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PvE Earth Warder

PvE Elementalist Earth Warder – E/Mo
This build is designed to take pressure of your monks and to support you damage dealers in combat,

Attributes and Weapons
Earth Magic 12+3+1
Energy Storage 12+1
Healing Prayers 3

Your weapon set should be a +5energy sword/axe of enchanting then an offhand focus that is 20% recharge on earth magic and +30 health or 20%+1 earth +30 earth. You want battle mages or archmages armour so that you can keep yourself alive more easily.

Skills
Elemental Attunement
For 52 seconds, you are attuned to air, fire, water, and earth. You gain 50% of the energy cost of the skill each time you use magic associated with any of those elements.

Earth Attunement
For 62 seconds, you are attuned to Earth. You gain 30% of the energy cost of the skill each time you use Earth Magic.

Ward Against Foes
You create a ward against foes at your current location. For 21 seconds, foes in this area move 50% slower.

Ward Against Melee
You create a Ward Against Melee at your current location. For 21 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks.

Ward Against Elements
You create a Ward Against Elements at your current location. For 21 seconds, non-Spirit allies in this area gain +24 armor against elemental damage.

Ward Of Stabilty
Create a Ward of Stability at your current location. For 26 seconds, non-spirit allies in the area cannot be knocked down.

Stone Daggers
Send out two Stone Daggers. Each Stone Dagger strikes target foe for 29 earth damage if it hits.

Resurrection Chant
Resurrect target party member with up to your current health and 11% Energy. This spell has half the normal range.

How to use the build.
This is a support build with some damage dealing capabilities, it is designed for PvE but could be used in the lower end of PvP (Random and Team arenas) with only a few minor changes. The aim of this build is to slow the enemy and to make their attacks less effective.

At 16 earth magic your wards are in perfect rotation, you can just recast them as soon as they recharge and they will stay maintained at all times an exception to this is stability which will have a 4 second down time. At the start of a battle put both attunement spells up then allow the battle to begin after around 10 seconds or less begin to put melee, elements and stability in the centre of your spellcasters more specifically your monks. Then you can move forward a bit towards the enemy and put up a ward against foes, this serves two purposes firstly it means a AoE effect become a lot more effective and secondly it slows your foes advance towards your support people and your spellcasters meaning they tend to just reagro your tanks.

If a team member dies and your wards still have at least half of their recharge time left you can easily res them with resurrection chant and then recast your wards. I chose resurrection chant as I too often see people ressed with resurrect in PvE and just die instantly from a quick spell from and enemy. Your damage dealing spell is stone daggers which you can just spam on the soft targets as you lose maybe 1 energy every cast if that due to your two attunenment spells.

The only 2 "damage" spells (counting Gale, though it doesn't deal damage its offensive and defensive) you are definitely support. I don't see why you have both Ward against Foes and Ward against Melee. Foes moving slow is good for you to run in circles, but then it makes Ward against Melee hardly useful. I can see why you would want both, but they are hardly that necessary. They don't work with much either, maybe Crystal Wave(which I doubt is worth considering)

Basically you weakness/knockdown, maybe finish off enemies as support, and you cast wards to protect, while using glyphs and mantra to keep casting. Something I see as strange is that you have so little options(counting 2 glyphs and mantra as setup and the rez sig). Personally, I'd take stoning instead of something else(it works with weakness, does damage, has high cost and low casting to work with glyphs and not require changing of your energy management). I don't see why your character would really be interrupted(stop your wards more than your knockdown, and there are more dangerous casters in most groups), but its possible they would target you as a weak link or something.
This guide have been edited by Gamesavor!

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