Talk:Magnetic Surge

this will show monk bonders what to be afraid of
 * Not really... since the damage is still halved, it goes from 7.5...31.5 (base) to 15...51, for an effective 50...~38% reduction over the original damage. So the bonus damage isn't nearly enough to overcome the enchantment.
 * Which I could have found by doubling the max base damage... /sigh... Debtmaster 23:51, 4 August 2007 (CDT)

Over 300 armor-ignoring damage if you hit someone who's Enchanted, and that is not hard, though you might want to save Obs Flame for when you're at low Energy. Has some non-caster hate with Weakness too. Single enchant strip is not a huge problem with AoR, Stoneflesh gives some protection and annoys Sins, energy shouldn't be a problem ever with Dual Attunes. (T/C) 02:10, 5 August 2007 (CDT)
 * Slightly stronger but conditional Obsidian Flame without exhaustion....meh. The Hobo 02:15, 5 August 2007 (CDT)

Vapor Blade for earth eles, just opposite effects. --Lann 17:41, 9 August 2007 (CDT)


 * Oh, that's a good find. I never even thought of that. I could possibly see a team that uses 8 Elementalists, four are Water and four are Earth. The Water Eles use the Shatterstone + Vapor Blade combo on non-Enchanted targets, then the Earth Eles use Magnetic Surge to punish the targets when the enemy Monks try to Enchant them. Something like that. "Damned if you do, damned if you don't" like they say. [[Image:Entropy Sig.jpg]] (T/C) 17:44, 9 August 2007 (CDT)


 * I've got it! Have 3 water 3 earth doing what you said, while the front 2 are warriors, who chain Magehunter's Smash together on the ones with enchants! (maybe have them use Ward of Weakness too? --Gimmethegepgun 17:49, 9 August 2007 (CDT)
 * The problem is that Prot Spirit laffs at you. That said I like the look of that build, I'll be interested in trying a dual attunement build that isn't air --Blue.rellik 17:54, 9 August 2007 (CDT)