Build:E/any Earth Magic Hero

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This build is in the testing phase.

Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

An Anti-Melee Support Earth Elementalist Hero build for those who cannot use Mercenary Heroes or Razah as an Illusion Mesmer. Powerful in Hard Mode due to enemies moving faster which will trigger the Knockdown on Churning Earth.

Attributes and Skills

Your maximum Energy is raised by 30.
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Elite skill variants:

  • Stone Sheath Stone Sheath – extra Weakness and a nice defensive buff; should only be used with a melee player build.
  • Elemental Attunement Elemental Attunement – extra energy to allow you to run more damage skills in the second set of optionals.

Variable skill slots:

  • Damage
    • Obsidian Flame Obsidian Flame – high DPS, however the hero is likely to become exhausted if not supervised.
    • Stoning Stoning – a nice spammable knockdown if Weakness is applied via Stone Sheath or Enfeebling Blood.
    • Ebon Hawk Ebon Hawk - only use in Normal Mode (replace Churning Earth), or if you don't bring a source of AoE Weakness on the team.
  • Control
    • Earthquake Earthquake – Earthquake is a more realistic overcast skill than Obsidian Flame, despite its higher energy cost.
    • Eruption Eruption – expensive, but Blind can be very useful.
  • Support
    • "Fall Back!" "Fall Back!" – helps with moving around the map if fights are already short.
    • "Stand Your Ground!" "Stand Your Ground!" – bonus armor is very strong, if you're not using "Save Yourselves!".
    • "Never Surrender!" "Never Surrender!" – only use if you've already picked both other shouts and still have open slots to fill.
    • Ward Against Melee Ward Against Melee – extremely strong, however Heroes tend to kite out of the area.
    • Ward of Stability Ward of Stability – extremely strong, however Heroes tend to kite out of the area.


Equipment

  • 5x Blessed Insignias
  • 2x Rune of Vitae
  • Superior Vigor
  • 40/40 Earth Magic
  • 20% Enchanting Staff if running Stone Sheath

Counters

  • Interrupts
  • KD immunity

Notes

Since there are a lot of high-cooldown spells this hero can spend a decent amount of time wanding, especially if their spells get interrupted.

See also