This is one of my absolute favourite builds I've made and its seems to me like its pretty standard but no ones really told anyone about it.
Updated upon feedback, ty
Earth Shattering (Elementalist)
Making it Elementalist/Monk will give you some added help if you want to try and figure out a good way to heal or attract enemies around you for the 2 surrounding dmg spells in the build
Attributes
16 Earth Magic (12 + 3 + 1)
12 Energy Storage (11 + 1)
7 Air Magic (6 + 1)
Skill Set
Stone Daggers (25 dmg per stone dagger, two daggers fly in about 3 seconds)
Obsidian Flame (118 dmg and only 5 energy BUT exhaustion)
Whirlwind (36 cold dmg, ATTACKING foes are struck down [affects multiple targets AROUND the caster so long as they are attacking])
Aftershock (105 dmg, you'll be lucky if you get 177 for a knocked down foe [affects multiple targets AROUND the caster])
Obsidian Flesh (Air Spikers are now useless and no mesmer interrupts)
Armor of Earth (Physical dmg is a thing of the past)
Earth Attunement (Keeps a decent energy flow)
Resurrection Signet (Keep the team alive)
Weapons
PvP Earth Staff
+10 Energy
11-22 Earth dmg (req. 9 Earth magic)
Improves casting speed of Earth Spells (20% Chance)
Improves recharge speed of Earth Spells (20% Chance)
Insightful Staff Head (+5 Energy) and Staff Wrapping of Enchanting (Enchantments last 20% longer)
Damage +20%
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PvP Earth Wand
11-22 Earth dmg (req. 9 Earth magic)
Improves recharge speed of Earth Spells (20% Chance)
Damage +20%
PvP Scroll
Energy +12 (req. 12 Eath magic)
Energy +15
Energy Regen -1
Health +30
Armor
Superior Vigor
All the anti-air armor/armor that gives defense against air (this is only due to the sheer amount of air spikers)
Stones Eye (+1 Earth)
The Flaws:
- Very little self healing.
- Some skills do rely on having enemies surround you
- During long battles exhaustion will make you nearly useless for your team
Other than that this is probably one of the most damaging builds Ive ever used and it generally farms faction quite well.
- Interrupt Rangers could ruin this almost entirely but Stone Daggers, and Crystal Wave require no charge, also Armor of Earth will stop most damage from them.
-Interrupt Mesmers have a 9 second wall of freedom on you, as with any other caster. After the 9 seconds Obsidian Flesh shuts them down again.
The Strategy
Most commonly the battle begins everyone runs out and they stand there till someone runs out to the other team. When someone begins to run out whether if be your team or the others cast Earth Attunement because it reqs a charge time of a few seconds. Follow up with Armor of Earth. Now if you have to run to the enemy you will be slowed by 12% but not the possible 62% had you cast Obsidian Flesh first. Run to the enemy of choice. Hit Obsidian Flesh so you won't be interrupted by mesmers and other casters won't be touching you. Armor of Earth keeps the warrior pissed off so they wont be on you either. When beside the enemy they know its coming so throw Whirlwind and immediately use aftershock. After that spam with Obsidian Flame, when its recharging use Stone Daggers. Wash, rinse and repeat.
S
