Air Build[ | ]
This build is very basic, rather than trying to spike the target it aims at dealing constant hits while disabling martial enemies. Dual attunement is a fragile way to manage energy, but effective. Blinding Flash is used to disable martial enemies, Enervating Charge helps weaken targets slightly and to stack conditions so blind is harder to remove, Lightning Javelin causes occasional interrupts, and Lightning Orb gives a solid hit every now and then.
Attributes and Skills
Elementalist / Any | Attribute Rank |
---|---|
Air Magic | 12 + 1 + 3 |
Energy Storage | 12 + 1 |
- Throw on your attunements
- Blind any martial enemies if you need to
- Keep casting the 50dmg spells, using Orb whenever a target is standing still.
(The recharge times are low so there should be no time when a spell is not available.)
Notes[ | ]
- Although Orb looks strong compared to L.strike and E.charge they are both 100dmg in 2s and have the same cost.
- Orb requires Line of Sight and since it is a single casting it is less likely to be effected by weapon bonuses.
After GW:EN[ | ]
Same idea, swapping in Shell Shock, slightly less damage compared to strike but cracked armour greatly increases lightning orb and the other air skills' damage.
Attributes and Skills
Elementalist / Any | Attribute Rank |
---|---|
Air Magic | 12 + 1 + 3 |
Energy Storage | 12 + 1 |