Jun 06, 2006, 01:04 PM // 13:04
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#1
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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Genaric PvE Geomancer
Ok, so I just started my first serious elementalist and I'm very interested in Earth Magic specifically. I'm just trying to make a genaric (pure) elementalist for PvE. Here is what I have.
Earth Magic - 16
Energy Storage - 13
Stone Daggers
Dragon Stomp
Aftershock
Ward Against Elements
Ward Against Melee
Earth Attunement
Elemental Attunement [E]
Rez Sig
As I said, this is my first attempt. I'd like to keep it pure and focus on Earth Magic, but other than that, any feedback or suggestions would be much appriciated.
Thanks in advance.
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Jun 07, 2006, 12:19 AM // 00:19
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#2
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Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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I'd say take off either Earth Attunement or Elemental Attunement; it's been my experience that you never really need both. Replace it with, oh... Obsidian Flame. Beautiful little armor-ignoring spike there. Just, don't use it too often.
This is for teaming, right? All I ever really use Earth for is solo farming, which works quite nicely. But PUGs are (needless to say) never looking for a Geomancer so I haven't bothered.
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Jun 07, 2006, 02:51 AM // 02:51
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#3
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Forge Runner
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I've found it easy a couple of times to join a PUG in Cantha as a warder.
I also disagree with the prior post about the attunements. There's a lot of disruption and enchantment stripping, so having "extra" energy in the build is a VERY good thing. And spamming Stone Daggers against soft targets is actually pretty effective.
My concern with the build is Dragon Stomp. I just don't see the point of Dragon Stomp (aka Earthquake), for the energy cost/exhaustion cost/risk of disruption.
If this is PvE, consider a reusable rez. You have the energy to afford it. Not Rebirth, however, since losing all energy is very painful when your max is 80ish.
If you know the specific mission/district, there are plenty of skills that might get swapped in situationally -- armor, interrupts, hex/condition removal, anti-knockdown, anti-interrupt, etc. Or cap sig.
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Jun 07, 2006, 05:01 AM // 05:01
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#4
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Only use Rebirth when you also have Ether Prodigy.
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Jun 07, 2006, 02:28 PM // 14:28
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#5
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Lion's Arch Merchant
Join Date: May 2005
Location: Texas
Guild: Phoolz Like Us
Profession: E/Me
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If you're intent on using that Dragon Stomp/Aftershock combo, I'd suggest finding a place for Armor of Earth or Kinetic Armor in that build somewhere. I'd probably replace the Rez Sig with it. Since if most of the party is dead, chances are you'll be amongst them. Earth Ele's don't generally retreat unless everyone else are. Meh, maybe I'd replace the Ward/Elements instead, that spell is costly and most won't stand around in an AoE spell even with that Ward up, though it could be useful against Ele spikers.
Last edited by Ozric; Jun 07, 2006 at 02:34 PM // 14:34..
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Jun 07, 2006, 09:38 PM // 21:38
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#6
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Krytan Explorer
Join Date: Apr 2006
Location: *Somewhere Under The Rainbow*
Guild: Leo
Profession: Me/
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I'd replace ward against elements/foes with ward of stability if you know there are foes with knockdown. It worked wonders in the Arborstone Mission...
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Jun 07, 2006, 11:30 PM // 23:30
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#7
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Forge Runner
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What really worked wonders for me in the Arborstone Mission was Mantra of Resolve ... cathedral collapse is interruption much worse than any monster-caused knockdown.
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