike is necassary. I agree.

Rico Carridan

Krytan Explorer

Join Date: Aug 2005

Eternal Comrades

E/Mo

Quote:
Originally Posted by Ares_The_Immoral
Edit: Ok I understand we need res sig in 4v4 and probably 8v8 but must we have it in gvg? In 8v8, everyone needs to carry a res sig except the monks, who can often get by with no res at all (HoH), or maybe 1 permanent res (GvG). In 4v4 everyone needs to have res sig, no exceptions.

Rico

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

energy surge + orb works wonders

you get a 200 dmg spike out of one ele and knock down. before they can get up you've nailed them lightning strike or charge. you'll need some energy fixing someway. best leave that up to the necros.

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

Quote:
Originally Posted by Sergio Leone
I don't think you are as you respond in saying you think Lighting Strike is necassary. I agree. The only advantage Lightning strike has over enervating charge is that it doesn't require LOS. Either way, it won't help you kill a target.

Also, you are wrong when you say that an air spiker should be on an air spiker team. There isn't nearly enough diversity in the air line for you to be successful with 6 air eles.

Sergio Leone

Sergio Leone

Krytan Explorer

Join Date: Jul 2005

Dallas, TX

The International Terrorists [USA]

W/Mo

OK that came out a bit wrong. I didn't mean it so much that Air Spikers are useful only to Air Spiker teams. I was just saying that's TYPICALLY what I see on an Air Spiker build. I've also seen 5 Spikers, 2 Monks, and an energy necro. I think Lightning Strike is a good skill to have when you are Air Spiking only because its fast and energy saving. I understand it doesn't do much damage, but I still think it's a good skill to have equipped. Now the Energy Surge+Orb combo is very nice.

unienaule

unienaule

I dunt even get "Retired"

Join Date: Aug 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by traversc
The only advantage Lightning strike has over enervating charge is that it doesn't require LOS. Either way, it won't help you kill a target.

Also, you are wrong when you say that an air spiker should be on an air spiker team. There isn't nearly enough diversity in the air line for you to be successful with 6 air eles. Actually, neither of those require LoS, maybe you're thinking of lightning orb.

yesitsrob

yesitsrob

Elite Guru

Join Date: Sep 2005

Manchester, England

SMS/Victrix

Quote:
Originally Posted by twicky_kid
energy surge + orb works wonders

you get a 200 dmg spike out of one ele and knock down. before they can get up you've nailed them lightning strike or charge. you'll need some energy fixing someway. best leave that up to the necros. I used to use the same combo in random arenas - and it can be really deadly indeed - followed it with a Lightning Strike. I can't remember exactly what i used but it was something like this.

Air 16
Inspiration 8 or something
Energy Storage 10?

1 - Lightning Surge
2 - Lightning Orb
3 - Lightning Strike
4 - Blinding Flash
5 - Drain Enchantment
6 - Aura Restoration
7 - Air Attunement
8 - Res Sig

Please not that is a CA build - I wouldn't use that in an 8v8

Local Area Network

Pre-Searing Cadet

Join Date: Dec 2005

Xen Of Onslaught

E/Me

mantra of resove ftw