My PVP Geomancer (E/Mo)

Plastiqq

Plastiqq

Academy Page

Join Date: Nov 2005

[ILL] Nervous Breakdown

W/R

Elementalist/Monk

Earth Magic - 12+4
Energy Storage - 10
Healing Prayers - 8

1. Obsidian Flesh
2. Armor of Earth
3. Earth Attunement
4. Aura of Restoration
5. Healing Breeze / Restore Life
6. Stoning / Stone Daggers
7. Earthquake
8. Aftershock




I hope you guys like this, tell me what you think.
I wasn't sure whether to use Stoning or Stone Daggers because I already have 2 high energy cost spells with high damage, one with low energy and half damage of others might be useful instead of another high cost spell...

Femejil

Femejil

Pre-Searing Cadet

Join Date: Dec 2005

Missouri

none at the moment

E/R

yea, i think thats a pretty good guild...another good monk spell you could look into is Rebirth..but thats just me.. i like that spell..

but anyway its a good build

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by Femejil
yea, i think thats a pretty good guild...another good monk spell you could look into is Rebirth..but thats just me.. i like that spell..

but anyway its a good build wtf.....

maybe he was making fun of you for using spells that cost so much energy and take so long to cast.....

earthquake-aftershock looks great on paper but it wont do much for you in pvp. people will move. they'll see you cast it because it takes so long to get off. they'll know your whole game.

you have 8 in healing but only one slot taken from the line. and it's breeze. take res sig, never a res spell from the monk line. those are slow and better for pve.

basically all of your skills cost too much mana and take too long to cast. you have good defensive spells but are you defense or offense? why heal yourself with all that defense? why be e/monk?

read over the spells and be sure to look at cast times and recycle times. a spell that cost 25 to cast, takes 3 seconds to get off and takes 25 seconds to cast again just isn't going to help you.

Frost_

Lion's Arch Merchant

Join Date: Jun 2005

needs wards

Warskull

Site Contributor

Join Date: Jul 2005

[out]

I don't see how you plan to really do damage. EQ+AS is a nice combo, but not going to serve you very well in the long run. You are also overlooking one of the single best skills in the earth line, Obsidian Flame.

Get rid of obsidian flesh, it isn't all it is cut out to be. You can take a much better elite (like glyph of energy.) Aura of restoration and healing breeze aren't needed. EQ+AS won't perform so hot in arenas. You also have to take a rez sig.

12+4 Earth
9+1 Energy Storage
9+1 Air

Obsidian Flame
Glyph of Energy
Shock
Aftershock
Crystal Wave
Armor of Earth
Holy Veil
Rez Sig

This build is similar in concept to the one you posted, but should perform stonger. You have 2 exhaustion skills. Use GoE with Obsidian Flame to stop the exhaustion. Armor of earth should protect you fairly well from physical damage and holy veil can get hexes off you (against a mesmer toss it on ahead of time and then use it to remove the hex.) Rez sig is far better than restore life. Any intelligent player will interrupt you, kill you, or kill the rest of your team while you rez using restore life.

To spike with this. Get somewhat close to you target, use glyph of energy. Cast obsidian flame on your target. Immediately follow with shock->aftershock. Then hit crystal wave. This should do a fairly decent chunk of damage (half of which is armor ignoring.) The cast on the knockdown is quick so it is easier for arenas where there are fewer targets. If you target someone around 75% HP with this spike they should die.

Just be careful about exhausting yourself. Obsidian flame is an awesome skill, but you don't need to throw it around all match. An ele like this excels at spiking. Try to shoot for kills or quick painful damage. Spamming obs flame most likely won't do to well if the other team has monks or self heals.