Geomancer Secondary Help

Cernan

Pre-Searing Cadet

Join Date: Jul 2005

I've been playing for a few weeks now. Mainly just working on the PvE aspect of the game. However, now that I've done the missions I can only do FoW so many times....need to get in some PvP soon.

Right now I'm an E/N. I picked this combo thinking of using Stoning and Enfeeble. However, now I'm not so sure. I had thought of myself as a support type character with wards and a knockdown or two.

Earth 12
Curse 8
Energy 10

Stoning
Enfeeble
Eruption
Earthquake
Ward Against Melee
Ward Against Elements
Earth Attunement
Rez Signet/Obsidian Flesh

In PvE Stoning = daggers, Enfeeble = Crystal Wave, and Rez signet = Aftershock. That works well enough...but now I'm more concerned with PvP.

I'm half debating switching my Curses to Air for Enervating Charge. I would get both damage and weakness in one spell for 5 more mana. However, this build doesn't pump out damage so what's the point? If I went that route I would drop earth from 12 and even out more with points, using runes where necessary.

Part of me says go do the quest to become a monk secondary. Light of Dwayna and Aegis are both great spells. However, I'm not sure I want to become a cookie cutter Warden.

Water is always a choice with blurred vision or WaH.

I've got around 35 unused skill points. I could easily do the desert quests to drop my necro and gain another class. I 'm just looking for some guidance from other Geomancers and what works for them. I'm ultimately confused at this point. Part of me wants to damage the other part wants to protect. I'm having a hard time trying to find a medium and I don't think the EQ+AS+CW combo will work that well in PvP. Any sane person would just back away from the meager ae range.

Blah, help me....

Tuna

Krytan Explorer

Join Date: Jun 2005

Dark Horizons

Last time I ran a earth ele I used shock or enervating + stoning for kd and used aftershock for dmg. If you want to go /necro and use enfeeble you may as well bring some other necro curses. It not really important which ones, just browse through the list here at guru and pick out some (preferably lower energy cost) that seem like they would help out. I would recomend some 'drop and forget' skills like parasitic bond. You should consider using elemental attunement or another energy management elite.

edit: you should probably carry a ward or 2, but which one depends on the rest of your teams build.

Kellogs

Kellogs

Academy Page

Join Date: Apr 2005

[oOo] Oodles of Noobles

if you're using EQ I would seriously consider glyph of energy, because I think I speak for all earth eles when I say, it owns.

Tuna

Krytan Explorer

Join Date: Jun 2005

Dark Horizons

Quote:
Originally Posted by PHxOnfire
if you're using EQ I would seriously consider glyph of energy, because I think I speak for all earth eles when I say, it owns. Earthquake is usually a bit to energy intesive for GvG but its usefullness outweighs the energy cost in tombs. You can probably get by using lesser energy and just not cast as often. The elite slot would be better used elsewhere. If you're planning on doing some serious spell spam (ie: unload all 100+ energy worth of skills at once) you should probably look into ether prodigy. The more practical skill is elemental attunement which is really an awsome skill If you run major kd + aftershock spike you might want to look into glyph of elemental power but its quite tricky to run; you probably need someone else doing the kd.

Fatalis

Fatalis

Ascalonian Squire

Join Date: May 2005

Riga, Latvia

E/R

Quote:
Originally Posted by Tuna
If you're planning on doing some serious spell spam (ie: unload all 100+ energy worth of skills at once) you should probably look into ether prodigy. Have you actually tried using it? It causes Exhaustion and doesn't give you energy all that fast, and there's a risk of hurting yourself. I think it's broken.

Cernan

Pre-Searing Cadet

Join Date: Jul 2005

Thanks for the replies so far. I was really looking for direction on the secondary profession and it's usefulness. I kind of felt with my current build the curse line really wasn't being used that much. I'm not sure it is worth using Enfeeble for a knockdown once every 5 seconds. I'm actually thinking Rend Enchantments would do a better a job if I wanted to use something from curse.

I'm really learning towards one of two things now, speccing Air or questing for a monk secondary. Aegis + Wards + Light of Dwayna is nice...but I'm still not convinced I want to give up all my damage. I feel I would get more use out of Enervating Charge + Stoning, Shock, Lightning Surge, and Whirlwind more so than from anything in Curse. Perhaps Blood is the way to go? Any E/N out there that have found good uses with Earth?

I just dont' want to quest for a Monk and train all new skills if I'm overlooking some good Necro combos with Earth. I may just respec Air to keep my necro part until I decide further or get more feedback.

Thanks

Cernan

Pre-Searing Cadet

Join Date: Jul 2005

Well, after some self debate....I think I'm going drop Necro for Monk and choose possibly one of the two builds below. I'm leaning towards the first build.

11 (+3) Air
10 (+2) Earth
10 Energy

Enervating Charge
Stoning
Chain Lightning
Lightning Orb
Ward Against Melee
Ward Against Elements
Elemental Attunement
Light of Dwayna

or

11 Earth
10 Protection
10 Energy

Obsidian Flame
Obsidian Skin
Eruption
Aegis
Ward Against Melee
Ward Against Elements
Earth Attunement
Light of Dwayna

First option gives me damage/hinderance options with a couple wards. Second option is mainly just protection. Focuses on keeping up wards and alternating Aegis with monk friends. Eruption used only for blinding, and Ob Flame only as a kill shot type nuke.

Tuna

Krytan Explorer

Join Date: Jun 2005

Dark Horizons

Quote:
Originally Posted by Fatalis
Have you actually tried using it? It causes Exhaustion and doesn't give you energy all that fast, and there's a risk of hurting yourself. I think it's broken.
Nope, and I wouldn't be suprised at all if it was terrible. Just throwing out the idea Of course, as I say in almost every stratagy post, the best way to find out is to try it yourself as see what you like.

Quote: Well, after some self debate....I think I'm going drop Necro for Monk and choose possibly one of the two builds below. I'm leaning towards the first build.

11 (+3) Air
10 (+2) Earth
10 Energy

Enervating Charge
Stoning
Chain Lightning
Lightning Orb
Ward Against Melee
Ward Against Elements
Elemental Attunement
Light of Dwayna Why do you have KD but not aftershock? Take out a chain lightning for it.

Quote:
11 Earth
10 Protection
10 Energy

Obsidian Flame
Obsidian Skin
Eruption
Aegis
Ward Against Melee
Ward Against Elements
Earth Attunement
Light of Dwayna

Obsidian flame is a pretty nice skill to finish off people at low health. Generally you will have energy problems with that setup. Not to mention eruption.. errg. Aegis could be usefull.

You may as well take a kd + aftershock for dmg and then fill the rest up with whatever (wards, aegis, res, etc)

Cernan

Pre-Searing Cadet

Join Date: Jul 2005

Quote:
Why do you have KD but not aftershock? Take out a chain lightning for it.
This was meant for damage from range. Just because you have KD doesn't mean you need Aftershock. The KD is used for the interrupt factor, or just for keeping them from reaching you faster. If I was going to take Aftershock I would be better off with Whirlwind or EQ since they are both AE KDs.

Quote:
You may as well take a kd + aftershock for dmg and then fill the rest up with whatever (wards, aegis, res, etc) The second build isn't meant to have any real Damage. OB Flame would be rarely used at all, only if you see someone running with low health. It's never meant to be spammed. Eruption is basically the same, only used for the blind component if you need it on a ranger. Eruption is one of those great AEs where the graphics aren't that noticeable, and the AE is usually over before people realize they are getting hit by it. I don't see any energy problems. With Earth Attunement you can pretty much spam your wards none stop, and even eruption when it's up. Now if you try to go all out with both wards, your armor, aegis, and spam Ob Flame...then yes of course you will have energy problems.

EQ + AS isn't going to kill anyone by themselves and requires a lot of energy. With this build your meant to stand still and cast your wards + aegis....try to blind the rangers with Eruption or Warriors if they come in your wards. If the spellcasters try to focus on you then put up Ob Flesh, or if several people on your team die then put up OB Flesh while standing in your wards and AE rezz them.

rii

Desert Nomad

Join Date: Mar 2005

UK

How about go

Earth
Energy Storage
Healing

With

ward against melee
light of dwayna
Heal area
earth attunment
elemental attunement
earthquake
aftershock
ward against elements

i dont think the +24al of elements is really worth it, foes is not that great in pvp when your using static defenses like these :S

Tuna

Krytan Explorer

Join Date: Jun 2005

Dark Horizons

Quote:
Originally Posted by Cernan
This was meant for damage from range. Just because you have KD doesn't mean you need Aftershock. The KD is used for the interrupt factor, or just for keeping them from reaching you faster. If I was going to take Aftershock I would be better off with Whirlwind or EQ since they are both AE KDs.

The second build isn't meant to have any real Damage. OB Flame would be rarely used at all, only if you see someone running with low health. It's never meant to be spammed. Eruption is basically the same, only used for the blind component if you need it on a ranger. Eruption is one of those great AEs where the graphics aren't that noticeable, and the AE is usually over before people realize they are getting hit by it. I don't see any energy problems. With Earth Attunement you can pretty much spam your wards none stop, and even eruption when it's up. Now if you try to go all out with both wards, your armor, aegis, and spam Ob Flame...then yes of course you will have energy problems.

EQ + AS isn't going to kill anyone by themselves and requires a lot of energy. With this build your meant to stand still and cast your wards + aegis....try to blind the rangers with Eruption or Warriors if they come in your wards. If the spellcasters try to focus on you then put up Ob Flesh, or if several people on your team die then put up OB Flesh while standing in your wards and AE rezz them. Sounds like you're trying to make a earth ele do a water eles job. If you like that play style i would look into doing a water/earth/storage elementalist and forget about a secondary class. If you go that route your main decision will be ward vs harm or water trident. Ward/defensive eles can be tricky on energy management and skills distribution and what they bring really depends on the rest of your team. You probably don't need to run one unless you have a build with a lot of soft targets that need protecting. Bascially what I'm saying is that you're gonna have to figure it out yourself

Fatalis

Fatalis

Ascalonian Squire

Join Date: May 2005

Riga, Latvia

E/R

Quote:
Originally Posted by rii
How about go

Earth
Energy Storage
Healing How about you go Earth Magic, Energy Storage and Wilderness Survival. You can heal yourself pretty well with Ether Renewal (provided you use it properly) and use Serpent's Quickness to reduce recharge times for your skills. You should also use Armor of Earth to become resistant to most damage sources thus having to heal less anyway.

Note that it'd be an enchantment based build so you probably wouldn't want to go to Tomb with it.

Fatalis

Fatalis

Ascalonian Squire

Join Date: May 2005

Riga, Latvia

E/R

Quote:
Originally Posted by Cernan
EQ + AS isn't going to kill anyone by themselves and requires a lot of energy. Earthquake, Aftershock, Stone Daggers x 4. Rinse and repeat.

Voila, they're all dead. And unless you're a complete muppet you have no problems with energy or health either.