Most efficient Air Spiker

Waylayer Brixt

Waylayer Brixt

Academy Page

Join Date: Sep 2005

In the shadows

Slayers Of Sanity

E/Mo

This build has two main goals:
-----------------------------
1. Be able to run for an infinite amount of time (with: healing/energy recycle).
2. Deal as much damage as possible, without comprimising goal #1.

-I use build this primarily in TA.

Elementalist
-----------
Res Signet
Elemental Attunement [E]
Air Attunement
Aura of Restoration
Enervating Charge
Lightning Orb
Lightning Javelin
Lightning Strike

Equipment
----------
+1 Air (magic) Eye
Superior Air rune
Superior Vigor rune
Minor Energy Storage rune

Air Staff
-------
+20% Enchantments
+30 Health

Attributes
---------
Energy Storage: 13
Air Storage: 16

The three enchantments allow for 80% energy recycle for 54 out of every 60 seconds, and a supplimental amount of healing.

I chose to exclude any spells that cause exhaustion, because I'm going for most the efficient build...and exhaustion rules that out.

NOTE* Comments and suggestions are welcome, as long as they are constructive.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by Waylayer Brixt
This build has two main goals:
-----------------------------
1. Be able to run for an infinite amount of time (with: healing/energy recycle).
2. Deal as much damage as possible, without comprimising goal #1.

-I use build this primarily in TA.

Elementalist
-----------
Res Signet
Elemental Attunement [E]
Air Attunement
Aura of Restoration
Enervating Charge
Lightning Orb
Lightning Javelin
Lightning Strike

Equipment
----------
+1 Air (magic) Eye
Superior Air rune
Superior Vigor rune
Minor Energy Storage rune

Air Staff
-------
+20% Enchantments
+30 Health

The three enchantments allow for 80% energy recycle for 54 out of every 60 seconds, and a supplimental amount of healing.

I chose to exclude any spells that cause exhaustion, because I'm going for most the efficient build...and exhaustion rules that out.

NOTE* Comments and suggestions are welcome, as long as they are constructive. its a good build. i like running both elemental and air attunements together. i dont think aura of restoration is worth anything though. when i run air i add earth and throw in armor of earth and stoning.

elemental attunement
air attunement
armor of earth
lightening strike
enervating charge
stoning
lightening orb

16 in air and 12 in earth. rest in e storage. lightening, e charge and stoning all do around 70. e charge causes weakness, stoning will knock down a weakened foe. lightening orb is just tough. all these skills refresh quick.

the only real issue is some monks or casters get wise to the stoning knocking them down and will begin to move side to side. you'll miss if they do

Waylayer Brixt

Waylayer Brixt

Academy Page

Join Date: Sep 2005

In the shadows

Slayers Of Sanity

E/Mo

Aor works great with 13 E.Storage. It gives around 357%, which for each spell im casting I get healed:
L.Strike-->5*3.57= 17.85
L.Javelin->10*3.57=35.7
L.Orb---->15*3.57=53.55
E.Charge->10*3.57=35.7
--------------------------
^Like I said, my first goal is being able to go for an infinite amount of time.
Your build leaves you practically defenseless. What with being slowed down by A.o.Earth, and having no healing.

I recommend Kinetic Armor, instead, if you're going to be using that build.
No slowdown, plus it gives more armor. And as I showed above, AoR is useful, especially if you put a bit more into E.Storage.

Farin

Farin

Wilds Pathfinder

Join Date: Aug 2005

Delta Formation [DF]

W/

You could replace Lighting Javelin with Arcane echo for some extra damage, using a dual lighting orb.

Monica Angelina

Monica Angelina

Frost Gate Guardian

Join Date: Jul 2005

Hot Original Elementalists

E/Me

And neither build will stand up to any enchant remove and energy drain so a mesmer would be your collective worse nightmare.

Waylayer Brixt

Waylayer Brixt

Academy Page

Join Date: Sep 2005

In the shadows

Slayers Of Sanity

E/Mo

Arcane Echo wouldn't mesh with my enchantments, and I'd have a big problem with the downtime after It's unecho'd.

As for mesmers with enchant removal, YES, they would hurt me, like they would hurt half of the players who use enchantments, and YES other builds can hurt me, I can think of a billion examples that could OWN my build...
That is because there is NO PERFECT build, and my best bet against enchant removal is putting AoR on top, so I can make use of its quicker (then Air/Ele attune) recharge time.

And I bet I could stand up to energy drain, since I have both attunements, and 13 Energy storage.

Keep in mind that I'm looking for the most efficient build, and all my skills mesh together in a coherent attempt to build a working machine.

Any suggestions for how my build could get better?

Osirod

Osirod

Ascalonian Squire

Join Date: Sep 2005

M??xico

Rabid Dogs From Hell

W/Mo

Blinding Flash, works pretty well in CA. It's infested with warriors and rangers, good way to annoy them.

Diestro

Ascalonian Squire

Join Date: Aug 2005

Painted Post, NY

E/Me

Actually, I run AE with my air spike build, but the way I run is very energy intensive, and does cause slight downtime with energy regen (and exhaustion from gale if I get overzealous with casting it).

One change I would suggest with the build you have, and it should fit nicely with your ideals for the most part, is dumping Aura of Restoration, and going mesmer secondary to use Mantra of Resolve. With 8 points in inspiration, you get 62 seconds of no interupts unless someone brings a stance breaker, which is fairly uncommon. That still leaves you the points needed for 16 in air and 11 in energy storage. You may not like the idea of -4 energy on a blocked interupt, but it sure beats wasting the energy for an orb, only to have it interupted.

For my build I use:
Archane echo
lightning orb
lightning strike
enervating charge
gale
elemental attunement
mantra of resolve
res sig

It works like a charm in comp arenas when I feel like faction farming, and can fit very nicely in the right team build. Its not a good fit for people that prefer a more 'energy usage friendly' build, though.

Warskull

Site Contributor

Join Date: Jul 2005

[out]

That isn't so hot when it comes to spiking. Orb is a strong spike skill, but javelin is very weak and enervating charge is more for the weakness condition than the damage. Plus dual attunements is vulnerable to stripping.

Good spiking skills:
Lightning Stike
Lightning Orb
Mind Shock

Other good air ele skills:
Gale

I would spread into inspiration and take drain enchant as energy management. Alternatively you can take ether prodigy as energy management.

Obus

Ascalonian Squire

Join Date: May 2005

excellent survival:

ele attunement
air attunement
blinding flash
strike
orb
charge
healing breeze

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by Waylayer Brixt
Arcane Echo wouldn't mesh with my enchantments, and I'd have a big problem with the downtime after It's unecho'd.

As for mesmers with enchant removal, YES, they would hurt me, like they would hurt half of the players who use enchantments, and YES other builds can hurt me, I can think of a billion examples that could OWN my build...
That is because there is NO PERFECT build, and my best bet against enchant removal is putting AoR on top, so I can make use of its quicker (then Air/Ele attune) recharge time.

And I bet I could stand up to energy drain, since I have both attunements, and 13 Energy storage.

Keep in mind that I'm looking for the most efficient build, and all my skills mesh together in a coherent attempt to build a working machine.

Any suggestions for how my build could get better?
well said. we all suffer from enchantment removal. but lightening does significant damage to a soft mesmer. with 13 e storage i'm certain the ele would have his way with a mes trying to steal his energy

SilenceWeaver

Academy Page

Join Date: Nov 2005

under your bed....

Keep It Real [Real]

Me/Mo

you should really only be using enervating charge if youre coupling it with stoning because otherwise there are better uses for that skill slot. enervating has the 8 sec recharge and rather low damage and, while the weakness might be good for getting wars and rangers with, blinding flash is really much more effective for that. enervating has the advantage of not being a projectile though, which makes it more useful.
in short, good air spike builds should have the following:

-good nrg management (usually in the form of elem & air attunement)
-some selfheal/form of defense (armor of earth or AoR is good)
-2-3 spike skills (lightning strike and orb are good here)
-some form of knockdown (gale, stoning w/ enervating)
-res signet (of course)

theres a free slot in there and you cn pretty much decide for yourself what goes there. other good things to have in air spike builds are:

-enchantment removal (drain enchantment is nice cause it pays for itself)
-blinding (blinding flash vs. that war killing u is tantamount to shutting him down and defending yourself)
-ward against melee/element (tough to maintain though)

i miss anything?

nine6nine

nine6nine

Ascalonian Squire

Join Date: Nov 2005

Umbra Sumus

W/Mo

u could use this in gvg easily a mesmer with arcane conudrum and a ranger with concusoin shot because A: the memer using shater enchantment would be slowed and easily inturepted then ure team tells you and you useyour high damage air skills to finish him off

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

People need to stop calling things "Air Spike".

Spike = a huge loads of damage in a blink of an eye. Many build obviously do not live up to that. Huge loads of damage as in 200+ damage within the same sec, or 50%+ hp within the same sec.

You are using the wrong term.

I assume the only reason this thing started is because they were saying air spell can spike, but as far as I know, the only way air spell damage alone can do is lightning surge + lightning orb with a follow up.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Too bad Surge+Orb is a pile of steaming sh*t.

1 character can't really make a "spike".

The best way to kill someone has been Orb+Mind Shock+Strike+Enervating(For me, atleast). Knockdown and huge dmg, but nowhere near a spike. Spiking is when many characters cast a dmg spell on the same character at the same time to kill it instantly.