Feb 10, 2006, 02:30 AM // 02:30
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#1
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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E-Rt Support
E_Rt Evasion Master
Elementalist/Ritualist
Level: 20
Energy Storage: 9 (8+1)
Earth Magic: 12 (10+2)
Communing: 12
Ward Against Elements (Earth Magic)
You create a Ward Against Elements at your current location. For 18 seconds, allies in this area gain +24 armor against elemental damage.
Energy:15 Cast:1 Recharge:20
Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 18 seconds, allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:1 Recharge:20
Glyph of Energy [Elite] (Elementalist other)
Your next Spell costs 20 less Energy to cast and does not cause Exhaustion.
Energy:5 Cast:1 Recharge:15
Disenchantment (Communing)
Create a level 8 spirit. This spirit deals 13 damage and anyone struck by its attack loses one Enchantment. This spirit dies after 30 seconds.
Energy:25 Cast:5 Recharge:60
Displacement (Communing)
Create a level 8 spirit. Attacks made by foes within its range are "evaded." Every time an attack is evaded this way, this spirit takes 54 damage. This spirit dies after 54 seconds.
Energy:15 Cast:3 Recharge:60
Shelter (Communing)
Create a level 8 spirit. Allies within its range cannot lose more than 10% maximum Health from a single attack. When this spirit prevents damage, it loses 36 Health. This spirit lasts 54 seconds.
Energy:10 Cast:5 Recharge:60
Spirit Boon Strike (Communing)
Target foe is struck for 82 lightning damage, and all spirits near you gain 82 Health.
Energy:10 Cast:2 Recharge:20
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
2nd Skillbar
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Stone Daggers (Earth Magic)
You send out two Stone Daggers. If it hits, each Stone Dagger strikes for 20 earth damage.
Energy:5 Cast:1 Recharge:0
Armor of Earth (Earth Magic)
For 30 seconds, you gain 53 armor, but move 21% slower.
Energy:10 Cast:0.75 Recharge:15
Spirit Burn (Communing)
Target foe is struck for 41 lightning damage. If any spirits are in the area around you, spirit Burn deals +27 damage.
Energy:5 Cast:1 Recharge:5
Spirit Boon Strike (Communing)
Target foe is struck for 82 lightning damage, and all spirits near you gain 82 Health.
Energy:10 Cast:2 Recharge:20
Pain (Communing)
Create a level 8 spirit. This spirit attacks deal 17 damage. This spirit dies after 126 seconds.
Energy:5 Cast:3 Recharge:45
Blood Song (Communing)
Create a level 7 spirit who dies after 126 seconds. Attacks by that spirit steal up to 17 Health.
Energy:15 Cast:5 Recharge:60
Mighty was Vorizun (Communing)
Hold Vorizun's ashes for up to 51 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy.
Energy:5 Cast:2 Recharge:30
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
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Feb 10, 2006, 02:46 AM // 02:46
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#2
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Forge Runner
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Actually, I found spirit burn behaving not as its description. That is probably one of the skill you might have to replace.
Apparently the last time I used it, it does extra damage ONLY to spirits.
Last edited by Vermilion Okeanos; Feb 10, 2006 at 02:51 AM // 02:51..
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Feb 10, 2006, 03:38 AM // 03:38
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#3
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Ah that sucks. that spirit burn doesn't work properly.
Anyway, here's another support build, this time a healer. It is more efficient than E/Mo due to heal other's heal cap (at 12 attribute levels) being lower than that of Spirit Light. Soothing Memories and Vengeful weapon are also better than orison of healing for spot healing. Lively was Naomei is also 1 second faster than light of dwayna and resurrects with a percentage of health relative to attribute level.
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E_RT Restorer
Elementalist/Ritualist
Level: 20
Energy Storage: 9 (8+1)
Earth Magic: 12 (10+2)
Restoration Magic: 12
Mend Body and Soul (Restoration Magic)
Target ally is healed for 70 Health. That ally loses one Condition for each spirit in your area.
Energy:5 Cast:0.75 Recharge:3
Spirit Light (Restoration Magic)
Scrifice 10% Health. Target ally is healed for 134. If any spirits are in the area around you, you don't sacrifice Health.
Energy:10 Cast:1 Recharge:4
Aura of Restoration (Energy Storage)
For 60 seconds, you are healed for 300% of the Energy cost each time you cast a Spell.
Energy:10 Cast:0.25 Recharge:20
Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 18 seconds, allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:1 Recharge:20
Recuperation (Restoration Magic)
Create a level 8 spirit. Allies within its range gane +3 Health regeneration. This spirit dies after 39 seconds.
Energy:15 Cast:3 Recharge:60
Resilient Weapon (Restoration Magic)
For 17 seconds, target ally has a Resilient Weapon. while suffering from a hex or condition, that ally gains +5 Health regeneration and +24 armor .
Energy:10 Cast:2 Recharge:30
Preservation [Elite] (Restoration Magic)
Create a level 8 spirit. Every 4 seconds, this spirit heals one ally in the area for 94 Health. This spirit dies after 60 seconds.
Energy:5 Cast:3 Recharge:45
Flesh of my Flesh (Restoration Magic)
Lose half of your Health. Resurrect target ally with your current Health and 17% Energy.
Energy:5 Cast:5 Recharge:0
2nd bar
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Vengeful Weapon (Restoration Magic)
For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 56 Health from that foe.
Energy:5 Cast:0.25 Recharge:3
Mend Body and Soul (Restoration Magic)
Target ally is healed for 70 Health. That ally loses one Condition for each spirit in your area.
Energy:5 Cast:0.75 Recharge:3
Soothing Memories (Restoration Magic)
Target ally is healed for 82 Health. If you are holding an item, you gain 3 Energy.
Energy:5 Cast:1 Recharge:5
Spirit Light (Restoration Magic)
Scrifice 10% Health. Target ally is healed for 134. If any spirits are in the area around you, you don't sacrifice Health.
Energy:10 Cast:1 Recharge:4
Armor of Earth (Earth Magic)
For 30 seconds, you gain 53 armor, but move 21% slower.
Energy:10 Cast:0.75 Recharge:15
Preservation [Elite] (Restoration Magic)
Create a level 8 spirit. Every 4 seconds, this spirit heals one ally in the area for 94 Health. This spirit dies after 60 seconds.
Energy:5 Cast:3 Recharge:45
Aura of Restoration (Energy Storage)
For 60 seconds, you are healed for 300% of the Energy cost each time you cast a Spell.
Energy:10 Cast:0.25 Recharge:20
Lively Was Naomei (Restoration Magic)
Hold Naomei's ashes for up to 60 seconds. When you drop her ashes, all party members in the area are resurrected with 63% Health and zero Energy.
Energy:10 Cast:3 Recharge:60
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Feb 10, 2006, 04:04 AM // 04:04
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#4
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Here's an Earth elementalist build to consider post-Factions.
Earthbinder
Elementalist/Ritualist
Energy Storage: 4 (+1)
Earth Magic: 12 (+3) (+1)
Air Magic: 7 (+3)
Communing: 10
Elemental Attunement {E}
Earth Attunement
Ennervating Charge
Stoning
Aftershock
Obsidian Flame
Earthbind
Resurrection Signet
Note: Attributes pending revision. Not precisely what I wanted from it, but I'm not sure where I want to shift them. On the bright side, Energy Storage is nice and all, but it doesn't actually aid energy regeneration or management in any way, other than letting you go on longer without having to stand around doing nothing.
Edit- Also, this was something I built for the arenas, rather than high end PvP or PvE.
Last edited by Mercury Angel; Feb 10, 2006 at 04:07 AM // 04:07..
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