OK. This may not be the fastest farming build, but it works very well, and is usuable against lots of farming targets. I've used it against mountain trolls, avicara, grawl, ettins, minotaurs, dune burrowers, sand elementals, desert griffons, hydras, stone summit gnashers, mixed stone summit mobs, white mantle, yetis, and probably some other monster types I'm forgetting for the moment as well.
The core build, which I got in this very forum, is
Ether Renewal (Elite)
Aura of Restoration
Kinetic Armor
Armor of Earth
Earth Attunement
Stone Daggers
Aftershock
Crystal Wave
Earth 16 (12 + 3 +1)
Energy Storage 13 (12 + 1)
Weapon: Galigord's Stone Staff
Armor: Ideally, Tempest (which has a when-enchanted bonus), but any top-level armor will do.
Key playing points
1. Ideally, all four of the other enchantments should be up when you cast Ether Renewal. And you should cast five spells while Ether Renewal is up (typically 3-4 with 1 second casting times, such as Stone Daggers, and 1-2 with 3/4 second casting times, such as Aftershock or Aura of Restoration). If you meet this goal, Ether Renewal will give you 75 gross energy and 425-440 health each time you cast it, before counting the additional benefits from Earth Attunement and Aura of Restoration. Usually, that's enough to fully refill both your health and energy bars.
2. When in battle, always cast something fast enough to keep Kinetic Armor up. Even if you have to totally "waste" a spell, cast something. Stone Daggers and Aura of Restoration both come back quickly, if you need to cast SOMETHING.
3. If you are taking tons of damage even through your 152 points of AL bonus -- well, first of all, check that both Kinetic Armor and Armor of Earth are really up! Beyond that, you often can afford to spam wasted spells for the measly Aura of Restoration bonus, to tide you over until the next Ether Renewal comes around.
4. The AL bonus doesn't protect you against smiting, vampiric harm, degeneration (whether from hexes or conditions), life-stealing (vampric harm), or dark/chaos/shadow damage (favored by mesmers and necros). Against those, you have to rely on the health gain from Ether Renewal and Aura of Restoration to get you through.
These four tips are pretty much all you need unless you run up against interrupts, degeneration, and/or enchantment stripping, or too much healing. Here's how to deal with those.
5. If somebody in the enemy mob strips enchantments, kill the stripper first. If somebody in the mob casts Well of the Profane, run away IMMEDIATELY when somebody dies near you, before the well can form. If something about a mixed mob keeps you from following this rule, you probably can't handle the mob at all (and there certainly are such mobs that you can't farm with this build).
There is no skillbar tweak to protect you against enchantment stripping. Each spell you cast puts Kinetic Armor at the top of the to-be-stripped stack, and it has a 60 second recharge time. If it's stripped, recast, and stripped again vs. a high-level mob, you'll probably die soon thereafter.
6. Against heavy knockdown, either modify your skillbar (see below) or be very careful. Note that there's usually a moment when you're pretty immune to knockdown, namely when you're getting up from the last knockdown. Ether Renewal and Armor of Earth are the most important skills to DEFINITELY get off (and Aura of Restoration, but it's less difficult).
7. Against heavy interrupton, modify your skillbar. Also, note that if Stone Daggers is disabled for a 20 second period, you'll probably have to "wastefully" spam other skills, such as Aura of Restoration, for the sakes both of Kinetic Armor and Aura of Restoration.
8. There's nothing special about this build to allow you to deal with (self-)healing, other than outdamaging it and if necessary patiently waiting until the enemy seems low on energy. However, see below about how to deal with Healing Signet.
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