Forum Link Code:[url=]E-any Dual Attunement Air Spiker[/url]
This build is a damage-focused Elementalist suitable for PvE groups. By
utlizing both Air Attunement and Elemental
Attunement, you get a huge energy return for each Air Magic spell cast,
resulting in the ability to spam high energy cost skills repeatedly
and continously without running out of energy.
Attributes and Skills
Equipment
Usage
Counters
- Interrupts.
- Upon casting/action hexes, such as Backfire.
- Enchantment removal, while not immediately devastating, will
make energy management difficult, reducing the
build's overall effectiveness.
- Protective Spirit.
Variants
- Enervating Charge for ensured damage
reduction when facing attacking foes.
- Aura of Restoration for self-healing and
for covering the attunements.
- Gale can be used as a
Knockdown. This is recommended for Arena use.
- Replace Blinding Flash with another damaging skill
when in areas with few attackers.
- Chain
Lightning has 3-seconds casting time. It is usually not
recommended to bring for spiking.
- Instead of bringing Resurrection Signet for AB, an air
enchantment that gives speed boost would be more useful.
- Replace Chain Lightning with Mystic
Regeneration (with an 8 spec in Earth Prayers) to both add to
survivability and as a cheap cover to your attunements.
Notes
- Especially in AB, use walls and ledges for cover, but beware
that lightning orb(projectile) will be blocked.
- Watch out for interrupt rangers & sins and blind them as
soon as they are within range.
- If multiple attackers focus on you, blind 1 attacker (usually
the sin) and kite.
- Although not so important outside of HA or GvG, coordinating a
spike with teammates requires removing any "improved casting time"
weapon upgrades.
Related Builds
Template
equipment template: RmGY6kNWKqiZmm0TzZmmMs8IujkKdZmiMsuZmi0D