User:Deadfalk/Sandbox/E/P CM Invoke Lightning Concept

[build name=CM_invoke_Elementalist prof=E/P Energy=8+1 Air=12+1+2 Command=10][Invoke Lightning][Lightning Bolt][Optional][Optional][Aura of Restoration][Air Attunement]["Make Haste!"]["Fall Back!"][/build] The optionals are all to your liking, although the best results are aqcuired by using one of those 3 skills :
 * Shell Shock
 * Blinding Flash
 * Gale
 * For Jade Quarry, Gale + Blinding Flash is the best idea, for Blinding Flash can stop anything involved with weapons, and Gale is a very good hard interrupt (ammounts of anti-knockback skills are minor in there)
 * For Fort Aspenwood (Kurzick side) the same combination is adviceable
 * For Fort Aspenwood (Luxon side) Shell Shock + Gale is the best combination in my opinion (Gale for interrupting monks during spikes, Shock for a defense decrease on the target)
 * For Alliance Battles almost everything is effective, Whirlwind is also good when MM's are in the meta, Lightning Arrow, Lightning Javelin, Chain Lightning and Thunder Hammer also can be usefull

Usage

 * Keep up Air attunement, cover it with aura of restoration
 * Capture with Invoke Lightning (and Chain Lightning if taken), finish enemies with Lightning Bolt or Shell Shock, or just whatever attacks you with you.
 * Assist Carriers with Make Haste.
 * Assist the party with Fall Back - note that it also is really useful as a minor heal, besides the speed buff.

Variants

 * (AB-only) If your party already has enough speed buffs, it might be in your best interest to use a different secondary, interesting combinations include the defence options from the Assassin and Warrior classes, and the interrupt and energy management from the Mesmer class.

CM oppressive thunder
[build name=CM_invoke_Elementalist prof=E/P Energy=8+1 Air=12+1+2 Blood=10 Water=2+1][Thunderclap][Deep Freeze][Barbed Signet][Oppressive Gaze][Lightning Bolt][Gale][Aura of Restoration][Air Attunement][/build]