Skills:
* Earth Shaker
* Aftershock
* Belly Smash
* Yeti Smash
* Endure Pain
* Berserker Stance
* Armor Of Earth
* Healing Signet
Attributes:
Earth Magic: 10
Hammer Mastery: 11 + 1 + 3
Strength: 10 + 1
For the noticable guys under us, yes this build came straight from guilwiki.
I just want to hear your comments about this build.
Cheers
W/E Earthshaker
Jagan
Rera
Armor of Earth isn't necessary, there's no res sig, and berserker stance has a cooldown of 30s. I also don't like the Endure Pain or the Yeti Smash. Aftershock is decent damage, but it's mana-intensive and the aftercast is extremely annoying. At 10 earth I'm not sure the damage is quite high enough to be worth it in a PvE environment.
Hollerith
Love Earthshaker. I bring Crude Swing and 'For Great Justice' to keep mobs knocked down around my target. Yeti Smash was a nice addition from Factions so I can do some damage along with KD's.
But ya, I don't really like the aftershock build either. May as well bring whirlwind for a non-elite pbaoe KD.
But ya, I don't really like the aftershock build either. May as well bring whirlwind for a non-elite pbaoe KD.
Rancour
I have to ask... What is "aftercast"? Do you mean recharge time?
wilson
here you go http://www.gw.gamewikis.org/wiki/Aftercast
SparhawkJC
Also why bring heal signet if no investment in tactics?
Skuld
Drop armour of earth and heal sig
smsjr723
just a quick question... cause i never really see it explained when people list builds like this...
i'm also trying to build a Warrior/Elementalist char with hammers and lots of knock-down.
what exactly is the elementalist... and points in earth magic for?
All i ever see people list their hammer attacks, or tactic stances. where are the actual elemetalist abilities? and or... what from elementalist is used, needed and or sort of working for you...
i'm fairly new to this game, so i apologize if i've said something insanely n00b-ish there. i just don't see the Elementalist part being explained a lot. it's always babbling over which hammer attacks to bring.
with W/monk it seems straight forward... i mean, you take the monk to bring the healing. or certain smiting abilities. what's being brought along from elementalist.
why is 10 pts in the magic school...the standard. what does 10 pts give access to that say... 5 or 9 pts wouldn't
and how is the earth magic used in conjuction with the warrior/hammer abilities to really make that template ...so popular.
thanks for any replies.
-Auch
i'm also trying to build a Warrior/Elementalist char with hammers and lots of knock-down.
what exactly is the elementalist... and points in earth magic for?
All i ever see people list their hammer attacks, or tactic stances. where are the actual elemetalist abilities? and or... what from elementalist is used, needed and or sort of working for you...
i'm fairly new to this game, so i apologize if i've said something insanely n00b-ish there. i just don't see the Elementalist part being explained a lot. it's always babbling over which hammer attacks to bring.
with W/monk it seems straight forward... i mean, you take the monk to bring the healing. or certain smiting abilities. what's being brought along from elementalist.
why is 10 pts in the magic school...the standard. what does 10 pts give access to that say... 5 or 9 pts wouldn't
and how is the earth magic used in conjuction with the warrior/hammer abilities to really make that template ...so popular.
thanks for any replies.
-Auch