ive been looking at some earth spells- i know they cause exhaustion, but they seem pretty good, lots of knockdown and combination AOE as well as focus damage but my question is- are they viable as primary or secondary skills? they seem to have a lot of potential but i never see them used by other players
Some of the ones which peak my interest:
- Obsidian Flame - Spell
Deal 22-94 damage to target foe. This spell ignores armor. This spell causes exhaustion. - viable for a focus damage spell?
-Eruption - Spell
Cause an eruption at target foe's location. For 5 seconds, foes near this location are struck for 5-28 earth damage each second. When Eruption ends, foes in the area of effect are blinded. -seems good
-Earthquake - Spell
You invoke an earthquake at target foe's location. All foes near this location are knocked down and are struck for 26-85 earth damage. This spell causes exhaustion. - is the exhaustion worth the spell?
-Aftershock - Spell
Nearby enemies are struck for 26-85 damage. Knocked down characters are struck for 10-56 additional damage - combine with earthquake?
-Grasping Earth - Hex Spell
For 8-18 seconds, all nearby foes move 50% slower but have +24 armor against physical damage. - viable getaway spell?
-Stoning - Spell
You send a flurry of stones at target foe. The stones strike for 20-76 Earth damage if they hit. If Stoning hits a foe suffering form Weakness, that foe is knocked down. - do any Earth spells cause weakness?
any help would be appreciated
Geomancers?
Old Mac
Eclair
You forgot crystal wave.
Anywayz, Earth is very viable for both PvE and PvP. Ward against melee and Ward against Elementals are exceptionally good later on when monsters can rack up damage as fast as your party can.
The reason you don't see many elementalists other than fire is because elementalists start with fire, and are too lazy to switch =P
Anywayz, Earth is very viable for both PvE and PvP. Ward against melee and Ward against Elementals are exceptionally good later on when monsters can rack up damage as fast as your party can.
The reason you don't see many elementalists other than fire is because elementalists start with fire, and are too lazy to switch =P
Digital Limit
And because the Fire AoEs are incredibly effective.
rii
Effective, but only when the enemy let you. Its not hard to walk out of a firestorm, but most people seem incapable of doing so...
I dont believe any earth spells cause weakness, but i do know that a lot of effective W/E and E/W are hammer earth... hammer has a few of weakness causing moves.
I dont believe any earth spells cause weakness, but i do know that a lot of effective W/E and E/W are hammer earth... hammer has a few of weakness causing moves.
JYX
Hmm, I'm not an elementalist by trade, but I'll give you what I can. Forgive me if anything here's not quite right, or I've left something out.
Quote:
- Obsidian Flame - Spell Quote:
Deal 22-94 damage to target foe. This spell ignores armor. This spell causes exhaustion. - viable for a focus damage spell?
Quote:
Cause an eruption at target foe's location. For 5 seconds, foes near this location are struck for 5-28 earth damage each second. When Eruption ends, foes in the area of effect are blinded. -seems good
Quote: -Earthquake - Spell
You invoke an earthquake at target foe's location. All foes near this location are knocked down and are struck for 26-85 earth damage. This spell causes exhaustion. - is the exhaustion worth the spell? Yes. Thats the short answer. Even though its got a recharge of 15 seconds, the chances of you actually recasting any time soon are not too good. This is not a spammable AoE spell like Fireball, generally when spells have exhaustion...its trying to tell you something about the way its meant to be used...thats not to say you couldn't try to be creative and use it in different ways. No, you want to combo this up with other spells for extreme damage. Fianna ran a build like this about halfway during beta I think, basically earthquake, then 2 hammer warriors keep them down, aftershock for damage, searing heat, deep freeze. Now they do something a little different, this dosen't work so great anymore, and you can't count on the enemy staying together in a group. The principle, stands. Perhaps you can do something more creative with it?
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Nearby enemies are struck for 26-85 damage. Knocked down characters are struck for 10-56 additional damage - combine with earthquake? lol. Thats what they're trying to get you to do isn't it. Well you need to be near someone to do this, which means you need to be atleast somewhat near when you cast earthquake. Therein, is the problem. Earthquake is NOT designed to be cast from the front. It causes exhaustion, has a considerable recharge if you get interrupted, and takes a whopping 3 seconds to cast. That said, if thats not a problem for you, by all means do it. Milk that earthquake for all its worth.
However, it may be worth investigating other means to get that knockdown. Earthshaker knocks down everyone around you pretty much instantly with no casting time, and as a warrior skill which requires adrenaline, it would appear this is the natural mate for aftershock.
But consider this, what are the chances of you getting 4+ people with this skill? Slim. They usually split up don't they. Thus is it worth the AoE effect, energy and elaborate setup simply to have a slight chance of getting a few more people for 150 damage? Would simply using Fireball with Arcane Echo be more efficient? Well...maybe not. Aftershock is a cheap spell. It costs only 10 energy and recharges every 10 seconds. You CAN use this on a single person, even if using earthquake on 1 person is a bad idea. Thus I seriously suggest that if you want to employ this skill with a hammer warrior as aforementioned you take Backbreaker instead of earthshaker. Its cheaper, and it knocks one guy down for 4 seconds. Thats a very long time to be knocked down, during which time you can unload the whole lot of aftershock, mighty blow, crushing blow etc. Its better to kill off one person for sure than to damage 3 people for 150.
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-Grasping Earth - Hex Spell For 8-18 seconds, all nearby foes move 50% slower but have +24 armor against physical damage. - viable getaway spell? Perhaps I'm missing something here because I've never played a warder or used this particular spell. But it just seems to me that a ward against Foes will work well for the situations in which you want to cast this. Both have short casting times, a ward costs 5 more energy. You need to be co-ordinated to use this spell. Those "nearby foes" better be important people and you better have something to follow it up with. Is it a viable getaway spell? Yeah it is. Is it a good one? Theres better really. I can't help thinking that theres some other use for this thing. Perhaps use it before a PBAoE to stop them getting away? Quote:
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