Earth Spiker, need feedback.
Sorochi
I've been intrigued by an Earth Spiker, I think it'd be a rather solid build.
Class: E/Me or E/Mo, doesn't matter.
Skills:
1. Earthquake: You invoke an Earthquake at target enemy's location. All enemies in that area are knocked down and are struck for 105 earth damage. This spell causes Exhaustion.
2. Aftershock: Nearby enemies take 105 damage. Knocked down characters suffer 72 additional damage.
3. Crystal Wave: Enemies near you are struck for 106 damage, but are cured of any negative "Conditions." This spell ignores armor and magic resistance.
4. Ward Against Foes: You create a Ward Against Foes at your current location. For the next 22 seconds, enemies in this area move 50% slower.
5. Ward Against Melee: You create a Ward Against Melee at your current location. For the next 22 seconds, enemies in this area have a 50% chance to miss with melee attacks.
6. Elemental Attunement [Elite]: For the next 45 seconds, you are attuned to Air, Fire, Water and Earth. You gain 50% of the energy cost of the spell each time you use magic associated with any of those elements. [10, 2, 60]
7. Glyph of Lesser Energy: Your next spell costs 15 less energy to cast.
OR
7. Earth Attunement: For the next 62 seconds, you are attuned to Earth. You gain 30% of the energy cost of the spell each time you use Earth Magic.
8. Resurrection Signet
Stats:
Earth 12 (+1 headgear +3 sup rune)
Energy Storage 12 (+1 minor rune)
I have a couple questions:
-Would it be wise to incorporate the Ward spells?
-What about Obsidian Flesh? I think that would be pretty solid.
Class: E/Me or E/Mo, doesn't matter.
Skills:
1. Earthquake: You invoke an Earthquake at target enemy's location. All enemies in that area are knocked down and are struck for 105 earth damage. This spell causes Exhaustion.
2. Aftershock: Nearby enemies take 105 damage. Knocked down characters suffer 72 additional damage.
3. Crystal Wave: Enemies near you are struck for 106 damage, but are cured of any negative "Conditions." This spell ignores armor and magic resistance.
4. Ward Against Foes: You create a Ward Against Foes at your current location. For the next 22 seconds, enemies in this area move 50% slower.
5. Ward Against Melee: You create a Ward Against Melee at your current location. For the next 22 seconds, enemies in this area have a 50% chance to miss with melee attacks.
6. Elemental Attunement [Elite]: For the next 45 seconds, you are attuned to Air, Fire, Water and Earth. You gain 50% of the energy cost of the spell each time you use magic associated with any of those elements. [10, 2, 60]
7. Glyph of Lesser Energy: Your next spell costs 15 less energy to cast.
OR
7. Earth Attunement: For the next 62 seconds, you are attuned to Earth. You gain 30% of the energy cost of the spell each time you use Earth Magic.
8. Resurrection Signet
Stats:
Earth 12 (+1 headgear +3 sup rune)
Energy Storage 12 (+1 minor rune)
I have a couple questions:
-Would it be wise to incorporate the Ward spells?
-What about Obsidian Flesh? I think that would be pretty solid.
Raiddinn Beatdropper
I would suggest scrapping the whole char, the entire premise behind spiking is off, unless you plan to spike along a large number of chars with significantly different setups.
However, if you wish to take this back to the drawing board, I would suggest.
Pretend you are 5 Earth Wiz + 3 Monk facing off with 5 Air Wiz + 3 Monk, think of a strategy to beat them. Nothing in your current setup will allow this. There are Earth spells that will significantly reduce spike damage, Armor of Earth is good, and so is the one that makes you unable to be targetted for a while. Ward Against Elements is good too.
Next Find out a way to defeat 5 rangers + 3 monks who lay down 100 spirits, and can continue to do so over a long fight, note that no hexes or enchantments will help in this endeavor.
Next, Find out how to lower your exhaustion costs, the key to a winning spike build is to be able to continue to deal damage after the first minute or so of combat.
Lastly use rez signet, and whatever wards you can fit in that werent applicable to the above.
Tsunamii Starshine
However, if you wish to take this back to the drawing board, I would suggest.
Pretend you are 5 Earth Wiz + 3 Monk facing off with 5 Air Wiz + 3 Monk, think of a strategy to beat them. Nothing in your current setup will allow this. There are Earth spells that will significantly reduce spike damage, Armor of Earth is good, and so is the one that makes you unable to be targetted for a while. Ward Against Elements is good too.
Next Find out a way to defeat 5 rangers + 3 monks who lay down 100 spirits, and can continue to do so over a long fight, note that no hexes or enchantments will help in this endeavor.
Next, Find out how to lower your exhaustion costs, the key to a winning spike build is to be able to continue to deal damage after the first minute or so of combat.
Lastly use rez signet, and whatever wards you can fit in that werent applicable to the above.
Tsunamii Starshine
Sorochi
The entire premise behind spiking is off?
Chain together Earthquake, Aftershock, and Crystal Wave, that's almost 400 damage. Quick.
I'll try and revise it, more feedback would be great in the meantime.
Chain together Earthquake, Aftershock, and Crystal Wave, that's almost 400 damage. Quick.
I'll try and revise it, more feedback would be great in the meantime.
Morganas
"Spike damage" aside, a few of these guys near a monk would make him immune to warriors. And if they did rush him, the aoe dmg output would easily overload any monks ability to heal.
UberRusty
Sorochj: I'm assuming this build is PvP based.
You might want to take out Glyph of Lesser Energy, since those skills take a while to recharge, PLUS they don't take that much energy with your Elemental + Earth Attunement. I don't know what I would put in, but it would probably be something such as Whirlwind, so you can activate Aftershock AGAIN, quicker.
You might want to take out Glyph of Lesser Energy, since those skills take a while to recharge, PLUS they don't take that much energy with your Elemental + Earth Attunement. I don't know what I would put in, but it would probably be something such as Whirlwind, so you can activate Aftershock AGAIN, quicker.
Kishin
Its hard to spike as a Geomancer since most of your spells require you to be very close to your target. The AoE spells aren't going to maximize their potential either, since smart teams spread out.
Second of all, if you really want to do Earth Spike damage, you should consider taking Obsidian Flame. Huge single target armor ignoring damage for dirt cheap, but causes Exhaustion and refreshes quickly, so if you get too trigger happy with it, you basically cut your own legs out from under you.
Second of all, if you really want to do Earth Spike damage, you should consider taking Obsidian Flame. Huge single target armor ignoring damage for dirt cheap, but causes Exhaustion and refreshes quickly, so if you get too trigger happy with it, you basically cut your own legs out from under you.
C2K
Hope you have a way to make your earthquake uninterruptible. It seems like your only way to deliver "spike" damage. take out Glyph of Lesser energy for Glyph of Concentration.
And since you need to get close, Armor of Earth is a must. At your attr. distribution, it grants 62 armor and only 12% speed reduction, which is not much.
And since you need to get close, Armor of Earth is a must. At your attr. distribution, it grants 62 armor and only 12% speed reduction, which is not much.
Sorochi
Awesome, thanks, guys.
So would this work:
1. Earthquake
2. Aftershock
3. Crystal Wave
4. Obsidian Flame
5. Glyph of Concentration
6. Elemental Attunement [Elite]
7. Earth Attunement
8. Resurrection Signet
Do I need Ward Against Foes? I think it'd be nice to keep warriors from running away. But where would I fit it in? Probably in place of Glyph of Concentration.
Yeah, PvP use is what I'm thinking of.
So would this work:
1. Earthquake
2. Aftershock
3. Crystal Wave
4. Obsidian Flame
5. Glyph of Concentration
6. Elemental Attunement [Elite]
7. Earth Attunement
8. Resurrection Signet
Do I need Ward Against Foes? I think it'd be nice to keep warriors from running away. But where would I fit it in? Probably in place of Glyph of Concentration.
Yeah, PvP use is what I'm thinking of.
stumpy
if your put in wards then your taking away from spiking. Pick one road and go for it. dont spread your self or your build will just be a earth ele not a earth spiker or protective ele, etc ... hope that helps ... and it looks like a nice build.
Red Locust
You're missing obsidian flame there. It's great for mopping up anyone with less than 1/4 life left. I'd also get rid of one of the wards, they tend to chase people away and you want them to be close to you.
Vindexus
Glyph of Energy is good on a earth Ele. You aren't really spamming anything, but it helps with Earthquake and Obsidian flame's exhaustion, so I think it beats out Elemental Attunement for earth eles. Also, take wards, they're in earth magic so it doesn't gimp you unless you take out damage skills for it.
Pharalon
Have you ever tried to hit someone with and Earthquake + Aftershock combo. It's nigh impossible to do against a competent player. Nubs might stand next to you for 3 seconds while you cast Earthquake, but a decent player will take a few steps back, which means your aftershock will either miss altogether, or you'll have to take a few steps before you fire it off, which means you'll miss the bonus damage. Secondly, all PBAoEs (aftershock, crystal wave), have a 1.75 second aftercast, which means you can never get a decent spike out of the. It'll take you 8.5 seconds to cast Earthquake->Aftershock->Crystal wave, and that's assuming people are just going to stand next to you.
Sorochi
Ah wow, that 1.75 aftercast does sound pretty nasty... Thanks for the advice.
How wide is the range for Aftershock? 'Cause if they can just step back a little, seems a little awkward.
Right now it's looking like:
1. Earthquake
2. Aftershock
3. Crystal Wave
4. Obsidian Flame
5. Armor of Earth
6. Elemental Attunement
7. Earth Attunement
8. Resurrection Signet
Pharalon, could you suggest anything that would replace/fix the problem? 'Cause yeah, doesn't seem like it'll spike at all at that rate.
Could I scrap Crystal Wave/Aftershock for something else? I have no idea.
How wide is the range for Aftershock? 'Cause if they can just step back a little, seems a little awkward.
Right now it's looking like:
1. Earthquake
2. Aftershock
3. Crystal Wave
4. Obsidian Flame
5. Armor of Earth
6. Elemental Attunement
7. Earth Attunement
8. Resurrection Signet
Pharalon, could you suggest anything that would replace/fix the problem? 'Cause yeah, doesn't seem like it'll spike at all at that rate.
Could I scrap Crystal Wave/Aftershock for something else? I have no idea.
Mind Wallaby
Aftercast is definitely less than 1.75 seconds. I just did a trial, removed my wand and foci (to avoid any faster cast mods), and consistently clocked an Earthquake + Aftershock + Crystal Wave string at just under 7 seconds, starting from the moment I activated Earthquake and ending at the moment Crystal Wave went off. This implies somewhere between 1-1.25s aftercast.
Aftershock's range is very small, smaller than Earthquake's radius and much smaller than Eruption's. You basically have to be colliding with the target to hit it. Same with Crystal Wave I think.
Aftershock's range is very small, smaller than Earthquake's radius and much smaller than Eruption's. You basically have to be colliding with the target to hit it. Same with Crystal Wave I think.
Seth Oriath
It's .75 second aftercast that applies to all skills, if I remember correctly. Not 1.75 second. That would be an obsurd wait time for trying to use skills over and over.
May I suggest Glyph of Elemental Power, since you're going for most damage throughput? Using it while doing Armor of Earth also increase the armor and decreases the slowdown to only 7%.
Your build is a lot like my PvE build at the moment.
Earth Attunement
Armor of Earth
Stone Daggars
Stoning
Eruption
Obsidian Flame
Aftershock
Glyph of Elemental Power
I don't go for the spike damage like you, only because I try to keep only one skill that does exhaustion at a time. However, Earthquake + Aftershock + Crystal Wave is a good combo if you can keep enemies on you. I've yet to try anything like this in PvP, though, as I'm pretty sure this Ele's gonna get turned into a monk protector in the end. I'm loving being a Geomancer, though. Plays different than most, that's for sure.
May I suggest Glyph of Elemental Power, since you're going for most damage throughput? Using it while doing Armor of Earth also increase the armor and decreases the slowdown to only 7%.
Your build is a lot like my PvE build at the moment.
Earth Attunement
Armor of Earth
Stone Daggars
Stoning
Eruption
Obsidian Flame
Aftershock
Glyph of Elemental Power
I don't go for the spike damage like you, only because I try to keep only one skill that does exhaustion at a time. However, Earthquake + Aftershock + Crystal Wave is a good combo if you can keep enemies on you. I've yet to try anything like this in PvP, though, as I'm pretty sure this Ele's gonna get turned into a monk protector in the end. I'm loving being a Geomancer, though. Plays different than most, that's for sure.
Pharalon
Quote:
Originally Posted by Mind Wallaby
Aftercast is definitely less than 1.75 seconds. I just did a trial, removed my wand and foci (to avoid any faster cast mods), and consistently clocked an Earthquake + Aftershock + Crystal Wave string at just under 7 seconds, starting from the moment I activated Earthquake and ending at the moment Crystal Wave went off. This implies somewhere between 1-1.25s aftercast.
Your measurements are right. Earthquake has a 0.75 second aftercast, as it is a normal spell. Aftershock and Crystal Wave have 1.75 second aftercast, as they are PBAoEs. So that'll be (3+0.75)+(0.75+1.75)+0.75, which will be 7 seocnds. then you've got another 1.75seconds after you cast crystal wave where you can't do anything, which'll bring you up to 8.75 seconds to complete the chain.
PBAoEs all have low cast time with an increased aftercast, specifically so that you can reliably hit targets with them, but at the same time prevent you from chaining them quickly, so an observant opponent can take evasive action. It makes them awesome in PvE (where the opponents don't react) and less than optimal in PvP, except as finishing moves, as the aftercast doesn't matter if you've already taken down your target.
How you retool the build depends a lot on how you want to run the character. If you want to use aftershock in a roaming offensive manner, shock + aftershock is your best option. The damage on shock won't be impressive, but it all but guarantees you to hit the bonus damage on aftershock. If you want to focus on defense with wards and monk protection, you can still use earthquake+aftershock to hit warriors focussing on your monks. Just make sure your monks stay still . For some single target hate, try an enervating charge + stoning combo. You've got heaps of options.
PBAoEs all have low cast time with an increased aftercast, specifically so that you can reliably hit targets with them, but at the same time prevent you from chaining them quickly, so an observant opponent can take evasive action. It makes them awesome in PvE (where the opponents don't react) and less than optimal in PvP, except as finishing moves, as the aftercast doesn't matter if you've already taken down your target.
How you retool the build depends a lot on how you want to run the character. If you want to use aftershock in a roaming offensive manner, shock + aftershock is your best option. The damage on shock won't be impressive, but it all but guarantees you to hit the bonus damage on aftershock. If you want to focus on defense with wards and monk protection, you can still use earthquake+aftershock to hit warriors focussing on your monks. Just make sure your monks stay still . For some single target hate, try an enervating charge + stoning combo. You've got heaps of options.
Sorochi
Shock and Aftershock could work, would I just go 12/10/8 in Earth, Air, and Energy Storage respectively? That'll help for Enervating Charge and whatever. It cuts down a little on the rest, but if it'll ensure damage output, it'll be worth it.
Or rather, just use Shock purely for the knockdown, and throw out Enervating Charge? Lots of options.
Or rather, just use Shock purely for the knockdown, and throw out Enervating Charge? Lots of options.
bent
Consider a movment hindering skill before starting earthquake to keep enemies close for aftershock.
You have to be practically on top of someone to use crystal wave.
Maybe combo of Enervating Charge, Stoning, Aftershock, Obsidian Flame, Stoning, Aftershock, Crystal Wave?
If your thinking of using obisdian flame a lot of times maybe try Necro as a secondary class. You can transfer you exhaustion (not many people know that). Spam obsdian flame as much as you can, spam plauge touch (cant remember if thats the correct skill name.) and you got a monk that is temporarily energyless. Plauge touch is a non attribute necro skill so you wont need to spend precious attribute points. Also might want to throw a movement hindering skill in there. I know there is a elite condition transfering necro skill that transfers all your conditions but I dont know if it will transfer all of your exhaustion, I have never tried. I know this isnt related to spiking but thought I would throw this in.
You have to be practically on top of someone to use crystal wave.
Maybe combo of Enervating Charge, Stoning, Aftershock, Obsidian Flame, Stoning, Aftershock, Crystal Wave?
If your thinking of using obisdian flame a lot of times maybe try Necro as a secondary class. You can transfer you exhaustion (not many people know that). Spam obsdian flame as much as you can, spam plauge touch (cant remember if thats the correct skill name.) and you got a monk that is temporarily energyless. Plauge touch is a non attribute necro skill so you wont need to spend precious attribute points. Also might want to throw a movement hindering skill in there. I know there is a elite condition transfering necro skill that transfers all your conditions but I dont know if it will transfer all of your exhaustion, I have never tried. I know this isnt related to spiking but thought I would throw this in.
EternalTempest
From another forum, Ward Against Foe's to reduce there movment to 50% or Glyph of Sacrifce to instantly cast earthquake?
Weezer_Blue
Damn. Knew someone would catch on eventually. Using Earthquake, and then having several /E cast aftershock along with the elementalists after enchantments are removed can lead to the deaths of their entire team, if they are so stupid to group tightly without protection.