E/Mo
Attributes:
9 air (8+1)
16 earth (12+1+3)
11 energy storage (10+1)
skills:
Enervating charge
Stoning
Shock
Aftershock
Armor of Earth
Elemental Attunement(E)
Aura of Restoration
Rez sig (PvP) or Rezurrect (PvE and sometimes PvP)
Its fairly easy, as long as you have a staff with 20% enchants, keep Ele Attune buried under aura and AoE, ennervating/stoning knocks enimies down at a distance, shock/aftershock to close the distance after stoning hits, if you time things right, you can keep a monk on its ass for a long time, and this build can tank better (hold aggro) than a lot of warriors. Dont SPAM shock, you run the risk of exhausting yourself. The Enervating charge/stoning is also a great interrupt for longer casting spells.
Elemenalist knock down build.
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I would have to say that your build doesn't contain enough of any role to be that much useful in PvP. Unless they are knocked down, Aftershock doesn't do much damage as it is not Earth damage and has an okay recharge. Stoning sort of expensive for an okay damage spell and is a projectile, therefore dodge-able. Armor of Earth is pretty good. Shock is touch range and therefore takes time to run up to the enemy. It seems okay but can take some tweaking.
F
I actually have a 'utiliy' knockdown that doens't really deal damage, just focuses on keeping the enemy pinned to the ground while warriors finish them off.
12 + 3 + 1 Air Magic
12 + 1 Energy Storage
Thunderclap {e}
Gale
Whirlwind
Shock
Blinding Flash
Aura of Restoration
Air Attunement
Ressurection signet
If you want, however, you can swap a skill for Lightning Strike, in case you can't wand the enemy and need Thunderclap to activate. As another note, this is a pretty energy draining build, so a +30/-2 offhand is preferable. After Thunderclap, you will be relying on Gust and Shock more. You won't be dealing noticable damage, don't worry, since knockdown is much more valuable. Remember to call when you cast Thunderclap, though.
12 + 3 + 1 Air Magic
12 + 1 Energy Storage
Thunderclap {e}
Gale
Whirlwind
Shock
Blinding Flash
Aura of Restoration
Air Attunement
Ressurection signet
If you want, however, you can swap a skill for Lightning Strike, in case you can't wand the enemy and need Thunderclap to activate. As another note, this is a pretty energy draining build, so a +30/-2 offhand is preferable. After Thunderclap, you will be relying on Gust and Shock more. You won't be dealing noticable damage, don't worry, since knockdown is much more valuable. Remember to call when you cast Thunderclap, though.
hey heres an idea, why dont you TRY it before saying that it wont work, jesus, if you did that, you would find that monks really dont always worry about weakness on them selves, and when your target is knocked flat on his ass, running is not such a big deal.
besides, when the monk notices that he has a condition on him, guess what, a stoning should already be flying towrad him, and you can always reapply the weakness
and as for JRs little tanking, he obviosly didnt read that it could be used for PvP and PvE
I have taken this build through some of the hardest parts of the game with 3 henchies at my side.
besides, when the monk notices that he has a condition on him, guess what, a stoning should already be flying towrad him, and you can always reapply the weakness
and as for JRs little tanking, he obviosly didnt read that it could be used for PvP and PvE
I have taken this build through some of the hardest parts of the game with 3 henchies at my side.
Quote:
Originally Posted by XENDERX
hey heres an idea, why dont you TRY it before saying that it wont work, jesus, if you did that, you would find that monks really dont always worry about weakness on them selves, and when your target is knocked flat on his ass, running is not such a big deal.
besides, when the monk notices that he has a condition on him, guess what, a stoning should already be flying towrad him, and you can always reapply the weakness
and as for JRs little tanking, he obviosly didnt read that it could be used for PvP and PvE
I have taken this build through some of the hardest parts of the game with 3 henchies at my side. I have also used a knockdown geo build in PvP and it DOES work. I echo Stoning that allows me to keep the monk on his ass while another team member finishes him off. And running really isn't a problem when they are knocked down. Besides the 13% slowdown from AoE isn't a kiss of death. And yes Gale is very usefull also if he dodges one of the stones. i typically will not take gale but will elect to use obsidian flame instead. If you are close enough you hit him with aftershock also to help kill him. This build won't kill any decent PvP player by yourself but it's to shutdown another temporarily while a teammate kills him. that's why people need to figure out what target calling is.
besides, when the monk notices that he has a condition on him, guess what, a stoning should already be flying towrad him, and you can always reapply the weakness
and as for JRs little tanking, he obviosly didnt read that it could be used for PvP and PvE
I have taken this build through some of the hardest parts of the game with 3 henchies at my side. I have also used a knockdown geo build in PvP and it DOES work. I echo Stoning that allows me to keep the monk on his ass while another team member finishes him off. And running really isn't a problem when they are knocked down. Besides the 13% slowdown from AoE isn't a kiss of death. And yes Gale is very usefull also if he dodges one of the stones. i typically will not take gale but will elect to use obsidian flame instead. If you are close enough you hit him with aftershock also to help kill him. This build won't kill any decent PvP player by yourself but it's to shutdown another temporarily while a teammate kills him. that's why people need to figure out what target calling is.
I like the idea behind your build. It's been my experience that in Random Arenas there isn't much in the way of enchantment removal. As far as condition removal is concerned, it's not as critical as it used to be. The monk will be the one most likely to bring a condition remover spell and since they increased the recharge time of Mend Ailment, it's not as practical to bring when compared to Mend Condition, which can't be cast on one's self. Your build is definetly missing Blinding Flash. If you're going to bring air magic, you should bring Blinding Flash, mostly because if you or your monk is being pounded on by a warrior or constantly interrupted by a ranger, it helps a lot.
On a side note, for LightningHell, if you drop stoning for blinding flash, you defeat the purpose of bringing enervating charge and avoid the whole point of a knockdown build.
On a side note, for LightningHell, if you drop stoning for blinding flash, you defeat the purpose of bringing enervating charge and avoid the whole point of a knockdown build.
KD by itself isn't powerful.
If you bring Enervating Charge anyways, why not go warrior hate with Blinding Flash anyways. I just chose stoning because it's so energy expensive.
As JR- said, if you rely on Enervating Charge's Weakness plus the costly Stoning to KD an enemy, I'm afraid there's a problem with your build. Which is why Gale should be in, and you should do something + KD. Not drop KD, but do something PLUS KD.
If you bring Enervating Charge anyways, why not go warrior hate with Blinding Flash anyways. I just chose stoning because it's so energy expensive.
As JR- said, if you rely on Enervating Charge's Weakness plus the costly Stoning to KD an enemy, I'm afraid there's a problem with your build. Which is why Gale should be in, and you should do something + KD. Not drop KD, but do something PLUS KD.
