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Talk:Arc Lightning

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This skill would appear to perform equal or better than lightning strike for every possible situation. At least with Smite and Spear of Light, there's the slight attack versus spell differences, even if spear is better for nearly every instance. --68.142.14.52 16:00, 19 May 2006 (CDT)

The recharge on this is 8 seconds vs. 5 seconds for lightning strike...
Lightning strike is better, unless you want to lose 3 seconds for every cast. This is only good if you want to mix two attributes in a build, which is commonly done with lightning and water anyway. Otherwise, this skill is only good in pve. Lann 1:54, 10 July 2007

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Chain Lightning Edit

How is that related to this? They are both air magic but one deals more damage, hits more foes unconditionally and has exuasion.....if im wrong tell me. --The Gates Assassin 15:44, 14 July 2007 (CDT)

I think the point is that it is one of the few Air Magic spells that will hit multiple targets. However, since they have lots of differences, I dunno if they would be related. The Style and Formatting guide for related skills says to list "Skills that serve the same purpose or would otherwise be used as a replacement". I don't think Chain Lightning fits those criteria...Like you say, it's unconditional, causes Exhaustion, does more damage, hits more foes...The Exhaustion and unconditional are the most important aspects, though. Entropy Sig.jpg (T/C) 16:23, 14 July 2007 (CDT)

This skill does not jump Edit

Skills like Chain Lightning and Invoke Lightning hit 1 target, then the next, then the next. This skill hits 1 target + another one if under a water hex, at the same time. Please read Project:Style_and_formatting/Skills#Related skills before you add any other related skills. Somebody please remove them so I don't have to break GW:1RV. --Macros 14:52, 24 July 2007 (CDT)

They're still Air Magic spells that strike multiple opponents. Other than Whirlwind, Teinai's Wind, and Lightning Touch (on there) no other Air Magic spells hit more than 1 target for damage --Gimmethegepgun 12:59, 10 August 2007 (CDT)

Rust Edit

In my opinion, Rust is the best water magic hex to use with this skill. Although the effect of the hex itself is pretty bland, you only need 3 points in water magic to fully maintain this hex, which leaves plenty of time for Arc spiking. Also, this minimal investment in water magic allows for more investment in Energy Storage. In addition, Air Elementalists might consider taking Glowing Ice to compliment Rust (Or any water magic hex used with Arc Lightning) in order to provide a more reliable E management skill than Shock Arrow.Aura of Holy Might Aurasigholymight.jpg 19:34, 1 January 2009 (UTC)

Hero Usage Edit

Does anyone know how effectively herps use this skill? If I pair this with Water hexes on their bar, are they likely tu use the hex and follow up with Arc Lightning? Thanks in advance!Konradishes 06:32, 24 March 2009 (UTC)

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