E/N PVP questions

Mr. Squish

Pre-Searing Cadet

Join Date: Dec 2005

[KoA] Knights of the Alliance

N/

I've been toying around with this modified warder for a little bit, and I wanted to post it up for criticism to see if I'm totally off the mark or if this build will do what it's supposed to.

E/N
Earth Magic: 11 +1 +3
Water Magic: 10 +1
Energy Storage: 10 +1

Earth Attunement (thinking of taking it out for Water)
Shadow of Fear
Ward Against Foes
Ward Against Melee
Ward Against Harm {E}
Blurred Vision
Obs Flame
Res Sig

Ok, as you can probably see, this is an extremely inept build offensively, Obs Flame is there just so I can participate in earth spikes. Blurred Vision is really more for Rangers than anyone, and Ward Against Harm is also there for hampering rangers, specifically the kindle-users, or for comboing with Greater Conflag. The other two wards are there for anti-warrior duty, of course. Shadow of Fear lasts 20 seconds at 0 curses, longer than its recharge, and is an additional impairing hex.
This is really not a finished build, though, and I'm not saying it's awesome, don't get me wrong. It's not terribly suited for 4v4 in TA because the lack of punch, I had little success there last night. Obsidian Flame's exhaustion tends to exacerbate the energy problems I can have because of only one attunement.

So, is this unworkable, or does it have some sort of potential?

Bane of Mortality

Bane of Mortality

Lion's Arch Merchant

Join Date: Nov 2005

Valor and Zeal [VZ]

Hmmmm....I tried a build like this a couple days ago. AFter a few wards you'll run out of energy and be useless. Since you have a necro secondary I suggest replacing Ward against Harm with Offering of Blood to keep energy under control. To make up for the loss of Ward Against Harm replace Ward Against Foes or Shadow of Fear with Ward Against Elements. Because both slow the enemies somehow you only really need one. I would get rid of Ward against Foes because it only slows their movement. ONce they get to you they either attack as normal or you have to leave the wards. Shadow of Fear also lasts a bit longer and is more helpful. I would suggest lowering Water Magic to 4 (+1 with a rune) and bringing blood magic up to 9 so Offering of BLood works better. With these stats Blurred Vision lasts 12 seconds and Offering of Blood gives you 15 energy, enough to cast another ward. IT would be wise to replace obsidion flame to get rid of exhaustion. Another large AoE like Well of BLood would be nice. With 9 blood magic, well of blood lasts for 15 se. with 4 regen. Glyph of Lesser energy would also do a good job in place of Obsidion Flame. This is a defensive orientated build. You dont really need a damage spell. That should be your teammates job. Final build would be something like this:

E/N
Earth Magic: 11 +1 +3
Water Magic: 4 +1
Energy Storage: 10 +1
Blood Magic: 9

Earth Attunement (thinking of taking it out for Water)
Shadow of Fear
Ward Against Elements
Ward Against Melee
Offering of Blood {E}
Blurred Vision
Well of Blood/Glyph of Lesser Energy
Res Sig

I hope this build works better for you in the TA. I tried two variations of this build in the CA's. People are very reluctant to stay in wards there so you're often useless. This build would work best in the TA's with a team of casters or in GvG defending the flag post. If anyone sees any improvements to my suggestions please post them. Hope this helps.