I've played very sub-optimal warding builds a few times in Canthan PvE, and discovered two things:
1. They rock (no pun intended).
2. It's easy to get them accepted by a party (Factions is having huge benefits to the appreciation of earth elementalists).
So what would be a good warding build, and how should it be played?
Here's what I think so far.
Ward Against Melee -- huge. All the casters should stand in it at all times.
Ward Against Elements -- not nearly as good as Ward Against Melee, but still highly worthwhile against mixed mobs.
Ward Against Foes -- I just don't get it. Yes, kiting can be good. But if Ward of Melee is down, I don't know of many mobs where Ward Against Foes would seem to make that much difference.
Ward of Stability -- obviously, very situational. Vs. the Jade Brotherhood just to protect against Dragon Stomp? I don't think so. Fighting to Drok's? Yeah, I'm packing it.
Stone Daggers -- if you're going to have Earth Magic high, take it. It's your main offense in this build.
Now, that can be pretty much it. 2-3 wards, Stone Daggers, 1-2 energy management, Aura, rez, and you're at 6-8 skills already. If interrupts are an issue, bring Mantra of Resolve. Or you can bring something like Extinguish -- one of those monk-relieving skills for the high-energy elementalist to help out with, and not really demanding the investment of attribute points. Heal Party is another option, I guess, although then you start compromising on Earth Magic and/or energy.
I don't like Armor of Earth or Kinetic Armor nearly as well in a group as I do solo; both seem to be better if you can dictate the tempo of play. On the other hand, they are great skills; so maybe you can bring one and only have it up part of the time. Kinetic could actually be a kind of cover enchantment, along with Aura, if you're running dual attunements.
Thoughts?
F
