Ok, this build needs critiqing
mazey vorstagg
I've been running this build since pretty much the end of NF. I hardly changed it for EOTN or any of my vanquishing/cartographing but occasionally I get a few odd comments from people I party with. So, I need to know. Is it bad, or are they just not used to a non nuker, earth ele.
[skill]Stone Daggers[/skill][skill]earth attunement[/skill][skill]eruption[/skill][skill]obsidian flame[/skill][skill]sandstorm[/skill][skill]armor of earth[/skill][skill]ward against melee[/skill][skill]mystic regeneration[/skill]
I often change ward against melee for something more situational, ie pain inverter, ward against elements, radiation field. It's my swing slot.
So, honestly is it any good?
Now me justifying myself: I use it because it can do a bit of everything. It's got major survivability which helps to take pressure off the monks. My ward and eruption really helps the team survive also preventing those dam Raptors/Jotun/Charr from chopping through my whole team. Obsidian flame is invaluable. It's the only exhaustion spell I have so that's not too bad. But it does tons of armor ignoring damage, so it can spike bosses/foes on low health with great easy. Also, it's pretty spammable given the amount of energy I get through energy storage. Sandstorm. Sandstorm is my one real nuke, but it normally performs very well, since the update long ago enemies always run out of aoe, so without a bit of luck and a good corner nuking en masse has it's limitations. Therefore I usually bunch up my team and stick sandstorm and eruption on the warriors close to us, hopefully hitting the most targets for the longest time. And since they'll be attacking I get the bonus damage too.
There you go, you've heard me out.
Critique please
Thanks,
Mazey
[skill]Stone Daggers[/skill][skill]earth attunement[/skill][skill]eruption[/skill][skill]obsidian flame[/skill][skill]sandstorm[/skill][skill]armor of earth[/skill][skill]ward against melee[/skill][skill]mystic regeneration[/skill]
I often change ward against melee for something more situational, ie pain inverter, ward against elements, radiation field. It's my swing slot.
So, honestly is it any good?
Now me justifying myself: I use it because it can do a bit of everything. It's got major survivability which helps to take pressure off the monks. My ward and eruption really helps the team survive also preventing those dam Raptors/Jotun/Charr from chopping through my whole team. Obsidian flame is invaluable. It's the only exhaustion spell I have so that's not too bad. But it does tons of armor ignoring damage, so it can spike bosses/foes on low health with great easy. Also, it's pretty spammable given the amount of energy I get through energy storage. Sandstorm. Sandstorm is my one real nuke, but it normally performs very well, since the update long ago enemies always run out of aoe, so without a bit of luck and a good corner nuking en masse has it's limitations. Therefore I usually bunch up my team and stick sandstorm and eruption on the warriors close to us, hopefully hitting the most targets for the longest time. And since they'll be attacking I get the bonus damage too.
There you go, you've heard me out.
Critique please
Thanks,
Mazey
Coloneh
needs a rez. the damage is mediocre. and it needs to pick a spot, front line or caster. so its a standard earth build.
zwei2stein
Needs less obsidian flame, armor of earth and mystic regen and more wards and reses.
Wakka
It needs GoLE ^_^ [skill]Glyph of Lesser Energy[/skill]
Cebe
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Originally Posted by mazey vorstagg
Quote: Originally Posted by mazey vorstagg [skill]Stone Daggers[/skill][skill]earth attunement[/skill][skill]eruption[/skill][skill]obsidian flame[/skill][skill]sandstorm[/skill][skill]armor of earth[/skill][skill]ward against melee[/skill][skill]mystic regeneration[/skill]
I often change ward against melee for something more situational, ie pain inverter, ward against elements, radiation field. It's my swing slot.
So, honestly is it any good? Well I've seen worse.
Stone Daggers...hmm.
Earth Attunement. Energy Management... good good, but could do with more Glyph of Lesser Energy.
Eruption. Sexy skill. It's an AoE with some useful utility when used on packs of physical damage dealers.
Obsidian Flame. I've rarely used this, I don't like it's 5 second recharge with it's exhaustion. Needs to be used with Caution but probably ok.
Sandstorm. Nice skill, shame monsters run out of AoE though. Even in Normal Mode it's not easy to keep them in it for it's full 10 seconds. The AoE damage after 5 seconds seems a bt of a waste since they monsters have mostly fled by then.
Armor of Earth. Selfish tanking skill.
Ward Against Melee. Yes, 95% of all PvE Earth Builds should always have at least one Ward, switched for whatever Ward best suits the occaision.
Mystic Regeneration. It's ok for clearing up splash damage I suppose, but generally it's the Monk's responsibility to keep your red bar up.
Quote: Originally Posted by mazey vorstagg
Now me justifying myself: I use it because it can do a bit of everything.
When you're playing with heroes and hench, diversity can be beneficial, but generally I find it's better to concentrate on one focus for the build.
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Originally Posted by mazey vorstagg
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The reason I don't take Enfeeble (5 energy cost) over Enfeebling Blood (10 energy cost) despite the net loss of energy is so that I can weaken enemies in an area, so that I can switch targets with Stoning a couple of times before the Weakness needs to be re-applied. Glyph of Lesser Energy helps with the energy management of Enfeebling Blood. GoLE > EB > Stoning works nicely.
Originally Posted by mazey vorstagg
It's got major survivability which helps to take pressure off the monks. My ward and eruption really helps the team survive also preventing those dam Raptors/Jotun/Charr from chopping through my whole team.
It has major survivability, yes, but it's selfish survivability. Your party members don't gain anything from you using Armor of Earth and Mystic Regen, in my opinion you'd be better off with something else instead.
and about celestial beavers build, i dont like the enfeeble glowstone combo cause it has a net loss of 5 energy which is partial made up by earth attunement making it a net loss of 3 energy.
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Using Stoning on recharge I found I needed additional energy management. Something more than just Attunement + Glowstone. You could always switch one out for a Res...
The thing I like about Enfeebling Blood is it's a guaranteed source of Weakness instead of having to rely on Ward of Weakness or Ebon Hawk. Quote: |
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Brambles is not decided yet
You could always give Brambles to a Hero Ranger.
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Originally Posted by Dr Strangelove
/insert token comment about lack of rez
Ensign
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Originally Posted by Dr Strangelove
/insert token comment about lack of rez
I haven't put a res on my Ele's bar in a long time, and the situations where I will put a res on my bar are pretty rare now.
The experiment that I did that justified this decision, and that you can repeat to see if it's the same for you, goes something like this: Take the Res off of your bar and take a full rack of 8 skills. This is particularly valuable now that you get 3, usually very good PvE skills to play with. To compensate, go and craft, or do the quest for, a Resurrection Scroll. Put it somewhere easily accessible in your inventory. Note how long you're playing before you feel compelled to pop the Scroll. In my case, the scroll lasted 3 days, well over 10 hours of play - and then I didn't use it, but stuffed it back into storage because I was tired of it chewing up an inventory slot. At least in Eye of the North, or in the various endgame PvE areas, player ressigs are a waste of skillslots. I think you want 3, maybe 4 hard resses on a team, some combination of Signet of Return and Death Pact Signet for the most part. DPS and Signet of Return are good enough replacements for Ressigs that you simply don't use the sigs ever; the situation where you would be compelled to use a ressig is when all the hard resses are dead, the team has likely wiped, and you're trying to pick up the pieces so you can continue. Except that simply isn't relevant in any of the content I've done. When that many people have died in EotN it's much more expedient to simply shrine res; the 'run around and piece together a res chain' tactic is irrelevant when doing Four Horsemen or the holdout. Unless I was going to be one of the 3 hard resses (I.E., I don't have heroes to do it) then there's no point in me taking a res at all. If I was trying to do a mission with no time sensitivity, and I was really worried about wipe recovery, I'd put a couple scrolls in inventory and be done with it. Unless you want to be a hard res anchor, take a full rack of eight skills - ressigs are completely obsolete. Dr Strangelove
I'd be inclined to agree with you if you're leading a hero hench group. It's easy enough to make them bring the rez, and the player's bar is vastly more effective than any hero's.
However, I almost never play exclusively hero + hench (Seriously). When playing with 3-4 other people, it's just common sense to throw a hard rez on a class that can handle it really well, namely an ele. ensoriki
>.>
Crazy Idea, go dual element Earth and Water. Earth has quite a few PBAOE's and Water has the snares for them. Take a water snare (Aoe preferebly, 90% is great) for hm, and go in and unleash your pbaoe's, generally pve monsters cannot kite with that kind of snare as even in HM its a 40% snare =P Cebe
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Originally Posted by ensoriki
Crazy Idea, go dual element Earth and Water. Earth has quite a few PBAOE's and Water has the snares for them. Take a water snare (Aoe preferebly, 90% is great) for hm, and go in and unleash your pbaoe's, generally pve monsters cannot kite with that kind of snare as even in HM its a 40% snare =P |