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Old May 17, 2006, 07:09 PM // 19:09   #1
Desert Nomad
 
Join Date: Jan 2006
Profession: R/
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Default PvP Earth Elly

I've been trying to decide wether or not to share this build on the forums and finally decided that it would do more good to the community. It only uses Tyrian skills, though my friend and I have found some Canthan skills that also work in the build (and will be mentioned likely in an update).

E/Mo

Attributes:

Earth Magic: 12 + 1 + 3 = 16
Energy Storage: 12 + 1 = 13
The remaining attributes may be distributed as you see fit, though I suggest not altering the build.

Skills:

1.) Obsidian Flame
2.) Aftershock
3.) Earthquake
4.) Armor of Earth
5.) Aura of Restoration
6.) Earth Attunement
7.) Elemental Attunement
8.) Ressurection Signet

Weapons:

Primary weapon: Insightful Earth Staff of Enchanting (20%)
Secondary/+energy set: Earth Wand (+15 energy, -1 energy regen, either 20% chance to halve recharge or 20% to halve casting time). Earth Focus (+15 energy, -1 energy regen, whatever 20% mod the wand doesn't have).

Strategy:

Cast Elemental Attunement, followed by Earth Attunement and Aura of Restoration, this assures that your most important attunement is well protected from enchantment removal. Once you are out onto the battlefield (before you start to attack or anything is close enough to be in casting range) use Armor of Earth. Armor of Earth will give you over +60 armor, which will protect you from most warriors and really, most of anything.

This is a character meant to both be in the middle of a fight and far away. Your job is to get into melee range with your desired target, then cast Earthquake, followed immediately by Aftershock and Obsidian Flame. This will deal 400 points of damage to your target (before resistances are applied). Warriors are a little tougher to kill, but enemy elementalists, rangers, monks, assassins, and mesmers will all fall quickly to this combination of spells.

Follow your casting with an obsidian flame or two to finish up the job.

*Very Important Strategy Note*

I have tested this time and time again, and the 100% reliable way to succeed in dealing out the damage combo *and* finishing attack (being any attack charged at that time) is to have 30 energy or more (with both attunements active).

Generally most monks will not stand next to you and watch you use earthquake on them at point blank range (I've fought at least 10 who have). Monks are generally harder to kill because of this (you lose nearly 200 points of damage from not being able to use the Aftershock). To make up for this, simply use Earthquake on them to allow your team to catch up with them and spam Obsidian Flame. Against a boon prot monk, make an attack before casting so that the attack brings down Reversal of Fortune, allowing Obsidian Flame to do its full damage (118 at 16 earth magic).

The build is not invincible, but is very survivable in what it does. I do not reccomend attempting to tank another team, but you can generally kill the entire team with methodical precision that is normally reserved to an assassin.

Good Luck with this!

Any Questions or Comments on the build or its playstyle may be posted in this thread.

BB

Last edited by Bloodied Blade; May 17, 2006 at 07:19 PM // 19:19..
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Old May 17, 2006, 07:17 PM // 19:17   #2
Desert Nomad
 
Join Date: Jan 2006
Profession: R/
Default Update #1

Update #1, reason for a monk secondary

Here it is:

Some people are more comfortable with the use of Monk ressurection spells than with the Ressurection signet, and this build was designed to have the option of being able to PvE. Also, it gets funnier. I had a spare 1,000 faction burning a hole in my character's pocket and bought light of dwayna...more for the perk of just having it than to get any true use from it. I've gotten use out of it 3 times in the character's pvp career. Once was ressurecting 3 people (I was in the random arenas), another time it ressurected 2 people, and the third time it only ressurected one person. Needless to say, I discovered that the skill had a very short range.

I have made it into the team arenas (multiple times with a streak of flawless victories) with Light of Dwayna on my bar, so there is where it will stay.
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Old May 19, 2006, 03:04 AM // 03:04   #3
Lion's Arch Merchant
 
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Join Date: May 2006
Location: Australia
Guild: Overclockers Australia [OCAU]
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Standard Earth build, but as with most other Ele builds the weakness is that you rely on enchantments.

A Necro or Mesmer to strip you of your enchantments Aura of Res, Armor of Earth and Attunements would make you very vulnerable again and weak. Not to mention the long casting time of Earthquake and Attunements can easily be disrupted by Shutdown Mesmers, Bunny Thumpin bitches and Interupt rangers. Lastly spamming Obsidian flame too much sure hurts the exhaustion

Alright for RA, but once you're stripped you're gone.
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Old May 19, 2006, 03:47 AM // 03:47   #4
Academy Page
 
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Join Date: Sep 2005
Guild: I Final Fear I[FeaR]
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the #1 problem is that it is enchantment heavy.
the #2 problem is that 2/3 of your attack skills cause exhaustion.
the #3 problem is that the EQ/AS combo requires that the enemy stands still for the cast time of EQ which if memory serves, is like 3 seconds to be able to AS

basically it looks like a warder with no wards O.o

i always prefer to use two elemental attributes, usually a combo of air/fire or earth/air
earth/air works good, enervating charge, stoning, shock, aftershock, blinding flash and 3 skills of whatever you prefer. also, ride the lightning-whirlwind-aftershock is alot of fun, or ride the lightning-crystal wave-tenai's crystals

Last edited by ikickedbutt; May 19, 2006 at 03:58 AM // 03:58..
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Old May 19, 2006, 03:40 PM // 15:40   #5
JR
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Join Date: Nov 2005
Profession: W/
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PvP Builds now belong in Gladiators Arena.
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