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The Defensive Elementalist

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Author: Quazzy
View Profile of Quazzy

4,078 Views
4 Comments
Most of my pvp-time is spent with this class and build. This character is a usefull addition to any teambuild (IMO), even ranger teams and spike teams. It has the ability to counter many different builds, and can be frightningly frustrating for the other team. You have two different kinds of the defensive elementalist, I'll describe both of them here.

The Geomancer:

This defensive elementalist is a pure earth/energy storage elementalist. It can defend its team fairly well, but still do some impressive damage. My skill setup is as following:

Stone Daggers:
5 energy, 1 sec cast, and no cooldown. This is your basic attack spell. This is used when you are very low on energy, and can't afford to get any more exhaustion. It does 48 damage per 5 energy, no cooldown.

Obsidian Flame:
5 energy, casting time 2 sec, coolwdown 5 sec. This is your main single target damage skill. It does 112 damage. It ignores armor, magic resistance, and everything else. It is a guaranteed 112 damage spell. This spell is not a missile spell, so it can not miss a running target. It costs 5 energy, has 5 sec cooldown, but it causes exhaustion. When you reach about 20 energy max (because of exhaustion), this skill is off limits. A great finishing skill!

Eruption/Earthquake:
This is your AoE spell. I preferr Eruption, since it does not cause exhaustion, and does a nice amount of DoT. It also causes blinding when it is done. A great spell to counter warrior/ranger teams. It costs 25 energy, and has 30 sec cooldown.
Earthquake is also a very nice spell, i tend to avoid it, since it causes exhaustion, and OF spamming causes enough of that, but it definatly has its uses. Costs 25 energy, causes exhaustion, 15 sec cooldown. It does 100 damage to an area, and has knockdown. 3 sec cast on both of them.

Armor of Earth/ Ward Against Foes/ Obsidian Flesh (Elite):
10 energy, 3/4 sec cast, 15 sec cooldown. Duration depends on earth magic. Armor of earth is a handy skill. Gives you a fair amount of armor with 15 earth, and slows you down with about 20%. Lasts 30 sec for 10 energy. Replaced with Obsidian Flesh once you can get that.
Obsidian Flesh gives +armor and spell immunity. 10 energy, 1 sec cast, 30 sec cooldown. I don't have to much knowledge of this skil, since i haven't unlocked it yet. But it sounds extremely usefull!
Ward Against Foes, an AoE spell with you as its center. It slows down foes to 50% run speed. 10 energy cost, and lasts 20 seconds. 20 sec cooldown for all wards. I tend to use this spell over Armor of Earth (might change once i get Obsidian Flesh), since it pretty much prevents runners, if you get close enough.

Ward Against the Elements: 15 energy, 20 sec duration and 20 sec cooldown. This ward gives you +24 armor to all elemental attacks. Not that good, but it definatly helps. Can be a life saver against spike teams!

Ward Against Melee: 10 energy, 1 sec cast, 20 sec cooldown. Now this is a sexy spell! 50% miss chance for all melee attacks! and together with eruption, it should be just below 100% (dunno if it actually works like that....)This will annoy any warrior team to death! It is a must have for any earth ele!

Glyph of Lesser Energy: Very nice spell :) For 5 energy, it reduces the energy cost of your next spell with 15 energy, so it's 10 free energy :D Makes those 25 energy spells a bit more tolerable :D. Until you get Obsidian Flesh, this can be replaced with the Glyph of energy, which is elite and reduces energy cost by 20 for your next spell.

Ressurection Signet: Does what its name says. If you don't know what it does, the rest of this guide is to advanced for you anyway.

That was my skill setup. It can be changed and such as to how you play, but this is what i find works the best.

This goes out to the teams that have an earth ele. If a warrior is beating on you, run to the ele! or, if you have multiple warriors beating on you, keep hitting that called target. Trust on your ele to have you warded against them. Get a necro with Price of Failure to go with it, and those warriors will die quickly. But don't blame the ele if you die outside his wards. they can only be cast on one place, and only last as long as the cooldown, so stay close!

The durations and damage of these spells are all with earth of 15. 12 in attributes, the earth headpiece, and a rune of major earth magic.


Here comes the pure defensive ele. I haven't had as much practice with this one, so it might be up for some adjustments, and I'm not 100% sure of the effect of one of these skills.

The Mudmancer:
The Mudmancer is a build with earth, water and energy storage. Just max them out in an even number. Earth is still the dominant attri here, but you'd want them all even. This is a very defensive ele, and with a new elite that i have yet to capture, it would be even better. I'd advice leaving out the signet for this one, as later on (when you have all the elites needed, you'd want some more slots :P)

The skill setup is as following:

Maelstrom:
25 energy, 4 sec cast, 30 sec cooldown. Your one and only damage skill, so it better be a good one! Aoe with damage every second, and spell interruption when the damage hits. You'll face it outside the Tombs from the Unworthy Elementalists. it is a truly annoying skill! 25 energy cost, about 10 sec duration, and 30/60 sec cooldown (damn me and my bad memory) Well worth the energy cost! It is superb for facing spike teams!

Swirling Aura: Energy cost 10, duration about 20 sec, cooldown 60 sec. Gives you a 75% chance to block incoming (magical) missiles. That means, that both arrows, wand shots, and spells like flare will be blocked 3/4 times. I am not sure if this is self only, or cast on other, or a true aura, which affects all friends close enough. It is a nice skill anyway.

Mist Form (Elite): Now this is fairly nice skill :) You can not take damage or do damage from attacks. Rangers and warriors will hate you! It lasts about 20 sec, and has 40-60 sec cooldown. Be ware though, magic will still smack you silly! This is for using when warriors are beating on you.

After those three, follows the other earth spells, in the same order as mentioned above. This build hasn't been tested properly, but i will see if i can't get the time to do so later. Once i get my hands on all the skills i want, I'll adjust my build, and tweak it around a bit, so it gets excactly like i want it. I will perfect it sometime!

That's it for now, please comment on it, so that I can test things out and change things. Later, i will also go through what wands and focus items you'll wnat to chose in pvp character creation.

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User Comments
  Quazzy on 09/09/05 14:59
 
245 views, but not a single comment?

  JeffMoore2169 on 10/07/05 16:16

Instead of Obsidian Flesh for the elite you may also want to go with Elemental Attunement, that combined with the earth attunement = maximum energy regen.

  Heaphestus Lyssa on 11/23/05 18:07
 
uuuhm jeff i think you are forgetting this build is designed for pvp so no i would stick with flesh. in personal experience as soon as i see someone cast ele attune in pvp i know it is going to be an easy round. gr8 for pve absolutly can not stress enough how shit it is in pvp

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