 |
Lightning Surge |
Air Magic |
Elite Hex Spell |
After 3 seconds, target foe is knocked down and struck for 106 lightning damage. |
|
|
15 |
2 |
10 |
 |
Glyph of Lesser Energy |
Energy Storage |
Glyph |
For 15 seconds, your next 2 Spells costs 17 less Energy to cast. |
|
|
5 |
1 |
30 |
 |
Lightning Hammer |
Air Magic |
Spell |
Target foe is struck for 106 lightning damage. Lightning Hammer has 25% armor penetration. |
|
|
25 |
2 |
4 |
 |
Lightning Orb |
Air Magic |
Spell |
Send out a lightning Orb that strikes target foe for 106 lightning damage if it hits. This spell has 25% armor penetration. |
|
|
15 |
2 |
5 |
 |
Lightning Strike |
Air Magic |
Spell |
Strike target foe for 53 lightning damage. This Spell has 25% armor penetration. |
|
|
5 |
1 |
5 |
 |
Enervating Charge |
Air Magic |
Spell |
Target foe is struck for 52 lightning damage and suffers from Weakness for 21 seconds. This Spell has 25% armor penetration. |
|
|
10 |
1 |
8 |
 |
Resurrection Signet |
No Attribute |
Signet |
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
|
|
|
3 |
|
 |
Air Attunement |
Air Magic |
Enchantment Spell |
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. |
|
|
10 |
2 |
45 |
Build Description
The quick recharge of these lightning skills, their 25% armour penetration, and the fact your attacks are mostly direct (not projectile so can't be dodged, evaded or blocked) make this a powerful spike build for PvE or PvP Ramom/Team Arenas. Energy management is covered by appropriate use of Glyph of Lesser Energy and Air Attunement.
Usage
Spike with Lightning Surge followed immediately by Lightning Hammer or Lightning Orb, the 3 second delay on Surge will mean both skills strike at the same time. Extend the spike by following immediately with the Hammer or Orb depending on which you used before. Recommendation User Hammer first because foe may still be or start moving ... chances are foe will settle by the time you get to Orb.
Possible Variations
Posted by Ille Pullus
This build is...