Hm... Recently I was invited into a HOH group as a E/Mo Earth warder and found it quite effective. I tweaked it in my head a little bit and this is how it is looking.
Class: E/Mo
Equipment: Aeromancer Set & +5 Energy, +20% enchantment Earth Staff (Standard +20% chance of recharge and cast)
Earth: 12+4
Energy Storage: 11+1
Air: 6+1
Skill Bar:
1. Armor of Earth
2. Kinetic Armor (Haven't tested with, added in)
3. Ward Against Melee
4. Ward Against Elements
5. Earth Attunement
6. Elemental Attunement (Or Obsidian flesh)
7. Gale (Possibly stoning or eruption [If you either, set energy storage to 12])
8. Ressurection Signet
Comments: Basically, you just need to make sure that your group stays in the AOE from the wards. You should be able to maintain it constantly seeing as how it lasts 21 seconds and takes 21 seconds to recast. Armor of earth should grant you about +60 armor at only a -12ish% movement speed. Kinetic armor should be able to add another +40ish defence against melee while the ward adds +24 against elements(Might be hard to keep up without any spammable spells). Earth & Elemental attunement will allow up to a 80% refund in energy allowing you to spam any of the first 4 skills as much as you want to. Gale is useful if your teamates can't seem to kill a monk and they need to you knock it down. Add that with the standard ressurection signet, and you have a ward-o-matic.
Any suggestions or ideas? Feel free to leave them here.
Ward-O-Matic!
Deathlord
theclam
Seeing as how you're almost impossible to kill, wouldn't it be better to put in a reusable res in place of the Signet?
I don't think Kinetic Armor is a great idea, since like you said, you have no spammables.
I don't think Kinetic Armor is a great idea, since like you said, you have no spammables.
Zeru
If you just have two wards, just play Mo/E and throw them on a prot monk.
If you want to play the warder go 10/10/11 (storage earth water) and pick up ward against foes and harm.
If you want to play the warder go 10/10/11 (storage earth water) and pick up ward against foes and harm.
AcidRock
If your going to be a ward-o-matic then I would try to replace the air for water
something like :
Earth : 8 + 4
Water : 8 + 4
some point in energy storage + 1
and some in healing prayers
Get ward against harm
ward against melee
ward against elements
ward against foes (if it is really usefull)
Armor of earth
Earth attunment
Obsidian flesh
Restore life
This way your role is all defensive, with armor of earth you get a nice armor buff and obsidian flesh protect u from spell and gives you armor as well so health doesn't really matter much. With 2 sup you'll have something like near 400 health (considering you have a sup vigor) all you have to do from there is to spam harm - melee - elements while keeping your armor up. with restore life, like theclam stated youll be able to bring teammate back to life with hp and energy. The only problem i might see with my suggestion is the energy cost since you dont have elemental attunment anymore but if u manage it correctly i think it could work pretty well.
I also think kinetic armor is a bad idea because of the lack of spamable (under 8 seconds) spells.
I put in ward against foes just because it is a ward but you could really replace it by something else like some healing or something like that since your role is purely defensive.
something like :
Earth : 8 + 4
Water : 8 + 4
some point in energy storage + 1
and some in healing prayers
Get ward against harm
ward against melee
ward against elements
ward against foes (if it is really usefull)
Armor of earth
Earth attunment
Obsidian flesh
Restore life
This way your role is all defensive, with armor of earth you get a nice armor buff and obsidian flesh protect u from spell and gives you armor as well so health doesn't really matter much. With 2 sup you'll have something like near 400 health (considering you have a sup vigor) all you have to do from there is to spam harm - melee - elements while keeping your armor up. with restore life, like theclam stated youll be able to bring teammate back to life with hp and energy. The only problem i might see with my suggestion is the energy cost since you dont have elemental attunment anymore but if u manage it correctly i think it could work pretty well.
I also think kinetic armor is a bad idea because of the lack of spamable (under 8 seconds) spells.
I put in ward against foes just because it is a ward but you could really replace it by something else like some healing or something like that since your role is purely defensive.
Kishin
Quote:
Originally Posted by AcidRock
If your going to be a ward-o-matic then I would try to replace the air for water
something like :
Earth : 8 + 4
Water : 8 + 4
some point in energy storage + 1
and some in healing prayers
Get ward against harm
ward against melee
ward against elements
ward against foes (if it is really usefull)
Armor of earth
Earth attunment
Obsidian flesh
Restore life
This way your role is all defensive, with armor of earth you get a nice armor buff and obsidian flesh protect u from spell and gives you armor as well so health doesn't really matter much. With 2 sup you'll have something like near 400 health (considering you have a sup vigor) all you have to do from there is to spam harm - melee - elements while keeping your armor up. with restore life, like theclam stated youll be able to bring teammate back to life with hp and energy. The only problem i might see with my suggestion is the energy cost since you dont have elemental attunment anymore but if u manage it correctly i think it could work pretty well.
I also think kinetic armor is a bad idea because of the lack of spamable (under 8 seconds) spells.
I put in ward against foes just because it is a ward but you could really replace it by something else like some healing or something like that since your role is purely defensive. Ward Against Harm and Obsidian Flesh are both Elites, you can't have them both. Also, I don't like the idea of two 8+4s, what with a net loss of 100 health (With a Superior Vigor equipped), 16 Earth straight out would probably serve the cause better. Also, I wouldn't bother wasting the points in Healing Prayers and would instead take Signet if you want to be packing rezz. Eles are generally watched, and going for a long duration rezz is generally a bad idea if someone has their eye of you. (Its hard to mistake Restore Life, you have to stand on a corpse to cast it after all).
something like :
Earth : 8 + 4
Water : 8 + 4
some point in energy storage + 1
and some in healing prayers
Get ward against harm
ward against melee
ward against elements
ward against foes (if it is really usefull)
Armor of earth
Earth attunment
Obsidian flesh
Restore life
This way your role is all defensive, with armor of earth you get a nice armor buff and obsidian flesh protect u from spell and gives you armor as well so health doesn't really matter much. With 2 sup you'll have something like near 400 health (considering you have a sup vigor) all you have to do from there is to spam harm - melee - elements while keeping your armor up. with restore life, like theclam stated youll be able to bring teammate back to life with hp and energy. The only problem i might see with my suggestion is the energy cost since you dont have elemental attunment anymore but if u manage it correctly i think it could work pretty well.
I also think kinetic armor is a bad idea because of the lack of spamable (under 8 seconds) spells.
I put in ward against foes just because it is a ward but you could really replace it by something else like some healing or something like that since your role is purely defensive. Ward Against Harm and Obsidian Flesh are both Elites, you can't have them both. Also, I don't like the idea of two 8+4s, what with a net loss of 100 health (With a Superior Vigor equipped), 16 Earth straight out would probably serve the cause better. Also, I wouldn't bother wasting the points in Healing Prayers and would instead take Signet if you want to be packing rezz. Eles are generally watched, and going for a long duration rezz is generally a bad idea if someone has their eye of you. (Its hard to mistake Restore Life, you have to stand on a corpse to cast it after all).
BurningPants
Ward Against Melee
Ward Against Foes
Ward Against Elements
Elemental Attunement
Kinetic Armor
Stone Daggers
Rez Signet
The only reason I substituted Kinetic Armor/Stone Dagger Combo for Armor of Earth was the fact that you will need to move quickly in order to get the wards in the right places (hopefully your not just setting them down anywhere). Cast a Ward Against Elements and Melee in the background where your casters are that way it gives them a place where they can hang out safely and cast. After that, move to the front lines and throw down the Ward Against Foes. You can also throw down a ward against elements if your monks cant keep up with a spike group. But before you move forward, turn on kinetic armor and use stone daggers every 5 seconds. With Elemental Attunement, it should only cost you 3 energy per dagger every 5 seconds so it won't be too much of a burden. And plus stone daggers never hurt anyone...cept your enemy.
EDIT: As for your attributes, I would suggest you pour what you can into Earth and pour the rest into energy storage. Don't spam your wards, use them only as necessary.
Ward Against Foes
Ward Against Elements
Elemental Attunement
Kinetic Armor
Stone Daggers
Rez Signet
The only reason I substituted Kinetic Armor/Stone Dagger Combo for Armor of Earth was the fact that you will need to move quickly in order to get the wards in the right places (hopefully your not just setting them down anywhere). Cast a Ward Against Elements and Melee in the background where your casters are that way it gives them a place where they can hang out safely and cast. After that, move to the front lines and throw down the Ward Against Foes. You can also throw down a ward against elements if your monks cant keep up with a spike group. But before you move forward, turn on kinetic armor and use stone daggers every 5 seconds. With Elemental Attunement, it should only cost you 3 energy per dagger every 5 seconds so it won't be too much of a burden. And plus stone daggers never hurt anyone...cept your enemy.
EDIT: As for your attributes, I would suggest you pour what you can into Earth and pour the rest into energy storage. Don't spam your wards, use them only as necessary.
AcidRock
Quote:
Originally Posted by Kishin
Quote: Originally Posted by Kishin Also, I don't like the idea of two 8+4s, what with a net loss of 100 health (With a Superior Vigor equipped), 16 Earth straight out would probably serve the cause better. well 400 instead of 500 considering all the defensive stuff you have on you and around i wouldnt mind spending some hp for better spells that would also protect my teammate. but i must admit that going full earth and energy storage could probably better.
Quote:
Originally Posted by Kishin
Also, I wouldn't bother wasting the points in Healing Prayers and would instead take Signet if you want to be packing rezz. Eles are generally watched, and going for a long duration rezz is generally a bad idea if someone has their eye of you.
well if you go full earth then you can bring in obsidian flesh so you have plenty of time to rez one or two fallen buddy without risking to be interupted and since the wards are there... standing on a dead body isnt a big deal as long as hes in the wards. and the fact that restore life bring an ally back to life at 80% energy isnt negligible. Or maybe obsidian flesh doesn't protect you from mesmer interruptions, tought so but correct me if im wrong ? the only flaw maybe is rangers interruptions...
knives
Ward Against Harm and a ranger packing greater conflageration would be hard to beat (only able to be killed by eles, mesmers, or necros). Then the ranger could lay traps around the wards, along with healing spring (since they tend to be targeted close to last). If your group is confident enough, then even throw in frozen soil, since if you are protecting everyone, they should pretty much stay alive, considering you have a healing monk, along with a protection one.
Tellani Artini
I'd bring glyph of concentration if I were you. The cool kids are catching on to choking gas + practiced stance.
Deathlord
Quote:
Originally Posted by AcidRock
Oh
well if you go full earth then you can bring in obsidian flesh so you have plenty of time to rez one or two fallen buddy without risking to be interupted Hm... There are non-spell interrupts like the warriors disrupting chop/savage slash/disruptive blow and rangers like distracting shot that'll probably not be effected by obsidian flesh (I think it is only untargatable by spells... skills are still allowed). Anyway, good suggestion guys. The main reason I didn't input ward against harm is the fact it would end up zapping elemental attunement. If you get ward of harm, you wouldn't be able to maintain it constantly, and it would add up the total mana cost to 40 per 20ish seconds. Packing water and earth attunement would save a total of 10.5 energy per 20 seconds (Assuming only for ward-sake, not energy saving on armor of earth and such). Seeing as how that's already 5 slots, you only have 3 left to spare. Kinetic armor and stoning daggers are sort of a combo so if you used it along with armor of earth you have no room for any kind of ressurect. You'd be getting too little energy back and if you tried to use stoning daggers, you would hardly be able to ward at all anymore... anyway, good suggestions, keep them comin. |