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Thao
26-05-2007, 09:04
"You're All Alone"

Use against incoming melee, as Weakness and Cripple are effective against melee physical damagers or against overextended casters. Follow up with Stoning.

Stoning

Great skill if you can get the Weakness on.

Obsidian Flame

Great skill to use when your low on energy, or as an unconditional high damage spell.

Ward Against Foes

Place in your midline to catch overextending casters trying to hurt monk or slow melee.

Earth Attunement

Energy Management, cast before Aura of Restoration.

Aura of Restoration

Cover Earth Attunement

Draw Condition [Or optional]

Ressurection Signet

Ryuujinx
26-05-2007, 09:14
Draw COnditions is always an optional, unless you can be an E/W/Mo :P

Thao
26-05-2007, 19:04
Oh yeah, didn't really pay attention to that.

Still an optional slot though.

What do you guys think though in comparision to Water Elementalists and Air Elementalist damage mitigation?

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I did test this in TA though, it really annoys melee and helps catch overextenders.

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And I forgot to mention Obsidian Flame's main role is to support Spikes.

David Holtzman
27-05-2007, 00:53
Um, your build doesn't really do anything. Whyever would I take it over a Bsurge who is way more capable of shutting down enemes and stopping spikes?

Ace Bear
27-05-2007, 01:22
We ran an Earth Ele but obviously its not only what you run but what you run it with. Other then that we had 1 Mel Derv, 1 Evis War, 1 MoR Mesmer, 1 B-Surge Ele, 2 Monks and 1 Snare Ele for running.

The Earth ele though had:

Glyph of Energy[ELITE]
Dragon's Stomp
Eruption
Ward v Melee
Ward v Foe
Earth Atunement
Aegis(Sometimes we would run Mantra of Concentration instead)
Res

Some Dude
27-05-2007, 08:41
Copy-paste a standard water ele from obs mode. You'll find it provides more mobile, less conditional warrior shutdown, and better offensive support (snares, and uber spike if you take shatterstone as elite).

YAA is more of a skill for gank characters to take, it won't trigger as much in 8v8.

Thao
28-05-2007, 02:31
Copy-paste a standard water ele from obs mode. You'll find it provides more mobile, less conditional warrior shutdown, and better offensive support (snares, and uber spike if you take shatterstone as elite).

YAA is more of a skill for gank characters to take, it won't trigger as much in 8v8.

What's obs mode?

Some Dude
28-05-2007, 03:05
^^

Push "B" when in an outpost, and you can observe top PvP games that have been played recently, in GvG, HA, and if you count it as PvP, Hero Battles.

Thao
28-05-2007, 04:09
Oh.

Now let's talk about: If P&H did use an Earth Support build, what would it look like?

I KNOW FOR A FACT, Ward Against Foes will be used. It's the most beautiful Earth skill. It's so versatile:

-If at flag stand, you can give flag runner a hard time.
-Kiting becomes a breeze for midline and monks.
-Opposing melee can't switch target as fast between targets being SoA'ed, Spirit Bonded, and Prot. Spirited.
-Unlike cripple and blind, you cannot remove a ward.
-Useful in retreating.
-Catch overextended casters.

And with a 40% weapon swap, you can expand the size of this web.

So skill number 1:

1. Ward Against Foes
2.
3.
4.
5.
6.
7.
8.

I don't like any of the Earth Elite spells, Stone Sheath looks interesting combined with Ward Against Elements. Cast on melee, melee are easily caught in adjacent range of each others. Melee won't be able to Crit. and your team has +24 armor against them.

Hmm, it sounds retarded, so I don't think it'll work. I like Glyth of Renewal though, use it with Ward Against Foes to make the biggest kiting area for your midline and monks ever, and I'd imagine it being hell for enemy capping flag if you do this at flagstand. :happy:

Nazpharoz
28-05-2007, 11:17
2 wards who are very well around to use as earth ele;
- Ward Against Foes
- Ward against Melee
some will use 3 wards.

Never stack wards on 1 possition
If you place them, Ward against Foes more in front, Ward against Melee just behind the midline possitions.
Ward against Foes is also very usefull for placing at the flagstand.
However never overextand to place wards, your party can't use them over their, that's why it's better to place them just behind your party. And if they aren't used over their, your party does already well enough against them. Otherwhise they would be pushed back towards your just placed wards to make them usefull.

If you use 3 wards, it's usefull to place 2 in front and 1 behind thus 2. It makes a large window to move inside.

cranialexodus
28-05-2007, 12:16
2 wards who are very well around to use as earth ele;
- Ward Against Foes
- Ward against Melee


put them on a mind blast ele instead, you won't need full coverage. 8 and less earth is fine.


The OP build seems totally pointless to me. Low pressure, average defense. I can think of half a dozen builds I'd rather run in any given team, from a linebacker to bsurge.

Thao
28-05-2007, 19:59
I just had a stroke of genius, or retardedness:

Ward Against Foes in your midline.

And for enemies mid-backline:

Dragon's Stomp -> Aura of Displacement/Shadow Walk in-> Aftershock -> Grasping Earth -> Aura of Displacement/Cancel Stance out.

Heck, instead of Grasping Earth, you can even use Ward Against Foes in the enemies mid-backline.

Your not really overextending, since you can shadow step back out.

The spike does 282 damage + knockdown, followed by a 21 second slow, similar to what Hammer Warriors do except, more damage, more sudden (one second their kiting, next their knocked down and struck for 282 damage), longer slow duration, and more "element of surprise".

Thao
29-05-2007, 02:43
Meh, I give up on Earth, just going to go B-Surge Air w/ Ward Against Foes.

Selene Raseth
29-05-2007, 03:09
Never forget to count aftercast and casting times in when working with anything requiring KD, and the fact most spells deal 2 secs KD unless otherwise stated. I'm guessing a test trial showed the secondary extra damage from Aftershock not taking effect due to this. After-cast is 3/4 second that currently has no way of lowering, except in a spell specific case.

Thao
29-05-2007, 04:53
Never forget to count aftercast and casting times in when working with anything requiring KD, and the fact most spells deal 2 secs KD unless otherwise stated. I'm guessing a test trial showed the secondary extra damage from Aftershock not taking effect due to this. After-cast is 3/4 second that currently has no way of lowering, except in a spell specific case.

If your talking about Earthquake -> AoD -> Aftershock, it works, already tested.

http://www.youtube.com/watch?v=GIWta9jwmCE

Patccmoi
29-05-2007, 05:50
Meh, I give up on Earth, just going to go B-Surge Air w/ Ward Against Foes.

That's likely the best thing you can do if your BSurge doesn't need Aegis.

Earth has about 2 useful skills in GvG, Ward against Foes and Ward against Melee. OFlame only in gimmick spike builds that isn't really used anymore (at least didn't see it in a long while).

Earth has other interesting skills like Earthquake and Eruption, but the cost is simply huge and you're likely to get interrupted. Getting hit by a PLeak on an Earthquake that wasn't Glyphed can easily lead to over 40 energy loss straight. They'd be nice if there was something else to put at the core of your build, but the thing is there isn't. In HA it can be a bit more interesting because there is more clumped people.

I think that Earth is the worse balanced Elementalist line atm with far too much self-defense (something like 7 pure self-defense enchants). Fire is finally decent with Mind Blast, Savannah and Searing Flames, Liquid Flame to spike, Mark to pressure, Flame Djinn for running utility, etc. Water is awesome in PvP for all the useful stuff you can fit in the bar. BSurge Air is decent. Earth has just nothing that you would make you want it as your primary element in GvG. The 2 wards can easily be ran at 9-10 earth on an Ele running something else, and the rest is easily replaced by something else. There's also Grasping Earth that's good, but it's mostly good on your melee. On a caster, you're better of with Ward vs Foes.

B Ephekt
29-05-2007, 06:00
There's really no reason to run an earth ele anymore. Wards are generally pretty bad in ladder play, people only pull them out for super safe tournament play. Not to be rude, but your ele here is pretty much a waste of a character slot.

Things like Eruption can be fun for destroying archers come VoD, but it's pretty hard to fit it on a character that's useful for the 20 minutes before VoD.

Raime Ithlein
29-05-2007, 06:04
Earth had it's day in the sun a while back. Just give it time and the metagame will change and earth will be back. Although the difficult thing about earth is many players are either to lazy, or too slow to do a figure-8 kite inside and outside WaF and WaM. Oh, the funny memories of "kiting lessons with Raime" that brings back.
*feels nastalgic*
*cries in a corner*

exjeh
14-06-2007, 16:58
An earth ele can be descent middline backup , but not with an alite like You are all alon , Earth ele's come with wards , mostly , and still can bring descent elites like SS (not very god for GvG though) Or u can take Glyph of energy so the ele can spike with Obs Flams frequently.

thx for reading my post

R A N D O M
18-06-2007, 05:41
Earth had it's day in the sun a while back. Just give it time and the metagame will change and earth will be back. Although the difficult thing about earth is many players are either to lazy, or too slow to do a figure-8 kite inside and outside WaF and WaM. Oh, the funny memories of "kiting lessons with Raime" that brings back.
*feels nastalgic*
*cries in a corner*

fist......

Smite goes forums
12-07-2007, 22:15
If I were to use a earth mid-liner (not that i would water/air better atm) it would look something like this:

Shockwave, Obsidian Flame, Grasping Earth, Glyph of Lesser Energy, Ward Against Melee, Ward Against Foes, Blind Was Mingson, Resurrection Signet

(this is assuming a monk has draw)