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The Air Spiker is an aggressive Air Magic spike damage build. It is commonly used in Guild
versus Guild with many others running variants of this build.
Air Spikers are common in almost every area of PvP thanks to their high damage output on single
targets.
[edit] Attributes and Skills
[edit] Equipment
Note: In a synchronized Air spike team, the 20% chance of
faster casting speed weapon mod can give the spike target away. It
is imperative in such teams that all spikers hit the target at
exactly the same time; therefore, it is best not to use it in such
a build.
- Cast Air
Attunement immediately before an encounter and remember to keep
it up.
- Choose a target in sync with your party's plan and try to take
it out.
- Use your spiking skills in the order of how fast they recharge,
Lightning Strike and Orb can be spammed indefinitely since their
recharge is only 5 seconds each.
- Use Gale to control events around your party. If the spike
target is running away, you can pin him down with Gale long enough
to finish him off with Lightning Orb. If the target is using a long
casting self heal like Troll Unguent or Healing Signet, use it as an interrupt.
If an enemy is harassing your monk, use it on the enemy to give your monk a
breather.
- Use Glyph of Lesser Energy to save energy on Lightning Orb and
Blinding Flash.
- Use Blinding Flash to shut down enemy non-spellcasters.
- Air Spells are cheap and fast to recharge, so in general, being
interrupted is not a big issue(Except if every skill is
interrupted). Beware of Distracting Shot and Diversion however. Also, a
well-placed Backfire
can kill you in a matter of seconds.
[edit] Variants
[edit] Templates