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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
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
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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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An Earth Spiker can deliver massive ammounts of
armor-ignoring spike damage and still have great energy management.
Building up exhaustion using Second Wind to gain back almost all
energy. This build can be adapted to many situations such as PvP
and PvE and Arenas.
[edit] Attributes and Skills
- Put a resurrection signet or a hard rez if you have monk
secondary in the optional slot. Unlinked skills are great for
optional slots like Arcane Echo on Crystal wave or a fourth damage
skill. Put remaining points in attribute(s) of the optional
skills.
[edit] Equipment
Cast Aura of Restoration and keep it up and cast kinetic armor
when you use Crystal Wave and Tenai's Crystals to get close and
stand up to Physical Damage. Spam Obsidian Flame until you have
about half exhaustion then cast Second Wind casting other spells in
between recharges. Switch weapons as suggested in Second Wind
notes.
[edit] Counters
- Interrupts
- Protective Spirit and other Spiking counters
- Enchantment Strippers
- Backfire and other caster shutdowns
[edit] Variants
- have an enchantment stripping spell in optional Slot
- Add Glyph of Concentration to stop interrupts
- put Serpent's Quickness or to decrease recharge with a ranger
secondary and redistribute attribute points into Wilderness
Survival or Marksmanship
- Add Arcane Mimicry to copy skills that will help with recharge,
and to Echo chain with a mesmer secondary
This build works well with a shutdown ranger