Savant of Air enhancements

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Air Savant
You gain 0.75 Universal spell Power per point spent in this tree.

When I use electric, it really means: Electric, Sonic, and Air SP = Spell Power CL = Caster Level MCL = Max Caster Level

For the Tiers, I am omitting the 5/10/20/30 points in tree, and Sorc 1/2/3/4/5 requirements.

Core Abilities
Air Savant +5 Electric SP +1 Electric CL -5 Acid SP -1 Acid CL

Air Affinity Req: Sorc 3, Air Savant, Elemental Savant 1, 5 points in tree Cost: 2 +5 Electric SP +1 Electric CL -5 Acid SP -1 Acid CL

Greater Air Affinity Req: Sorc 6, Air Affinity, Elemental Savant 1, 10 points in tree Cost: 2 +5 Electric SP +1 Electric CL +1 Electric MCL -5 Acid SP -1 Acid CL

Conduction Req: Sorc 12, Greater Air Affinity, Elemental Savant 1, 20 points in tree Cost: 2 +5 Electric SP +1 Electric CL +1 Electric MCL -5 Acid SP -1 Acid CL On Electric Critical, target gains: Vulnerable (takes 2% more damage, up 10 stacks, decays 1 at a time, 6s duration)

Light on your Feet Req: Sorc 18, Conduction, Elemental Savant 1, 30 points in tree Cost: 2 +5 Electric SP +1 Electric CL +1 Electric MCL -5 Acid SP -1 Acid CL Immunity to most knockdown effects

Elemental Apothesis: Air Req: Sorc 20, 40 points in tree, Elemental Savant 1 Cost: 2 Passive: +5 Electric SP +1 Electric CL +1 Electric MCL -5 Acid SP -1 Acid CL +2 Charisma

Active: 50 spell point cost, 3 sec cooldown, Permanent Duration Transform into an air elemental. +1 Electric CL +1 Electric MCL +10 Racial Electric Resist +3% Dodge -10 Acid Resist -3 Acid, Fire, Water caster levels and max caster levels

Tier 1
Shocking Grasp SLA Cost: 1, 3 Ranks

Shocking grasp SLA, cooldown and cost varies with rank Rank 1:	12s/4sp Rank 2:	8s/3sp Rank 3:	4s/2sp

Acrobatic Cost 1, 3 ranks +2 Tumble, Jump, Balance per rank

One with the Storm Cost: 2, 3 ranks 3,6,10 Electric resist (no sonic)

Spell Crit: Electric I +2% electric critical

Electrocution Cost: 1, 3 ranks Whenever you cast an electric spell, gain +3 electric spell power for 6 s, stacks up to 3/6/10 times

Tier 2
Efficient Metamagic Selector Cost: 2, 3 ranks Reduces costs on one of Maximize, Empower, Quicken, or Enlarge Maximize: 3/6/9 Empower: 2/4/6 Quicken and Enlarge: 1/2/4

Pierce Electric Resistance Req: One with the Storm 1/2/3 Cost 2, 3 ranks Ignore 5/10/15 of the target's electric resistance

Spell Crit: Electric II +2% electric critical

Alternating Current Req: Electrocution 1/2/3 Cost: 1, 3 ranks 10/20/30% chance to gain 3 temporary spell points when casting an Electric Spell

Tier 3
Efficient Metamagic Selector Req: The previous Efficient Metamagic Selector Cost: 2, 3 ranks Reduces costs on one of Maximize, Empower, Quicken, or Enlarge Maximize: 3/6/9 Empower: 2/4/6 Quicken and Enlarge: 1/2/4

Spell Pen Cost: 2 +1 spell pen, only one 1 rank of this

Spell Crit: Electric III +2% electric critical

Attribute: Charisma or Dex Cost: 2

Tier 4
Electric Loop SLA Cost: 1, 3 Ranks Req: Shocking Grasp SLA (1/2/3) Cooldown and cost varies with rank Rank 1:	15s/8sp Rank 2:	10s/6sp Rank 3:	5s/4sp

Efficient Heighten Req: Both of the efficient meta-magic selectors Cost: 2, 2 ranks -1 spell point cost per rank per level heightened

Feather Falling Toggle Cost: 2

Spell Crit: Electric IV +2% electric critical

Attribute: Charisma or Dex Req: Previous Attribute Cost: 2

Tier 5
Lightning Bolt SLA Cost: 1, 3 Ranks Req: Electric Loop SLA (1/2/3) Cooldown and cost varies with rank Rank 1:	18s/12sp Rank 2:	12s/8sp Rank 3:	6s/6sp

Awaken Elemental Weakness: Electric Cost: 2 Activation cost: 5 spell points Target takes 15% more electric damage. No duration listed, persumably 30s like on live.

Wind Dance Cost: 2 Req: Feather Falling Toggle Wings. Just like live

Evocation Focus Cost: 2 +1 Evo DCs