User:Illusion of End/My Builds/Build:E/any Dual Attunement Air Spiker


 * User:Illusion of End}}

Build:E/any Dual Attunement Air Spiker From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE general PvP RA PvP TA

This build has been archived in userspace, at User:RHCP_Fan1/builds/E/any_Dual_Attunement_Air_Spiker, because of the impending builds wipe. Editing this article is likely a waste of time.

This build has been archived in userspace, at User:Endamir/Builds/Build:E/any Dual Attunement Air Spiker, because of the impending builds wipe. Editing this article is likely a waste of time. 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.

Armor

 * Any armor with Max AL can be used with this build, but Tempest Armor is preferred for its Armor bonus while enchanted.

Weapons

 * An Insightful Air Staff of Enchanting or a Runar's Brimstone Staff is ideal.

Usage

 * Cast and maintain Elemental Attunement and Air Attunement, in that order.
 * Use Blinding Flash on approaching enemy attackers to negate any physical attacks. You can easily keep 2 targets blinded.
 * Deal heavy damage to multiple targets with Chain Lightning.
 * Lightning Hammer and Lightning Orb are your high damage, single-target skills.
 * Use Lightning Strike for a faster casting damage spell.

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.