pve earth builds

Sauron the Evil

Sauron the Evil

Academy Page

Join Date: Jul 2006

The Lost Haven

E/Me

Hey I was thinking of trying earth and I was wondering if there were any good pve or AB earth builds. Thanks in advance.

NinjaKai

Forge Runner

Join Date: Feb 2006

UK

Duality Of The Dragon

Heres a small tip. Earth magic becomes more effective when combined with another elemental magic. Might I suggest you look into an air/earth combo.

If you still want a build. Might I suggest you ask for something specific. What do you want a suport build, spike build, etc. People can't help if you aren't specific about what suits your play style.

Sauron the Evil

Sauron the Evil

Academy Page

Join Date: Jul 2006

The Lost Haven

E/Me

I was looking for some earth builds with a balance of defense and offense.

The Great Al

Forge Runner

Join Date: Jun 2005

ALOA

E/Me

then you'd better be sure that there are no strip enchanters around, because then you're really screwed

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

I run a defence/offence build.

Stone Daggers
Aura or Restoration
Earth attunement
Earthquake
Glyph of energy [E]
Ward (depending on location
Armor of earth
Res sig

Not my fav build but works fine.

NinjaKai

Forge Runner

Join Date: Feb 2006

UK

Duality Of The Dragon

Quote:
Originally Posted by The Great Al
then you'd better be sure that there are no strip enchanters around, because then you're really screwed Not every mesmer monster and boss has spells that strip enchantments. Though Maguuma jungle is a different story.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

I've adopted this build which works really rather well considering the 3, 25-energy spells and no dual attunements (due to the fact that they're just not spammable!):

Earth Attunement
Aura of Restoration
Ward Against XXXXXX (Depending on the situation really - see below)
Unsteady Ground {E}
Ash Blast / Aftershock (for bonuses on the knockdowns - Ash Blast blinds, Aftershock deals extra damage)
Earthquake / Dragon's Stomp (same skill - Dragon's Stomp is the factions equivalent of Earthquake)
Churning Earth (OMG I love that skill!)
Eruption

Wards: The ward I use depends on the type of enemies around. For example, in the Southern Shiverpeaks I use Ward of Stability because of the knockdowns from Tundra Giants and Stone Summer Herders (I think)...I use Ward Against Melee in places like Wajjun Bazaar / Xaquang Skyway when fighting a lot of warriors / assassins. Ward against Elements I take to places such as Raisu Palace - those Shiro'ken Elementalists are NASTY!

Quote:
Originally Posted by The Great Al
then you'd better be sure that there are no strip enchanters around, because then you're really screwed That is a very odd thing to say in an Elementalist Forum. Elementalists tend to live on enchantments and it should be common knowledge that enchantment strippers are bad! What I mean to say is - it goes without saying! It's like going into a Wammo forum and saying "Make sure you take mending"! There are often a lot of enchantment strippers around and you just need to know how to manage your enchants. Use of cover enchants such as AoR is good...since it is cheap and easy to put back on. One enemy I hate however are the esscences of turtle in Nahpui Quarter. They strip all enchants in one go...now I just take them out as soon as I see them. Lightning Hammer - Lightning Orb - Enervating Charge does the job just nicely...and so long as you stay behind the token wammo the enemy should waste their enchantment stripper on stripping mending before they see you.

Grik

Pre-Searing Cadet

Join Date: Apr 2006

E/A

1. Stone Daggers
2. Shockwave[E]
3. Crystal Wave/Teinai's Crystals
4. Obsidian Flame
5. Return(sin skill) / trade for armor enchant, auro of rest., or another ward
6. Ward of .....
7. Earth Attune
8. RezSig

Usage: Once someone else establishes aggro, move into melee distance of target group and use shockwave followed by crystal/teinai's then select a backline ally and use return. Once your out of melee range use obsidian and stone daggers. Drop wards as needed. Don't go nuts with obsidian and your energy should be fine.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

At the moment, I'm running a dual-Earthquake build for PvE. It goes something like this -

E/Mo
16 Earth Magic (12 + 1 + 3)
13 Energy Storage (12 + 1)
3 Healing/Protection Prayers (depending on res)

--> Glyph of Energy (Elite)
--> Earthquake
--> Gyph of Lesser Energy
--> Dragon's Stomp
--> Optional Skill 1 - usually a defensive skill, Sliver Armour for melee heavy areas, Armour of Earth in others.
--> Optional Skill 2 - usually another defensive skill, seeing as Earth has so many good ones For the most part, a ward; Ward Against Melee is my favourite.
--> Optional Skill 3 - another ward or defensive skill, Aura of Restoration or (when Nightfall's out) Glyph of Restoration, hex or condition removal, or even Glyph of Sacrifice for insta-res.
--> Resurrection spell - Either Resurrection Chant or Rebirth, depending on were you are.

Of course, you can sub in more offensive spells if you wish, but I find that the 2 Earthquakes are enough.

Usage is simple, cast Glyph of Energy before every Earthquake, and Lesser Energy/Dragon's Stomp every 30 seconds to preserve energy and limit exhaustion. Use your chosen defensive skills when and where you need them. And, uh, wand or summat when you ain't castin' (assuming you ain't SS'd or Empathy'd). And for the love of all that is (un-)holy, DON'T Rebirth in the middle of battle. If there's a lull between Earthquakes, feel free to Ressurrection Chant, of course.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

I have tried several Earth builds in PvE for quite a while, but my general experience is that they simply do not perform as well as builds based on Fire or Air. While I do admit this, I admit that I hate to admit this. When I made my ele, I really wanted to make him an earth based ele, but have generally settled on Fire for practical purposes in PvE. After playing a character of every profession through all of both Prophecies and Factions (well except for my 'sin that can never find a group and I generally don't like anyways), I have found that the best way for an ele to be able to do consistant reliable damage is to build as a fire ele. Admittedly an earth ele could build decently as a warder, but would still only provide limited use to the group.

The reason I see this attribute lacking is due to 2 reasons:
1) Greater reliance on enchantments compared to other professions make many builds useless in areas with enchant stripping. The best way to work past this is to cover your enchants with Aura of Restoration.

2) Most AoE spells are DoT AoEs that cause enemies to scatter and can thus often cause more problems than they fix. While the AoE scatter effect can be used to help your team at times, the DoT AoEs in the earth line are in general not the best way to use this to your advantage.

If you want to use Earth in PvE, I would suggest you do it only for fun or with henchies in environments that are forgiving enough to allow you to run such a build.

Gen Saver

Gen Saver

Frost Gate Guardian

Join Date: Apr 2006

Belgium

Banished Dragons (BaD)

E/

I used these builds quite alot

1. Obsidian Flesh (Elite)
2. Armor Of Earth
3. Earth Attunement
4. Aura Of Restoration
5. Ash Blast
6. Stoning
7. Obsidian Flame
8. Resurrection Signet

16 on earth magic
13 on energy storage

i used this build in alliance battle and could easily kill the npc's and won most 1on1 fights with it. Just keep earth attunement and aura of restoration up all the time and when enemy's attack u or when u gonna attack npc's put obsidian flesh and armor of earth on and spam ash blast, stoning and obsidian flame on them.