Apr 15, 2007, 05:59 PM // 17:59
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#1
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Ascalonian Squire
Join Date: Apr 2007
Location: I dunno, where do U live?
Profession: N/A
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Mystic Stone
This setup takes the defensive powers of Earth Magic and combines it with the health regeneration effects of Dervish Earth Prayers.
In addition, this build also brings some decent offense in the form of Sandstorm, Ebon Hawk, and GlowStone.
This offense gives you more flexibility than a pure holding build would.
(3) E_D Tank
Elementalist/Dervish
Level: 20
Energy Storage: 11 (10+1)
Earth Magic: 16 (12+4)
Earth Prayers: 8
Earth Attunement (Earth Magic)
For 62 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Earth Magic.
Energy:10 Cast:2 Recharge:45
Stoneflesh Aura (Earth Magic)
For 21 seconds, damage you receive is reduced by 33, and you are immune to critical attacks.
Energy:10 Cast:2 Recharge:15
Armor of Earth (Earth Magic)
For 30 seconds, you gain 62 armor, but move 12% slower.
Energy:10 Cast:0.75 Recharge:15
Mystic Regeneration (Earth Prayers)
For 20 seconds, you have +3 Health regeneration for each enchantment on you.
Energy:10 Cast:0.25 Recharge:5
Vital Boon (Earth Prayers)
For 20 seconds, you have +72 maximum health. When this enchantment ends, you are healed for 142 health.
Energy:5 Cast:1 Recharge:8
Sandstorm [Elite] (Earth Magic)
Create a Sandstorm at target foe's location. For 10 seconds, nearby foes are struck for 42 earth damage each second and attacking foes take an additional 31 earth damage each second.
Energy:15 Cast:2 Recharge:20
Ebon Hawk (Earth Magic)
Send a projectile that strikes for 95 earth damage if it hits. If this Spell hits a moving foe, that foe suffers from Weakness for 16 seconds.
Energy:10 Cast:2 Recharge:5
Glowstone (Earth Magic)
Send a projectile that strikes for 53 earth damage if it hits. If this Spell hits a weakened foe, you gain 10 Energy.
Energy:5 Cast:1 Recharge:7
(1) D_E Tank
Dervish/Elementalist
Level: 20
Mysticism: 12 (8+4)
Scythe Mastery: 9 (8+1)
Earth Prayers: 8 (6+2)
Earth Magic: 12
Stoneflesh Aura (Earth Magic)
For 17 seconds, damage you receive is reduced by 25, and you are immune to critical attacks.
Energy:10 Cast:2 Recharge:15
Armor of Earth (Earth Magic)
For 30 seconds, you gain 53 armor, but move 21% slower.
Energy:10 Cast:0.75 Recharge:15
Mystic Regeneration (Earth Prayers)
For 20 seconds, you have +3 Health regeneration for each enchantment on you.
Energy:10 Cast:0.25 Recharge:5
Vital Boon (Earth Prayers)
For 20 seconds, you have +72 maximum health. When this enchantment ends, you are healed for 142 health.
Energy:5 Cast:1 Recharge:8
Faithful Intervention (Mysticism)
If damage drops your health below 50%, faithful intervention ends. When faithful intervention ends, you are healed for 126 health.
Energy:5 Cast:2 Recharge:20
Watchful Intervention (Mysticism)
For 60 seconds, the next time target ally's health drops below 25% that ally is healed for 170 health.
Energy:10 Cast:1 Recharge:15
Mystic Sweep (Scythe Mastery)
If this attack hits, you deal +8 damage for each Enchantment on you (maximum 30 bonus damage).
Energy:5 Cast:0.75 Recharge:4
Avatar of Lyssa [Elite] (Mysticism)
For 63 seconds, you have +10 maximum Energy and your attacks deal +41 damage to foes activating skills. This skill is disabled for 120 seconds.
Energy:5 Cast:2 Recharge:10
NOTES:
-Sandstorm is effective at taking out an attacking Sin or to destroy a stack of spirits.
-Use Melonni to attack a spirit spammer due to the long casting time of spirits.
-Although this build is susceptible to enchant removal, I've rarely seen teams in the ranks where I am in (r300-600) with enough enchant removal to ruin my day.
-Also, if you see a SP/BoA sin who is trying to gank your hero, make sure to manually make ur hero use stoneflesh or they will have a tough time surviving.
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Oct 26, 2007, 05:45 PM // 17:45
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#2
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Ascalonian Squire
Join Date: Aug 2007
Location: WI
Guild: Supremacy of [Self]
Profession: Mo/E
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Seems interesting especially with the new earth magic buffs. I know i ran a build very similar when earth magic got its first buff /9well in ra and did some ta experiments). Thing i see is that most teams run enchant rips, one copy of corrupt enchantment will tear your team apart one by one. With no monk if your heros get mystic regen corrupted, inturupted, kd before cast it...
The armor of earth should give u good defence against a spike in that case i guess, but since i dont think u could outlast against most teams in a 4v4 the slowing effect will ruin your day when u have to move around a lot. Plus the enchantment upkeep will get bothersome, especially if your heroes tend to forget to cast them.
My 2c.
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Oct 27, 2007, 04:14 AM // 04:14
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#3
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Frost Gate Guardian
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I ran into a build similar to this one except using shockwave as its elite. Was very effective to, it forced me to a full 19-20 game.
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Oct 30, 2007, 12:53 AM // 00:53
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#4
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Jungle Guide
Join Date: Dec 2005
Guild: Rebel Rising [rawr]
Profession: A/W
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The build looks pretty nice. Personally, I think it would be pretty cool to have 4 E/D's instead of just 3, and put obsidian flame on each of them!
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Oct 30, 2007, 09:42 AM // 09:42
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#5
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Have fun micro'ing then. Heroes can't manage to run E/D (earth tank) on their own so you'll have to babysit them to and at shrines.
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Oct 31, 2007, 12:10 AM // 00:10
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#6
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Frost Gate Guardian
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ya thats the problem with this build. When I faced it, the heroes were free kills once they split and were rended.
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