Forum Link Code:[url=]E-any Renewing Daggers[/url]
A versatile Elementalist Earth-farmer build that can operate in
many popular farming areas.
Attributes and Skills
- The Optional slot should nearly always be filled by a ward
fitting the monsters you are fighting (Stability versus hydras), or
a damage skill if a ward is not required for protection.
Equipment
- Any max armor, with Radiant Insignias if possible.
- An insightful Earth Staff with +20% enchant (and preferably max
HCT and HSR) is a REQUIREMENT for this build. Galigord's Stone Staff works well for
this purpose.
Usage
- Before aggro -- Before even entering range of your
target mob, cast Kinetic Armor. If facing any form of monsters that
uses knockdown skills (hydras are particularly potent at this,)
establish aggro, then replace Ward against Melee with Ward of
Stability and cast it immediately upon entering aggro. If
fighting melee monsters, Ward Against Melee should be used at this
point instead. Follow this immediately with Stoneflesh Aura, Armor
of Earth, and then activate Ether Renewal and begin spamming
daggers until your energy and health is maxed. Once the enemies
enter PBAoE range, begin to use Aftershock and Sliver Armor
whenever they recharge recharge to do damage, with daggers
interspersed between when extra damage is needed. You should be
staying at max health with no damage at this point.
- Maintaining -- Recast your ward the moment it recharges,
and keep an eye on the enchant bar to make sure that your Kinetic
Armor, Stoneflesh Aura and Armor of Earth (kinetic and stoneflesh
being more vital) do not drop. It is sometimes useful to wait a few
seconds in between recasting spells to conserve energy, but not so
long as to let Kinetic Armor drop. Recast Ether renewal the moment
it recharges, but make sure that all other enchants are up first to
gain optimal benefit. If all of your enchants are up and the enemy
is in range of your PBAoE, cast Aftershock OR Crystals once before
spamming daggers. Try to keep a "buffer" of at least 35 energy at
all times unless it is an emergency. Failure to keep up
enchantments or slips in casting order can be catastrophic. If you
have narrowed a mob down to one or two enemies and are low on
energy, it may be worth waiting for ether renewal to recharge to
finish off the last enemy, simply to have full energy for the next
mob encounter.
Counters
Interruption, Dazed, and powerful enchantment removal can
quickly render this build useless in some cases, however interrupts
and dazed can be countered to a degree by replacing certain skills
with various interrupt-stoppers outlined in Variants.
Variants
- In the event that neither Ward Against Melee or Ward of
Stability are useful, replace it with Crystal Wave/Teinai's
Crystals. If even more offense is needed, it may be possible to
replace Armor of Earth with the duplicate skill, though energy
management can become dangerous at this level, so Ether Renewal
should preferably be used while Sliver Armor is up to maximize
benefit.
- In any interrupt-heavy areas, it may be worth using Glyph
of Concentration, or possibly Mantra of Concentration if a mesmer
secondary. Glyph may actually be a better option, as it can be
recast quickly and covers two spells. Ether Renewal being
interrupted will effectively kill this build very quickly, since it
is both its only energy management and its only healing, so make
sure to always cast interrupt-prevention before casting it if
interrupts will be an issue.