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Old Oct 07, 2005, 03:04 PM // 15:04   #21
Jungle Guide
 
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I wouldn't use Stoning unless you have some way of inflicting weakness to get the knockdown. By itself, it's less energy efficient than just spamming SD.
Based on the ranges listed on this site (more damage with higher Earth):

Stone Daggers: 5e for 20(2) or 40 dmg, cast twice = 8 dmg/e

vs.

Stoning: 15e for 76 dmg = 5 dmg/e

It takes slightly longer to cast SD twice, but Stoning also has a 5 sec recharge. Just not worth using it unless you can get the knockdown imo.
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Old Oct 07, 2005, 06:06 PM // 18:06   #22
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I used to run a build similar to this in random arena a while back, but stopped once people started bringing enchantment removal and such.

Class: Elementalist/Mesmer

Att Points:
-Earth: 10+3(Sup Rune)
-Energy Storage: 11+3(Sup Rune)+1(Eye)
-Domination: 10

Skills:
Stone Daggers (21x2 dmg, Spam Spell)
Wastrels Worry(41 dmg , Alternate Spam Spell)
Stoning(81 dmg)
Obsidian Flame(100 dmg)
Ether Renewal(+5 Energy, +20 Health for each enchantment on you, each time you cast)
Kinetic Armor
Armor of Earth
Aura of Restoration
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Old Oct 07, 2005, 07:49 PM // 19:49   #23
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Quote:
Originally Posted by Dont Look At My
huh? Ether Renewal is very well worth it, you would cast like 6daggers
Add in aftercast times between each stone dagger casts.

Quote:
Originally Posted by Dont Look At My
with the new change, and anyways, I only need 4 to get back to full energy, so Ether Renewal stays a great Elite for spamming Daggers.
Wow, you only have 37 energy with 12-16 energy storage? I'm impressed... Or are you saying you only use ether renewal with ageis, double orders, and dark fury on you in addition to all of your self only buffs.

4 casts is hardly spam as well.

You could just use fewer exhaustion spells, bring half as many self only enchantments and not have your energy go down with dual attunements, while retaining some versitility by including secondary profession items like enchant removal, hex removal, interupt prevention, or refresh time reducers. ER was only really useful when not using elementalist spells, due to how inefficent they are, the relativly long cast times, and typically long reuse times.

2.5 uses of glyph of energy makes for greater efficiency possibilities, helps reduce exhaustion, and does not require enchantments to use or any ranks in a skill. 2.5 uses of offering of blood is more attractive as well, ignoring the life sacrifice aspect, after you remove the ~7 of innate regeneration added in durring the ether renewal period. 12 energy from renewal versus 22 from 2 uses of offering of blood in the same ~37s period at 10 skill. Unless you are fond of running a low skill level or only two attribute lines, there really is no benefit to running ether renewal now. Even then, it would be better in most instances to just go with dual attunemnets if running elemental spells.

Quote:
Originally Posted by SecUnder
I used to run a build similar to this in random arena a while back, but stopped once people started bringing enchantment removal and such.

Class: Elementalist/Mesmer

Att Points:
-Earth: 10+3(Sup Rune)
-Energy Storage: 11+3(Sup Rune)+1(Eye)
-Domination: 10

Skills:
Stone Daggers (21x2 dmg, Spam Spell)
Wastrels Worry(41 dmg , Alternate Spam Spell)
Stoning(81 dmg)
Obsidian Flame(100 dmg)
Ether Renewal(+5 Energy, +20 Health for each enchantment on you, each time you cast)
Kinetic Armor
Armor of Earth
Aura of Restoration
Old data, nothing to see here, move along.

Last edited by Phades; Oct 07, 2005 at 08:15 PM // 20:15..
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Old Oct 08, 2005, 02:40 AM // 02:40   #24
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Quote:
Originally Posted by lynxxClan
My Ele Geomancer For Tombs, really its just a Warder with a bit of damage potential.

Stone Daggers
Ward melee
Ward Ele
Ward Foe
Grasping Earth
Elemental Attunement
Earth Attunement
Res Sig

Energy is never a problem, Always get it back, when I see monks being chased I just run to the projected path that i think the monk will be in, cast ward foes and wait for the foes to come through, then cast Grasping earth on them as they WALK by me, and then i watch them crawl away for the next 20 seconds.
All the wards last 20 seconds and when im not warding I can help out with spamming stoen daggers.
Originally this was made for GVG in a Obsidian Flame Spike build, where we had 1 monk it was my job as warder to protect the group. It worked good enough to try in tombs, I ended up Testing this build with a Smite Build, Ranger Spike Group, Air Spike, Fire Spike, and yes even lowly iway, and the basic assumption I got from all of it was Slow down effects absolutely rock, every build I ran thsi with enjoyed that the targets where all immobilized, opposing forces had all damage halved all the time, overall this build is extremely in the utility build section, I liked it alot and I think alot of people will too! Try it out and have some fun with it.
I really, really like this build.
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Old Oct 08, 2005, 07:01 PM // 19:01   #25
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Quote:
Originally Posted by Phades
Add in aftercast times between each stone dagger casts.
Wow, you only have 37 energy with 12-16 energy storage? I'm impressed... Or are you saying you only use ether renewal with ageis, double orders, and dark fury on you in addition to all of your self only buffs.
No, but just try to think a bit. I have 16energy storage, and I get back with like 4-6daggers to full energy, so what would be the amount of enchantements casted?

just try to make your brain work a bit. And I have more than 37energy.
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Old Oct 08, 2005, 07:44 PM // 19:44   #26
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I have used E/Mo earth in random and teams and they r good.
this is the skills

Whirlwind (just for knockdowns dont put anything in light)
Aftershock
Crystal Wave
Obsidian Flame
Stone Daggers
Aura of Regeneration {elite prot spell}
Aura of restoration
Rez Sig

base stats (without runes or items)

12 earth
10 energy storage
8 prot prayers

juat use ur prot to keep u alive - alternatly you could go with smiting for zelots fire etc or healing - i just like aura of regen and i didnt hav a good elite that took priority over it...
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Old Oct 09, 2005, 12:14 AM // 00:14   #27
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If you don't really need your secondary, Enfeeble + Stoning is nice for the knockdown. You can leave Curses at 3 and recast Enfeeble on the target before each Stoning.
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Old Oct 09, 2005, 02:04 AM // 02:04   #28
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I like enervating charge better for weakness. Same ratio of points to weakness time, plus you can use a minor on it.
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Old Oct 09, 2005, 04:18 AM // 04:18   #29
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My E/Mo Geo-Build. Great random arena build. =] (I know, looks like any other geo build. =T)

Enervating Charge
Stoning
Stone Dagger
Obsidian Fire
Earth Attunement
Elemental Attunement {Elite}
Kinetic Armor
Aura Of Restoration

Cast attunements, kinetic and restoration before battle. Enervating first, follow by stoning, then dagger spamming and finish with O. Fire. Rinse and repeat. Remember that you need to cast a spell to keep kinetic armor up and watch out for Backfire.

Kinetic and Restoration will keep your defense/health high. Earth/Elemental Attunement will keep energy consumption at a minimal. And of course, the usual weakness stoning combo and dagger spamming attack. I currently have the Earth at 16. Air at 10 and Energy at 12. 20% staff. +5 energy.

Have fun and keep the builds coming (even if they all might look the same). We're a community. The sharing of info is a good thing for everyone!
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Old Oct 09, 2005, 03:45 PM // 15:45   #30
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Quote:
Originally Posted by unienaule
I like enervating charge better for weakness. Same ratio of points to weakness time, plus you can use a minor on it.
The problem with that is it costs twice as much to cast and has a longer recharge. It is an option, but if you don't need another secondary I'd rather go necro with Enfeeble.
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Old Oct 09, 2005, 05:34 PM // 17:34   #31
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Quote:
Originally Posted by Phades
Old data, nothing to see here, move along.
Holy crap man, I didn't even know that thnx so much guy!!!!!omg!!1

Seriously, this entire thread is old data if you want to consider my old build old data. Like I stated, it is a build I ran a while back, cut and pasted from my forums just for information.
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Old Oct 11, 2005, 12:28 AM // 00:28   #32
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Quote:
Originally Posted by Dont Look At My
No, but just try to think a bit. I have 16energy storage, and I get back with like 4-6daggers to full energy, so what would be the amount of enchantements casted?

just try to make your brain work a bit. And I have more than 37energy.
Max energy efficiency from ether renewal starts at 12 energy storage. At 16 energy storage without a foci you are looking at 88e. You only get 4 casts of a 1s cast time spell with after casts figured in. In order to get your "full" energy back you are looking at 9 enchantments active durring that time frame and you are still using a weak offensive spell to power it. That is 5 more enchantments than your build has its self. You are assuming quite a lot with that many on you at any given point in time to state that it is a good build option anymore.
Quote:
Originally Posted by SecUnder
Holy crap man, I didn't even know that thnx so much guy!!!!!omg!!1

Seriously, this entire thread is old data if you want to consider my old build old data. Like I stated, it is a build I ran a while back, cut and pasted from my forums just for information.
Why make necro threads with posts that do not make a point? The begining of the thread started in the wrong direction, if you really want to get down to the finer points of how and why the skill works like it does compared to other alternatives.
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