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Old Aug 21, 2006, 03:18 PM // 15:18   #1
Ascalonian Squire
 
Join Date: May 2006
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Default W/E Earthshaker

Skills:

* Earth Shaker
* Aftershock
* Belly Smash
* Yeti Smash
* Endure Pain
* Berserker Stance
* Armor Of Earth
* Healing Signet

Attributes:

Earth Magic: 10
Hammer Mastery: 11 + 1 + 3
Strength: 10 + 1

For the noticable guys under us, yes this build came straight from guilwiki.
I just want to hear your comments about this build.

Cheers
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Old Aug 21, 2006, 05:28 PM // 17:28   #2
Wilds Pathfinder
 
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Join Date: Jul 2006
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Armor of Earth isn't necessary, there's no res sig, and berserker stance has a cooldown of 30s. I also don't like the Endure Pain or the Yeti Smash. Aftershock is decent damage, but it's mana-intensive and the aftercast is extremely annoying. At 10 earth I'm not sure the damage is quite high enough to be worth it in a PvE environment.
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Old Aug 21, 2006, 07:28 PM // 19:28   #3
Lion's Arch Merchant
 
Join Date: Sep 2005
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Love Earthshaker. I bring Crude Swing and 'For Great Justice' to keep mobs knocked down around my target. Yeti Smash was a nice addition from Factions so I can do some damage along with KD's.

But ya, I don't really like the aftershock build either. May as well bring whirlwind for a non-elite pbaoe KD.
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Old Aug 22, 2006, 02:49 PM // 14:49   #4
Wilds Pathfinder
 
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Join Date: Aug 2005
Location: Camp Rancor (Rancour :D)
Guild: I'm a free spirit (that's not what the guild is called, I just am)
Profession: W/R
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I have to ask... What is "aftercast"? Do you mean recharge time?
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Old Aug 22, 2006, 02:52 PM // 14:52   #5
Krytan Explorer
 
Join Date: May 2005
Location: aggro bubble
Guild: [RD];[FW];[GOTS];[baed];[kiSu]
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here you go http://www.gw.gamewikis.org/wiki/Aftercast
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Old Aug 23, 2006, 05:43 PM // 17:43   #6
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Also why bring heal signet if no investment in tactics?
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Old Aug 24, 2006, 10:15 PM // 22:15   #7
Furnace Stoker
 
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Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Drop armour of earth and heal sig
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Old Aug 28, 2006, 01:11 AM // 01:11   #8
Pre-Searing Cadet
 
Join Date: Aug 2006
Profession: W/
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just a quick question... cause i never really see it explained when people list builds like this...

i'm also trying to build a Warrior/Elementalist char with hammers and lots of knock-down.

what exactly is the elementalist... and points in earth magic for?

All i ever see people list their hammer attacks, or tactic stances. where are the actual elemetalist abilities? and or... what from elementalist is used, needed and or sort of working for you...

i'm fairly new to this game, so i apologize if i've said something insanely n00b-ish there. i just don't see the Elementalist part being explained a lot. it's always babbling over which hammer attacks to bring.

with W/monk it seems straight forward... i mean, you take the monk to bring the healing. or certain smiting abilities. what's being brought along from elementalist.

why is 10 pts in the magic school...the standard. what does 10 pts give access to that say... 5 or 9 pts wouldn't

and how is the earth magic used in conjuction with the warrior/hammer abilities to really make that template ...so popular.


thanks for any replies.


-Auch
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