Build:E/N Earth Spiker

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The general consensus among users of GuildWiki is that this build is not viable.

Contents

This Earth Spiker uses Enfeeble and Stoning instead of Earthquake to knock down foes and deal damage, avoiding the exhaustion problems associated with Earthquake. It is durable and capable of high spike damage. This build is optimized for 4 person arenas.

[edit] Skill Bar

Enfeeble

Enfeeble

Stoning

Stoning

Aftershock

Aftershock

Crystal Wave

Crystal Wave

Obsidian Flame

Obsidian Flame

Kinetic Armor

Kinetic Armor

Glyph of Energy

Glyph of Energy

Resurrection Signet

Resurrection Signet

[edit] Attributes

ElementalistNecromancerElementalist / Necromancer Attribute Rank
Earth Magic 12+3+1
Curses 8
Energy Storage 10+1

[edit] Equipment

  • Superior Rune of Earth Magic
  • Minor Rune of Energy Storage
  • Stone's Eye
  • Insightful PVP Earth Staff of Enchanting - to keep Kinetic Armor up almost continously

[edit] Skill Usage

  • Right before you attack the other team, cast Kinetic Armor. If you end up stalling, try to keep Kinetic Armor up by casting a quick Weakness on an enemy or using Aftershock.
  • Once you engage, call your target, run close to them (you should let your warriors go first), and use weakness, Stoning, and Aftershock. If you think they have 200 or less health, finish them off with Crystal Wave or Glyph of Energy then Obsidian Flame.
  • Use Obsidian Flame to finish off targets with low health. Glyph of Energy counteracts the exhaustion problem, and if not, don't worry - because you have 78 energy and Obsidian Flame is the only spell you have that causes exhaustion, it shouldn't be a problem.
  • Because Enfeeble recharges fast, cast it on enemy warriors and anyone who deals physical damage. Don't just use it to trigger Stoning.

[edit] Pitfalls

  • Beware of Rangers. They have 100 armor against Stoning and Aftershock, can interrupt Obsidian Flame, are barely hurt by Enfeeble, and can self-heal. For mathematical proof that this build is bad against rangers, see Notes.
  • Protection monks can also ruin your day. Reversal of Fortune blocks Obsidian Flame and Protective Spirit is good against all spikers. You can still knock them down if you're quick enough, but once again protection prayers can cure conditions. If faced with a protection monk, either act very fast against him or focus on support by using enfeeble and timely Obsidian Flames until your teammates with sustainable damage can kill the monk.

[edit] Variants

  • Glyph of Energy is a common companion to Obsidian Flame, although the energy from Elemental Attunement is more important than preventing exhaustion.
  • Enervating Charge also provides weakness and keeps the build to elementalist only, and costs the same as Enfeeble with Elemental attunement on. In testing, the extra damage from Enevervating Charge wasn't worth the longer recharge time. Still, it keeps the build elementalist only and allows other secondary classes.
  • A way to remove enchantments would really help against Protection monks. Ideally, a teammate with a looser build has an enchantment removal skill but Kinetic Armor could possibly be exchanged for Strip Enchantment or Rend Enchantments.
  • Replacing Kinetic Armor for Ward Against Melee can pay off if you face multiple melee fighters or expect Kinetic Armor to be removed.
  • You can take more advantages of Weakening your foe with Glowstone and/or Virulence.
  • Ebon Hawk is another option to give Weakness to your foes.

[edit] Notes

  • A few numbers: The full spike (Enfeeble->Stoning->AS->Crystal Wave->Obsidian Flame) takes 6 seconds and deals 496 damage to 60 armor (a kill), 416 damage to 80 armor (requires another stoning to kill), and 360 damage to 100 armor (requires definite help from another player to kill).
  • After the full spike, you will be down only 16 energy with Elemental Attunement on (due to energy regen) and will have 10 exhaustion.
  • With Kinetic Armor on, you should have 144 armor and take 25% damage from everything.

Enfeebling Touch is in many ways superior to Enfeeble, however you are vulnerable to body block and pathing errors. Subbing Earth Attunement for Crystal Wave is also not a terrible idea as it is more conservative and proves another buffer for Elemental Attunement.


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