User:Mgrinshpon/Leet/E/W Lightning Knockdown

The Lighting Knockdown uses Ride the Lighting to get close and a KD/AS combo inflict massive spiking damage onto the foe.

Attributes and Skills
[build prof=E/W name="Lighting Knockdown" air=11+1+2 ear=11+1 ene=7 tac=5][Ride the Lightning][Shock][Whirlwind][Aftershock][Windborne Speed][Glyph of Elemental Power][Sliver Armor][Healing Signet][/build]

Equipment

 * Radiant Armor
 * An Insightful Staff of Fortitude with the inscription "Hale and Hearty".

Usage

 * First use Glyph of Elemental Power to increase your damage output.
 * Then select your opponent and use Ride the Lighting, followed by Shock/Whirlwind depending if your target is attacking, running or casting a spell.
 * If your target ends up to be attacking an ally follow up with Whirlwind then end with Aftershock.
 * If your target is casting a spell or fleeing use Shock for a knockdown and then follow up with Aftershock.
 * After completing this and your target is still alive, a final Ride the Lighting and Whirlwind combo should finish the foe off.

Counters

 * Energy Denial - No energy = No damage
 * Rangers - They are the toughest classes to defeat with there elemental armor bonus. Your damage will be greatly reduced when facing them.
 * General Interrupts - Ruins the chain of attacks.

Variants

 * The secondary class is very flexible and can be changed to fit the users needs. Healing Signet was brought in for its lack of requiring energy(which cause of Exhaustion there won't be much of) and self heal.
 * In RA replace Windborne Speed with Resurrection Signet.

= Notes =
 * Ride the Lighting and Shock should be used sparingly for Exhaustion stacks up quickly causing the player to be out of combat until energy levels get to a proper amount.
 * This build works at its full potential when versing a foe at 3/4ths of maximum health for an almost guaranteed kill    within 5 seconds.
 * To fully complete the combo of skills a minimum of 30 energy is required. To make sure you finish the target, it's recommended that you have 40 energy or higher.
 * When hunting down a running foe remember that when using Shock the foe will sometimes be knocked down out of the adjacent range for Aftershock. So be prepared to run a little closer to the foe after casting Shock.
 * There is a 1.75 second after cast delay when using Aftershock.