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Playing a PvP Warder

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Dark Cloud Rising Profile

Author: Dark Cloud Rising
View Profile of Dark Cloud Rising

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9 Comments
I have checked to ensure that there are not any other guides focused on this idea. If I have missed one I give my sincerest apologies for anything that appears to be similar.

Introduction: The purpose of this build is to use earth based wards to protect your teammates in PvP. Along with the wards you will have enchantment spells to use on yourself that will make your energy costs almost nothing.

Attributes: For this build you need to maintain an Earth Magic of 16 (12 + Rune of Superior Earth Magic + Stone's Eye) and an Energy Storage of 13 (12 + Rune of Minor Energy Storage). You should use a Rune of Superior Vigor if it is possible. You can use a Rune of Major Energy Storage if you wish; however, if you do you must have a Rune of Superior Vigor.

Skills: The skills that you should use for this build are as follows-

1. Stone Daggers - This will be your primary method of dealing damage, although you are a warder you should still have some method of attacking.

2. Obsidian Flame - Use this along with Stone Daggers to deal damage. This is particularly useful when you are targeting a Monk that is near death. One shot with this deals 118 damage and helps to take out the health that they have left.

3. Armor of Earth - Keep this on you at all times, it really helps protect you if you are the one being targeted.

4. Ward Against Melee - This spell lasts for 21 seconds (with 16 Earth Magic) and takes 20 seconds to recharge. Because of this you want to cast it as soon as it recharges in order to keep the ward up at all times.

5. Ward Against Foes - This spell lasts just as long as the Ward Against Melee so you want to cast it as soon as it recharges.

6. Earth Attunement - Keep this on you at all times or your energy will begin to deplete. This gives you 30% of the energy that you use each time you cast an earth based spell.

7. Elemental Attunement [E] - You must have this on you at all times or your energy will not last long. With this, you get back 50% of the energy that you cast each time you use an elemental based spell (all your spells are earth so together you will get back 80% of the energy that you use per spell).

8. Resurrection Signet - This is common sense, use it when needed to resurrect a fallen teammate.

Conclusion: This build is based upon the wards and is a support build. Keep the wards up at all times and make sure that you cast them near your group. Most often if you are doing HA, one of the monks will use SB (Spellbreaker) on you so that you can go in first and set up the wards. Be prepared to do this if they ask. One last note, I use Geomancer armor because it matches my style of casting, but it does not matter what armor you use as long as it is Droks/Grotto/FoW and you have the Stone's Eye.

I hope this was helpful and please post comments/questions/suggestions.

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User Comments
  Taro_Ichiro on 04/21/06 20:05
 
Most hoh builds wants a eq/as Warder which means a Earthquake/Aftershock warder anyway :)

  Zirgey_Man on 04/21/06 20:34

your forgot war dagasint elements and ward agaisnt harm, which is actually very good

  Barbarian210 on 04/21/06 22:29
 
nice build and to zirgey, ward against harm is an elite water spell, therefore removing elemental attunement. just my $.02

  Lord_Skull_Crusher on 04/22/06 03:06

QUOTE
your forgot war dagasint elements and ward agaisnt harm, which is actually very good


if u use these wards in PVP they will call you a big noob, i wouldnt suggest doing it.


I mostly switch out elemental attunement, stone daggers and armor of earth for
Glyph Of Energy [E]
Earthquake
Aftershock



  Dark Cloud Rising on 04/22/06 12:08

I have heard of many people using that build ^^^ but I find that trying to use Earthquake causes too much exhaustion and when you play against a ranger spike team in HA it is impossible to get in Earthquake. I also choose to use Elemental Attunement over Glyph of Energy because it gives 50% of the energy back for all my spells that I cast. This works very well with Earth Attunement to give me 80% of all the energy that I spend back. And as for what Zirge said, if you did try to use Ward Against Elements they would (unfortunately) call you a noob. I personally feel that it is quite useful against an elementalist spike team, but other than that I never use it. I always ask my team in HA what two wards out of Melee/Elements/Foes they would like me to bring, just in case.

  slye_boy on 04/22/06 12:59

1 tip is although it goes with your build that you use the aeoromancer armour 'cause rainbow spike teams are using air spikers now if not that pyromancer armour for the few nuker builds, and for when an order necro brings meteor shower. Very few ppl actually do earth dmg imo.

  slye_boy on 04/22/06 13:00

lol sorry forgot to say, nice build, i will try this sum time l8r

  Inferno_of Glory on 05/13/06 13:33

16 earth
13 energy storage

earthquake
aftershock
obsidian flame
glyph of energy {elite}
ward against foes
ward against melee
earth attunement
res sig


this is the build a warder should use.

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