E/W has a problem if you try to play it like a tank. I tried to play it as an earth/hammer warrior:
16 Earth
6 Estorage
12 Hammer
The problem I found is that even if there are 2 other tanks, the enemy will almost always focus on you because of the Primary E! The only counter is Obsidian Flesh, which really slows you down. Any suggestions or agreement would be appreciated.
E/W's fatal flaw
1 pages • Page 1
P
Couple of Suggestions from a W/E:
Air Magic: Whirlwind (great knockdown of all adjacent attackers) Gale (3 second knockdown + hammer bash is a good combo) Shock (another knockdown skill) or even Enervating Charge (15+ seconds of weakness)
If you worked on some combos I bet you could find something that worked. I know this isn't really a 'tank' build per se but with the disruptions you should be able to stay alive long enough...
good luck
Air Magic: Whirlwind (great knockdown of all adjacent attackers) Gale (3 second knockdown + hammer bash is a good combo) Shock (another knockdown skill) or even Enervating Charge (15+ seconds of weakness)
If you worked on some combos I bet you could find something that worked. I know this isn't really a 'tank' build per se but with the disruptions you should be able to stay alive long enough...
good luck
g
Only thing I can think of is make it a support warrior (so PVE only). Go earth for the wards, stoning for knocking down foes with weakness (if your warrior teammates can inflict this condition, otherwise ask a necro), use armor of earth for yourself, use eruption to blind em, earthquake to knock em down, etc.
But, badically I dont like eles as tanks
But, badically I dont like eles as tanks
W
I'm not so sure why you're worried about speed with this build. You should be more worried about tanking into the mob, casting your armor and obsidian flesh skills and then speed is no longer an issue.
The problem with this kind of build is really that Enchantment strippers will take out your armor resources. And there really isnt a prevention step I've heard of that prevents it. Which is really sad, because a Geo can survive alot of damage if he's allowed to do as he wants.
The problem with this kind of build is really that Enchantment strippers will take out your armor resources. And there really isnt a prevention step I've heard of that prevents it. Which is really sad, because a Geo can survive alot of damage if he's allowed to do as he wants.
M
I would think the best thing to do for an ele tank would be over 12 earth for a constant ward VS melee, and high tactics for a constant stance. I don't know what that comes out to, but simply put, it's a lot. 50+75... armor of earth or whatever would just be icing on the cake, if you can pull it off.
Similarly you could use a r/e but your ward would be shortened, cause it'd be capped at 12 earth.
Similarly you could use a r/e but your ward would be shortened, cause it'd be capped at 12 earth.

