I heard someone say all Feohs need to go Wind on RB's - this is so far from reality! I do not understand how this came about but I would stick with what you have!
Feoh Sorc - Fire
Feoh Sps - Water
Feoh Spellhowler - Wind
and so on!
All Feohs are not the same!
If all should go Wind - why have
any other elements.
However - over all - I think if you were to go with one element
and not being your natural element - I would go Water / I think
overall - less mobs are "Strong against Water" than any of the
other elements.
Also - once you choose what works best for you - match the
element on your weapon to the Stance you use most!
I really think wind element for wizards is so mainstream.... most n00b wizards choose Wind just because it's the easiest element to manipulate, since you have knockback (cancels target cast if lands) and that cool red+blue meteor combo.
We wizards have four elements to choose, and I must say, looking at high/max level wizards, that if you invest on a different element and learn to play with it, you can be a lot stronger than wind wizards.
Ya - I like Water. Yes - at lower lvls there are allot of mobs with water resist but I am pretty sure once you get to the higher lvl mobs, most are weaker against water than the other 3 elements! Therefore, I go water and put water on my weapon to maximize the elemental damage and any multipliers that kick in!
Newsflash: the racial +10 attribute has been deleted. Sorcs can go water, if they care to do it.
Yes - however, any skills that the char has acquired prior to awakening that remain after awakening I believe is geared towards the particular race.
So - Spellhowlers do retain a couple skills that are geared towards wind. Sorc's have a couple geared towards fire and so on. So, it can be beneficial to follow the path of ancestry.
So - Spellhowlers do retain a couple skills that are geared towards wind. Sorc's have a couple geared towards fire and so on.
and what skills should be? Apart from Inferno (the skills that remains with archmage feohs till 95, when they will trade for unleash hell), there's no such skills remaining in the feoh's skill set that are attained to any previous class-based element (as sph, sps and archamge).
So far, the wind stance is the one that gives the better debuff effect from all others (slow debuff from water isnt that effective when you can be pulled/shadow chased or have someone jumpin on you; I havent seen fear debuff from fire landing till now on player nor mob; the same goes for the root debuff from earth).
Not sure, but I have the slight impression that certains skills are casted faster with while using one stance than another - i.e: element burst is way more faster when casted under wind, than under water stance, but I dunno.
People are going wind simply for knockback. Since it considered physical, somehow it has easier time to land on opponent.
This is coming from personal observation, somehow chances to knock back the target is higher, oppose, say, to fear it. And I'm talking pvp only, mobs having almost 100% chance to get those debuffs.