Greentongue
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EL/xx Air Pressure
Skills:
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Blinding Surge Elite Nightfall [10/.75/4]
(Spell) Target foe is struck for 5...41 lightning damage and Blinded for 3...9 seconds. If that foe is under the effects of an Enchantment, all adjacent foes are also Blinded for 3...9 seconds. This Spell has 25% armor penetration.
Air Attunement Core [10/2/45]
(Enchantment Spell) For 36...55 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic.
Arc Lightning Factions [5/1/8]
(Spell) Target foe is struck for 5...41 lightning damage. If that foe is suffering from a Water Magic Hex, one foe near your target is struck for 15...51 lightning damage. Damage from Arc Lightning has 25% armor penetration.
Lightning Bolt Nightfall [5/1/8]
(Spell) Send out a Lightning Bolt that strikes for 5...41 lightning damage if it hits. If Lightning Bolt strikes a moving foe, that foe is struck for 5...41 additional lightning damage. This spell has 25% armor penetration.
Lightning Strike Core [5/1/5]
(Spell) Strike target foe for 5...41 lightning damage. This spell has 25% armor penetration.
Aura of Restoration Core [10/.25/45]
(Enchantment Spell) For 60 seconds, you are healed for 152...350% of the Energy cost each time you cast a Spell.
Resurrection Signet Core [0/3/0]
(Signet) Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy.
=== and Either One of the following ===
Shock Prophecies [5/.75/10]
(Skill) Target touched foe is knocked down and struck for 10...50 lightning damage. This skill has 25% armor penetration and causes exhaustion.
Gale Core [10/1/5]
(Spell) Knock down target foe for 2 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
===
Since the skill updates, it is now critical that Air Attunement be kept up.
With that, you can keep a steady stream of damage going.
When there are Assassins in range, reserve Blinding Surge and Shock for defense.
=
Last edited by Greentongue, 3/17/2007, 9:30 am
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3/17/2007, 9:27 am
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Andovar
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Re: EL/xx Air Pressure
I'd like to try out this build for the target calling role during GvG next weekend.
One change I'd like to try is replacing Arc Lightning with
Enervating Charge [10/1/8]
Target foe is struck for 5...41 lightning damage and suffers from Weakness for 5...17 seconds. This spell has 25% armor penetration.
Granted it's 5 more energy (really only 3 more with the Attunement up), but between this and Blinding Surge, you can cause some serious grief for opposing melee (actually for Rangers and Paragons too)
With 2 of us running it, anyone except a Martyr monk would have a tough time keeping the conditions off them.
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3/26/2007, 12:54 pm
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Greentongue
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Re: EL/xx Air Pressure
Yes, the change would be great for condition stacking. I was trying for the continuous damage but, that was nerfed a little by the respec that was done.
=
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3/27/2007, 12:44 pm
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Pyxis
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Re: EL/xx Air Pressure
Elementalist/Dervish
Level: 20
Energy Storage: 11 (10+1)
Air Magic: 16 (12+4)
Earth Prayers: 8
- Lightning Hammer (Air Magic)
Target for is struck for 106 lightning damage. Lightning Hammer has 25% armor penetration.
Energy:25 Cast:2 Recharge:15
- Lightning Orb (Air Magic)
Lightning Orb flies toward target foe and strikes for 106 lightning damage if it hits. This Spell has 25% armor penetration.
Energy:15 Cast:2 Recharge:5
- Shock Arrow (Air Magic)
Send out a shocking arrow that flies swiftly toward target foe, striking for 48 lightning damage. Shock Arrow has 25% armor penetration.
Energy:5 Cast:1 Recharge:1
- Blinding Flash (Air Magic)
Target foe is Blinded for 10 seconds.
Energy:15 Cast:0.75 Recharge:4
- Mystic Regeneration (Earth Prayers)
For 20 seconds, you have +3 Health regeneration for each enchantment on you.
Energy:10 Cast:0.25 Recharge:5
- Air Attunement (Air Magic)
For 62 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Air Magic.
Energy:10 Cast:2 Recharge:45
- Elemental Attunement [Elite] (Energy Storage)
For 48 seconds, you are attuned to air, fire, water, and earth. You gain 50% of the Energy cost of the skill each time you use magic associated with any of these elements.
Energy:10 Cast:2 Recharge:45
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Blinding Flash can be swapped out for other things like Gale, Conviction, or Aura of Restoration.
I played this build some in arenas, you can spam Lightning Hammer and Lightning Orb for a very long time as long as both enchants are up. Mystic Regen is a good cover enchant that also provides regen. Shock Arrow is used if Protective Spirit is cast on target or enchants are lost.
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3/28/2007, 8:38 am
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Andovar
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Re: EL/xx Air Pressure
I really like the sound of this one.
As long as there's no enchant removal (unlikely in RA) this build looks pretty tough to take down. Well, unless you run into a dom mesmer.
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3/29/2007, 10:09 am
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