Oct 19, 2005, 11:05 PM // 23:05
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#1
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Academy Page
Join Date: Sep 2005
Location: In the shadows
Guild: Slayers Of Sanity
Profession: E/Mo
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E/R ~Tanking with the elementalist
E/R Tanker
Note* I made this build when I got frustrated with dieing in the Competetion Arenas, always being the primary target, and always getting my weak mage body owned .
Res Signet
Symbiosis
Elemental Attunement [E]
Kinetic Armor
Earth Attunement
Armor of Earth
Aftershock
Stone Daggers
Items:
+1 Earth jewel (I cannot recall the precise name)
PVP Earth Staff with following mods:
+20% enchantments
+ (anything)
Earth Magic: 11
Energy Storage: 10
Beast Mastery: 10
The basic use of this build: Use symbiosis and try to keep up your enchaments always. Use stone daggers (works well against RoF spammers) all the time, and aftershock for whenever you're near someone.
Benefits: A basic Doubling in health, depending on the number of enchaments cast at once. (usually around 900 Total health for me) The addition of around +140 armor.
*note: The user may switch enchaments for other enchantments, and aftershock for a different damage spell. I however enjoy the current enchantments, and aftershock even without it's bonus. (Its fast, and relatively low cost for around 100 damage)
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Oct 19, 2005, 11:11 PM // 23:11
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#2
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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The Symbiosis will be killed fast, so I don't know if you should take it.
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Oct 19, 2005, 11:19 PM // 23:19
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#3
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Academy Page
Join Date: Sep 2005
Location: In the shadows
Guild: Slayers Of Sanity
Profession: E/Mo
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only intelligent and aware people kill symbiosis fast.
The lack of whom is great in Competion Arenas, where I use this build.
I've naught had my symbiosis killed once in the 10x Ive used this build.
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Oct 19, 2005, 11:30 PM // 23:30
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#4
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Wilds Pathfinder
Join Date: Jun 2005
Profession: N/W
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And how are you supposed to kill someone. I see the point to this build but a simple backfire will kill this fast. Personally if going earth go be a warder and you should do decently. With ward against foes warrios aren't much of a problem. Ward against melee also helps agaisnt them. Try to lure people into the ward against foes and its great. Rangers are a different problem and i would try glyph of concentration. Armor of earth is better because you don't have to keep casting every 8 seconds. At 16 earth obsidian flesh is nice too at keeping away mesmers and the such. Then you can use a few skills such as earthquake/aftershock or crystal wave and obsidian flame. Obsidian flesh does have the movement penalty but because of it removing your armor of earth is going to be a problem. Earth attunement is needed due to the heavy cost of earth spells. Because of armor of earth and obsidian flesh you can tank pretty well.. If thats your goal and using crystal wave and obsidian flame can help your team out 2. So instead of just all armor you actually do something...
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Oct 19, 2005, 11:43 PM // 23:43
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#5
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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This is... worse... than a paladin.
At least a paladin can apply their defensive/healing spells to their allies.
A note about +AL; Too much is a waste. Keep one or the other, but not both buffs. If someone hits you with a 16 Axe Executioner's Strike, if you had 1,000,000 AL, it would still deal at least 42 damage. The +damage (additional/extra) of attack skills ignores defence.
Grab some more spells to do something other than making yourself into a worthless brick wall that flicks rock splinters into people's skin... Obsidian Flame and Crystal Wave (Obsidian would be the only exhausting skill, making it manageable), or spells like Ward Against Melee which actually help your other party members.
Taking a build like this into the arenas is just as bad as bringing a 55 health monk, outputting negligable damage and focusing almost entirely on keeping one's self alive.
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Oct 19, 2005, 11:43 PM // 23:43
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#6
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Wilds Pathfinder
Join Date: Jul 2005
Location: in exile
Profession: W/
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aftershock is pointless without knockdowns :X
ide use crystal wave instead
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Oct 20, 2005, 12:22 AM // 00:22
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#7
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Rawr.
Join Date: Apr 2005
Guild: Read or Die Stooge Forum
Profession: W/
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Quote:
Originally Posted by Mercury Angel
This is... worse... than a paladin.
At least a paladin can apply their defensive/healing spells to their allies.
A note about +AL; Too much is a waste. Keep one or the other, but not both buffs. If someone hits you with a 16 Axe Executioner's Strike, if you had 1,000,000 AL, it would still deal at least 42 damage. The +damage (additional/extra) of attack skills ignores defence.
Grab some more spells to do something other than making yourself into a worthless brick wall that flicks rock splinters into people's skin... Obsidian Flame and Crystal Wave (Obsidian would be the only exhausting skill, making it manageable), or spells like Ward Against Melee which actually help your other party members.
Taking a build like this into the arenas is just as bad as bringing a 55 health monk, outputting negligable damage and focusing almost entirely on keeping one's self alive.
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Um, that's exactly what he'd doing, and he knows it. He built something that would be difficult to kill because he was tired of dying. Leave him be.
I forgot what the exact words were, but someone here once put it something like this:
Oh no3s, 40 damage every 1.25 seconds!
Any decent monk outheals that.
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