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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
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new policy is decided on. Find the reasoning and the details behind
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this
build is not viable.
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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
[edit] Attributes
[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.
- 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.