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Old Jan 25, 2006, 09:02 PM // 21:02   #1
Forge Runner
 
Join Date: Jan 2006
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Default Ele Sand Wurm Killer

A while back a specialized warrior build was posted for killing sandwurms (Vulture Drifts, Arid Sea, The Scar). Messing a bit with various desert farming builds, this is what i came up with.

Elementalist/something

Energy Storage: 13 (12+1)
Earth Magic: 16 (12+4)

- Stone Daggers (Earth Magic)
You send out two Stone Daggers. If it hits, each Stone Dagger strikes for 26 earth damage.
Energy:5 Cast:1 Recharge:0

- Crystal Wave (Earth Magic)
Foes adjacent to you are struck for 106 damage but are cured of any negative Conditions. This Spell ignores armor and magic resistance.
Energy:15 Cast:0.75 Recharge:20

- Aftershock (Earth Magic)
Nearby foes take 105 damage. Knocked down characters suffer 72 additional damage.
Energy:10 Cast:0.75 Recharge:10

- Earth Attunement (Earth Magic)
For 61 seconds, you are attuned to Earth. You gain 30% of the Energy cost of the Spell each time you use Earth Magic.
Energy:10 Cast:2 Recharge:60

- Aura of Restoration (Energy Storage)
For 60 seconds, you are healed for 366% of the Energy cost each time you cast a Spell.
Energy:10 Cast:0.25 Recharge:20

- Armor of Earth (Earth Magic)
For 30 seconds, you gain 63 armor, but move 11% slower.
Energy:10 Cast:0.75 Recharge:15

- Kinetic Armor (Earth Magic)
For 8 seconds, you gain +84 armor. Whenever you cast a Spell, Kinetic Armor is renewed for 8 seconds.
Energy:15 Cast:3 Recharge:60

- Ether Renewal [Elite] (Energy Storage)
For 7 seconds, each time you cast a Spell, you gain 3 Energy and 18 Health for each Enchantment on you.
Energy:10 Cast:1 Recharge:30

Sand wurms are not really that dangerous, they just take forever to kill. This build takes about 3-5 minutes per worm, and can handle 3-4 without any major problem.

Strategy: After wurm pops up, target it, and start attacking. It will most likely vanish once again, so don't move and risk getting interrupted when it attacks again. Then put up armor of earth, earth attunement, aura of restoration, kinetic armor.
I found it best, to go with ether renewal, crystal wave, aftershock, daggers next, to get back to full energy.

After that, its just a matter of patience, spam daggers whenever you can, use crystal wave/after shock when available.

If you started with the above ether renewal... chain, then as soon as ether renewal is recharged, simply run the ether renewal, armor of earth, aura of restoration, stone dagger chain again to get back to full energy, or put any of the other two skills in there.

+20% enchant duration weapon makes the use much simpler. Stone staff works well.

Aftershock vs. Obsidian flame. Obsidian flame causes exhaustion, and since the combat takes a while, it isn't the best choice.

The other reason for aftershock is, the i prefer to go in from either augury rock or hero's audience, and i need to kill everything in between (griffons, minos, sand drakes, elementals, hydra), so having 2 PBAoE which do not make mobs run comes handy. If you run into rockshots, enchanted bows or hammers, sand giants, or those beetles, run away.

Health is a non-issue, even DP is no real problem, but energy gets tight with DP over 30%.

Main damage comes from Crystal wave, since it ignores armor. Fortunately, with over 200 armor coming from Armor of Earth and Kinetic Armor, you'll be taking only 5-10 damage per wurm every 3 or so seconds. Ether Renewal is critical, since energy is the only problem.

This is more of a curiosity build, since it doesn't really bring anything new, but if you're trying to get together a few bleached shells, it may come handy.

The loot for most of the time is poor, but you can get lucky.

gw144.jpg

gw145.jpg
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