User:Discount Bob/BuildArchive/Elementalist

Incendiary Spiker

Attributes and Skills
Point Cap Nuker

Attributes and Skills
Shattering Twilight

Attributes and Skills
Shockwaver

Attributes and Skills
Starburster

Attributes and Skills
Echo Invoker

Attributes and Skills

 * Glyph of Lesser Energy can be replaced with Aura of Restoration if entering an area with many Enchantment removing enemies although higher energy management is required - consider asking a Necromancer to bring Blood Ritual.
 * Switch Resurrection Signet for Blinding Flash when going into AB to blind your attackers.

Sandstorm Warder

Attributes and Skills
Savannah Heat

Attributes and Skills
Terra Tank

Equipment

 * Geomancer armor, though not required, will provide you with 20 extra armor.
 * Anything along the lines of Galigord's Stone Staff.

Clear the Chamber

 * Upon entering the Underworld, watch the patrolling Bladed Aatxes in front of the Lost Soul.
 * When they are far away from him, use Storm Djinn's Haste to run and take the Clear the Chamber quest from him.
 * Run back as soon as you accept it and wait in the centre. Make sure you retarget yourself with the "F" key.
 * The best way to do this is if you press the "R" key after the "X" key. Which will auto-reverse and run you back.
 * Kill any Dying Nightmares along the edge if you popped them
 * If they are patrolling wait for them to leave before the next step.
 * Do not forget to re-target yourself before proceeding as you will eventually enchant the NPC instead of you.
 * Cast Stone Striker, Mantra of Earth and Storm Djinn's Haste.
 * Cast Stoneflesh Aura and Aggro 1 group of Grasping Darkness’ at a time and return back to the centre as far back as you can.
 * Use the same X-R technique to make this safer.
 * Wait until all of the Grasping Darkness’ use up their Distracting Blows. This is about 5 seconds.
 * Attacking them will induce their Interrupts but make sure you count how many Grasping Darkness' there are and how many have interrupted you.
 * Cast Ancestor's Visage, wait another 5 seconds.
 * Recast Stoneflesh Aura then use Sandstorm followed by Dragon's Stomp 1 second after and Aftershock immediately after.
 * Those that are not dead will run, this is your chance to renew your Stone Striker.
 * Those returning will attack with Distracting Blow as soon as they get back, and remember to count.
 * Cast Ancestor's Visage again and wait 5 seconds.
 * Recast Stoneflesh Aura and use Aftershock.
 * Those still not dead you may simply wand to death.
 * Another method for killing the Grasping Darkness' is to do exactly the same thing, but wait about 1 second before activating Dragon's Stomp, this way, they will often die before running.
 * Do the same for the other groups.
 * Agroing multiple groups of grasping darknesses can be dangerous because of all the interrupting, it's best to go one group at a time.

Getting to the Ice Wastes

 * After killing the 3 mobs of Grasping Darkness' you will be able to leave the central chamber.
 * Carefully watch the Bladed Aatxe patrols East of where you first entered the Underworld.
 * Make sure that they are away from the tunnel leading into the next room.
 * Run out of the chamber with Storm Djinn's Haste.
 * In the tunnel, wait until the Grasping Darkness' and Dying Nightmare patrol are far away (marked by the X in the map).
 * Run into the Ice Wastes with Storm Djinn's Haste.
 * Once in the Ice Wastes you can farm the Smite Crawlers in the same way you killed the Grasping Darkness’ except use Sandstorm immediately followed by Dragon's Stomp and Aftershock without the 1 second delay.
 * Watch out for Coldfire Nights, do not aggro them.
 * If you do, instantly hit Storm Djinn's Haste and try to run away in a zig-zag pattern to dodge Shard Storm.


 * When Dying Nightmares do pop, let it strip you, then put all enchantments back on. Smite Crawlers can’t kill you before you replace Stoneflesh Aura.

List of Farmable Areas

 * The Underworld
 * Minotaurs at Elona Reach (Recommended to bring Glyph of Elemental Power)
 * Kirins outside of Maatu Keep (Pongmei Valley exit) (bring a snare skill)
 * Ice Imps outside of the Ice Caves of Sorrow
 * Icy Dragon Sword farming in the Mineral Springs, (build explained in )
 * Minotaurs outside Ice Tooth Cave
 * Insects in Arkjok Ward just outside Yohlon Haven.

Farmable Bosses

 * Zelnehlun Fastfoot in The Floodplain of Mahnkelon, a short distance east of Rilohn Refuge (bring Aura of Restoration)
 * Exuro Flatus in Domain of Secrets
 * Bring Aura of Restoration, Armor of Earth and whatever damage skills you see fit. Do not forget to turn your Lightbringer title on.
 * Or use Glyph of Renewal, Sliver Armor, Crystal Wave and Ether Feast
 * Can also use Armor of Earth, Arcane Echo, Sliver Armor, & Illusionary Weapon. You will still take damage from burning, but once you get the hang of the build, it gets pretty easy.
 * Riktund the Vicious in The Mirror of Lyss
 * Bring Storm Djinn's Haste and run out of Beetle's and take Aura of Restoration.

Counters

 * Degeneration (unless you bring either Aura of Restoration or Ether Feast)
 * Enchantment stripping.
 * Stance removal.
 * Interrupts coming from those not adjacent to you.
 * Heavy damage output. (for example Bladed Aatxes or Coldfire Nights)

Variants
Glyph of Restoration.
 * Using Glyph of Concentration is an option. By precasting before agroing the Graspings, you can save yourself the risk of being interrupted. Th downside: losing time on killing smites.
 * To farm easier places, you need to consider any interrupters or enchantment strippers around and modify the build to counter. You may also like to replace Storm Djinn's Haste with Glyph of Elemental Power if running is not needed.
 * For longer fights, bring more armor instead of Ancestor's Visage.
 * Damage skills are very open depending on the circumstance.
 * This build may be replicated with Prophecies and Nightfall only. Dragon's Stomp may be replaced with Earthquake and Ancestor's Visage with Sympathetic Visage.
 * If a particular mob does not need Ancestor's Visage or Storm Djinn's Haste, replace it with a utility skill like, like Grasping Earth or Ward Against Foes and put the extra attributes into Energy Storage or Inspiration Magic.
 * If you are finding it hard to do Smite runs, look on the talk page for variants.
 * If you intend to farm enemies giving out very large damage output, you could bring Kinetic Armor. This needs to be maintained by spamming Stone Daggers.
 * When going into AB, switch out illusion magic and Ancestor's Visage for more Energy Storage and
 * Using the build in the same fashion as killing Smites, you can solo nodes, all except the Mesmer one.

Air Support

Attributes and Skills
Ebon Earthquake

Attributes and Skills
Hybrid Flag Runner

Attributes and Skills
Hydro Support

Attributes and Skills

 * Use Vapor Blade for helping spikes, Blurred Vision for more warrior hate, Extinguish for condition control, or Teinai's Prison/Ice Prison for more snares.
 * NOTE: Don't use Teinai's Prison or Ice Prison in a team build with fire damage.

Icy Shackles Flagger

Attributes and Skills

 * Water Attunement is a nice spell to have for energy management.
 * Glyph of Restoration for better survibability during flagging.
 * Blinding Flash for those pesky Cripshots.
 * Aegis can be used in this build, for this you will have to drop healing and move it into protection, use an enchanting mod if you choose to do this. If you do this, it is suggested that Glyph of Restoration is used, as you have no healing spells (unless you have conditions, where Mending Touch can be used).

MoM Smiter

Usage

 * Maintain Master of Magic and Zealot's Fire as often as possible.
 * Spam Reversal of Fortune along with Draw Conditions on target ally to deal damage to all foes nearby.
 * Use Balthazar's Aura to further increase damage dealt.
 * Remove harmful hexes with Smite Hex.
 * Enchant attacking allies with Judge's Insight to increase their damage output.
 * Resurrect fallen allies with Resurrection Signet.

Shattering Vapor

Attributes and Skills
Thunderbow

Attributes and Skills
Master of Restoration

Attributes and Skills
Mind Blast Runner

Attributes and Skills
Air Spiker

Attributes and Skills
Chilling Gust

Attributes and Skills
Dual Attunement Air Spiker

Attributes and Skills
Lightning Blinder

Attributes and Skills
SF Ele

Attributes and Skills
Water Trident Snarer

Equipment

 * Armour with Survivor insignias.
 * A staff with dual 20% faster casting water mods.

Assassin's Promise Nuker

Attributes and Skills
Death's Wave

Attributes and Skills
Gloom Farmer

Attributes and Skills

 * With a Lightbringer rank of 4 or below, consider using one of the Variants. See the Discussion for additional ideas.

Equipment

 * Armor
 * Radiant Armor with Attunement Runes where possible (Or equivalent). Ensure that you have at least 90 maximum Energy.


 * Weapons
 * Any single handed weapon with +5 energy and +20% enchantment duration extension. Rajazan's Fervor or the Totem Axe are ideal.
 * A focus with a "Live for Today" inscription (+15 energy, -1 energy degeneration). Chung's Focus is ideal.

Usage

 * Enter Ravenheart Gloom from the Gate of Anguish. Receive the bounty from the Whispers Informant.
 * Run past the first group of foes with Shadow Form and Flame Djinn's Haste up.
 * Now, near your position there are two mobs made entirely of spellcasters:
 * One to the left, composed of a mixed group of spellcasters.
 * One to the right, composed of six Curse of Darknesses.
 * Wait for combat between the Shadow Army and the Order of Whispers ends. Get closer to the mixed group.
 * Cast Shadow Form and get into the middle of the enemy group with Death's Charge.
 * Now attack with all of your AoE spells from left to right.
 * Should any foes attempt to escape, you may either:
 * A - Run away with Flame Djinn's Haste.
 * B - Cast a second Flame Burst.


 * Once the mixed group has been cleared, repeat the above tactics for the group of six Curse of Darknesses.

Solo Green Farmer

Equipment

 * Archmage's Armor
 * Enchantments last 20% longer weapon.
 * Arius' Sai or Chimor's Daggers are recommended Daggers.
 * Galigord's Stone Staff is a recommended Staff.
 * Totem Axe/Rajazan's Fervor + Galigord's Stone Scroll are also recommended. Earth Scrolls with identical stats as Galigord's can be found at Collector Ohtah in the Undercity (5 Plague Idols) or Collector Denos Makaluum in Vasburg Armory (5 Stone Horns). Droajam's Storm is also very similar to Galigord's Stone Scroll (and may be preferable depending on what you are farming).

Usage

 * Run to the boss using Dark Escape.
 * When you are just out of aggro, activate Glyph of Elemental Power,Shadow Form and use Death's Charge to teleport in. Usually aggroing before teleporting in makes enemies clump together, giving Sliver Armor less of a chance to target the boss.
 * Then activate Sliver Armor. Make sure you are closer to the boss than anything else, or you will not kill it! If Sliver Armor ends up targetting the wrong foe, try stepping away and then back to the boss, this will often give you the desired effect.
 * Use Obsidian Flame, Teinai's Crystals then Crystal Wave to speed up killing.
 * Just after the boss is dead, activate Shadow Form and use the speed buffs to run away to safety. You can use Shadow Form again since Morale Boosts recharges all skills.

Counters

 * Shadow Form doesn't protect against signets, touch skills, traps and Area of Effect damage.
 * Chilblains is a highly used skill by enemies which removes Shadow Form.
 * Shadow Form will be removed by foes using Expunge Enchantments.

Variants

 * Obsidian Flame, Teinai's Crystals, Crystal Wave, and Dark Escape may be switched out for other skills, depending on what you are farming.


 * When fighting Warrior bosses, such as Sunreach Warmaker, it helps to use Rust so that their Healing Signet takes 3 times as long to cast. To do this, though, you will be required to take one point off of Energy Storage and put them into Water Magic.


 * Caltrops is useful against bosses who attempt to flee when heavily damaged.


 * Feigned Neutrality and/or Shadow Refuge is useful against groups which have mobs with touch skills which penetrate Shadow Form and is also required for the run to some bosses.


 * You may also use Shock, Aftershock, & Teinai's Crystals in that order. Shock is a great interrupt on many bosses who cast their healing spells first to negate Sliver Armor.


 * Shadow of Haste serves to give you an emergency out and is particularly useful when learning the build, taking the 'error' out of 'trial and error'. This serves particularly well when attempting to master a series of difficult bosses in a single run, such as the monk-mesmer-elementalist-necro constructs in Sunjiang District Explorable.  Be warned - the speed boost offered by the skill makes pulling groups more difficult.


 * See variant for farming gemstones in Gloom.

Sandstorm Vermin Farmer

Armor

 * Any max armor will do, but Tempest, known as Blessed armor (+10 AL while enchanted) is recommended. This helps when the boss is attacking you.

Weapon

 * any staff, axe, sword, wand, that adds +20% Enchantments longer is needed to help maintain enchantments. Added energy is highly recommended on these.

Usage

 * Start out by walking into the explorable area Xaquang Skyway. Walk North West, go up the stairs, and you are now at the first place.

First Vermin Pull

 * Walk to Vermin group number 1, but, before aggroing them, cast Earth Attunement and Stoneflesh and walk to Vermin group number 2.




 * When you aggro the other group, cast Fleeting Stability followed by Mystic Regeneration. Quickly select a target, cast Glyph of Lesser Energy, Sandstorm, Earthquake, and Aftershock. Make sure that they are in that order, and right after one another (a good idea is to cast the next spell while the other one is still casting, this will cause it to cast right after one another. Make sure that the first spell is half-way completed before doing this).

Second Vermin Pull

 * Continue down the stairs, and you will see another set of Vermin. Follow the same rules as above, casting Earth Attunement and Stoneflesh before aggroing Vermin. Picture:



The "mob"

 * Now that you have cleared the first 4 sets of vermin, now you must take on the major mob. This build lacks the power to farm the boss among the Vermin, so it is best to wait for him to pass. Wait on the bridge until he progresses on.(Note: Vermin travel around in a loop counter-clockwise)




 * When the boss has passed, cast all 4 enchantments, and run clockwise aggroing all of the vermins. You will need to maintain your enchantments during this time until they are all aggroed. Make Fleeting Stability your main concern followed by Stoneflesh, Mystic Regeneration, then Earth Attunement. Your last mob of Vermin should include the boss. Select a Vermin, make sure your enchantments are up, and cast your skills (Glyph, Sandstorm, Earthquake, Aftershock). This will leave you with dead Vermin, a lot of loot, and a boss. You may choose to pick up the loot now, or flee away from the boss, loose aggro, and come back.

Optional starting point

 * After completing the large mob, there are a few more Vermin (3 groups) to the north. After killing these, there is a nearby portal that you may like to zone out of, come back in, and start all over. Using this portal, you can zone in and out until you acquire a full inventory, or until you get the anti-farm notice. This is a good way to aggro all the Vermin, excluding the bosses group, and killing them all in one skill combo.


 * When you come back into the portal, aggro the 3 groups of Vermin keeping up enchantments and head over to the bridge. Here you will wait for the bosses group to pass. When the boss passes, move forward into the aggro range of the other Vermin, and step back out when all of the groups (excluding the bosses) have been aggroed so that the boss does not come along. When all your enchantments are up, cast your skills in the order mentioned above, and they all should be dead in a matter of seconds, leaving you with a massively sacked pile of loot. See the video at the bottom, it uses this style of farming Vermin.

Counters

 * The boss
 * Failing to maintain Enchantments.
 * Vermin Shadow Stepping (rare occurrence)

Variants

 * Reduce Energy Storage by 1, and add another point to Earth Prayers, allowing another second for Fleeting to stay in effect.
 * Replace Earthquake with Dragon's Stomp

Attributes and Skills
Mist Form Farmer

Equipment

 * Weapons
 * Any Fire or Water staff or wand/offhand with a 20/20 HCT/HSR mod is recommended but the Totem Axe also works. Or Rago's Flame Staff/replica.
 * Armor
 * Maxed AL Armor with insignias of your choice.

Usage
Before approaching selected foes, cast Arcane Echo.
 * Gather the monsters and cast Mist Form
 * Cast the following in order:
 * Channeling
 * Meteor Shower
 * Bed of Coals
 * Frozen Burst
 * Teinai's Heat
 * Lava Font.

Counters

 * Monsters with enchantment removal.

Variants

 * For a Prophecies campaign only version, replace Bed of Coals with Sympathetic Visage, Frozen Burst with Fire Attunement, Teinai's Heat with Inferno.
 * A slower version without a Mesmer secondary can be made by replacing Arcane Echo and Channeling with Glyph of Lesser Energy and Glyph of Sacrifice.
 * Against Mountain Trolls, it is advised that you take Armor of Mist in place of Arcane Echo.


 * See for more variants.

Attributes and Skills for farming Kappa's
If you are finding Aura of Restoration is not a good source of healing, (though you should only be taking 0's as it is), bring along another defensive spell. Some of these include Stone Striker (Geomancer armor is needed) or Kinetic Armor.

Usage

 * First exit Gyala Hatchery into Maishang Hills.
 * Then walk right until you see 3 patrolling groups of Kappa's.
 * Before aggroing, cast all your enchantments except Fire Attunement and aggro the 2 right groups while keeping up you enchantments.
 * After that run back and aggro the 3rd group which is now behind you.
 * Run to the left or right until all the kappa's ball up nice, make sure to keep up you enchantments (except Fire Attunement) all the time.
 * When they are all balled up, you wait until all your enchantments are ready to cast and then you use every enchantment, including Fire Attunement.
 * Then you cast Glyph Of Elemental Power, followed by Arcane Echo and then Searing Flames on one of the kappa's in the center of the group. Spam Searing Flames until all of them are dead.
 * Pick up your loot and repeat.
 * Video

Attributes and Skills for farming Dragon Moss
Here you should really take Aura Of Restoration, because these foes will be able to hit you for more damage, so you need healing.

Usage
Note:This version of the usage of this build is actually the same as the Kappa version.
 * Leave Saint Anjeka's Shrine, while you have the quest "A New Escort" active, if it isn't, there will be no Dragon Moss.
 * Then walk ahead until you see the Dragon Moss, before you engage them in combat cast all your enchantments except Fire Attunement.
 * Then aggro the Dragon Moss while keeping up your enchantments.
 * After you got them all walk back because there is a group of patrolling warden coming your way.
 * While walking back they should ball up nicely.(don't walk back to far or the Kurzick may attack the Dragon Moss, which can screw up the run.)
 * If they are balled up use the same strategy as above to kill them.
 * Video

UW Tank

Equipment

 * Geomancer armor to further reduce the damage received.
 * Galigord's Stone Staff is perfect (any other staff with a perfect modifier of enchanting will be ok).

Usage
Be careful, before activating Obsidian Flesh a second time you have a gap of 6 sec. during which you are not protected against their spells.
 * Cast and keep up Kinetic Armor, Stoneflesh Aura, Stone Striker and Mantra of Earth.
 * Use Aura of Restoration to heal from life stealing or degeneration and to keep Kinetic Armor up.
 * Cast Obsidian Flesh when you see any Dying Nightmares to prevent enchantments stealing.
 * Cast first Sympathetic Visage and then Ancestor's Visage alternatively every 10 sec (when the activated skill is half recharged) to steal adrenaline and energy from adjacent mobs and to prevent interruptions.
 * Obsidian Flesh is also to be used against Terrorweb Dryders.

330 Ele

Equipment

 * Any armor will do, however you will need to bring your health down to 330 and it must be Infused. The exact number is not required, but must be over 250. Wearing a Superior Rune in both Earth Magic and Energy Storage is the best way reach 330 health.
 * A +20% Enchantment staff is recommended.

Usage



 * Enter the mission and cast Balthazar's Spirit.
 * Wait for the Mursaat casters to agrro the Dwarf NPC and run off.
 * Once gone, run up to the Dwarf Corpses. You can find them by using the Alt and Ctrl buttons.
 * Use Protective Spirit and Stoneflesh Aura, then Aggro the 2 mobs of Jade.
 * Quickly run up the hill to the third Jade mob.
 * There will be a Jade Bow at the top, once you are in front of him, you will be safe from both sides.
 * As long as you are quick to run into the safe zone, the Mursaat won't bother you.
 * Use Protective Spirit and Stoneflesh Aura again, drop Ward of Stability and use Sliver Armor.
 * Heal with Zealous Benediction as needed.
 * If you are low on health and Protective Spirit is flashing, use Protective Spirit first.
 * Always have Stoneflesh Aura after Protective Spirit, as Stoneflesh Aura will absorb the 33 damage given by Protective Spirit.
 * Use Teinai's Crystals and Crystal Wave energy permitting.
 * If damaged monsters flee, wand them, and they will return.
 * Renew your skill cycle as needed.

Counters

 * Knockdowns without Ward of Stability and Interrupts will stop you. You cannot farm the Mursaat themselves, as the Mesmers will interrupt you and the Necromancers will throw hefty health degen on you. Avoiding them is easy, just follow the steps in the Usage Section.

Variants

 * Farming other areas is not hard, just bring the core skills Protective Spirit, Stoneflesh Aura and Balthazar's Spirit, you can tank most mobs. Optional skills will vary on the mob.


 * One recommended place for farming is the Tusked Howlers outside Yohlon Haven. They tend to work pretty efficently.


 * Another place this works is outside the Dajkah Inlet. The mesmer boss outside (Eshim Mindclouder) is farmable with some effort. The degen he and his group has makes healing and watching Protective Spirit and Stoneflesh Aura absolutely vital. When farming The Mindclouder I recommend taking the skill Aftershock in place of Teinai's Crystals for better energy management and effiecent damage dealing.

List of Farmable Areas

 * Jade outside of the Ring of Fire mission.

Equipment

 * Any Armor will work except one which increases your health. Using Radiant Insignias is a good idea for the additional energy.
 * Preferably a Staff of Enchanting Linked to Earth Magic. Galigord's Stone Staff is optimal.

Usage

 * Cast Balthazar's Spirit
 * Cast Ward Against Foes to help prevent AoE scatter as well as to aid your team
 * Cast and Maintain Protective Spirit and Stoneflesh Aura
 * Cast Shockwave, Crystal Wave, and Teinai's Crystals whenever possible.

Counters

 * Degneration
 * E-Denial
 * Life Stealing
 * Enchantment Stripping
 * Interrupting

Variants

 * Healing Breeze
 * Stone Daggers
 * Ebon Hawk
 * Obsidian Flame
 * Grasping Earth
 * Sandstorm and Unsteady Ground are viable replacements for Shockwave.
 * Glyph of Lesser Energy if energy is an issue.
 * Glyph of Concentration if you fear interruption for Stoneflesh Aura
 * In areas where enchantment stripping is a major issue, Shockwave may be replaced by Obsidian Flesh for less damage but much greater survivability.

Imperial Farmer The Imperial Farmer is used in Raisu Palace (explorable) to farm Star Ancient Koosun for Koosun's Fire Staff, and other bosses alone. Good equipment helps, but even simple weapons can be used. This build can be used anywhere that degen and physical attacks are the primary opposition, but is intended to easily farm Star Ancient Koosun. This build is used for SOLO farming, but can accompany chest run groups.

Attributes and skills
If you are using this build for anywhere other than Raisu Palace, you can use Purge Conditions, Mend Ailment, or Remove Hex instead of Celestial Storm..

Equipment
There is no special armor needed, as long as you have +4 energy regen. Recommended weapons are expensive but effective. There are two separate groups of equipment needed. Water Running and Fire Fighting.

Water Running equipment includes: (weapons set 1)
 * Helm that is +4 total Water Magic. (Superior rune of Water Magic on Hydromancer helm)
 * Totem Axe+5 weapon with enchantments 20% longer
 * Flint's Artifact ( +1 Water Magic 20% & 1/2 Recharge of Water Magic Spells 20%)

(A Water staff with a a perfect Staff Wrapping of Enchanting and 20/20 casting is also workable as this weapons set, see collector items with mods.)

Fire Fighting equipment includes: (weapons set 2)
 * Helm that is +4 total Fire Magic (Superior rune of Fire Magic on Pyromancer helm)
 * Wayward Wand of Fire Magic or Rago's Flame Wand (1/2 Recharge of Fire Magic Spells 20%)
 * The Kindlerock ( +1 Fire Magic 20% & 1/2 Recharge of Fire Magic Spells 20%)

(A Fire staff with a perfect Staff Wrapping of Enchanting and 20/20 casting is also workable as this weapons set, e.g Rago's Flame Staff.)

Usage
There are two distinct modes to this build, Water Running and Fire Fighting.

Water Running mode allows you get to your target with basic invulnerablity to physical and most degen attacks. You have extra armor from Armor of Mist (+42 or +44 armor (20%)) and should use Armor of Mist and Mist Form at the same Time. You sometimes cast Healing Breeze on top of these spells before running past opponents.

The recommended order of casting is: This gives you a total of 26 seconds of protection at 33% faster speed. It should be mentioned that Mending and Watchful Spirit are cast after getting Celestial Storm at the beginning of the mission.
 * Mist Form
 * Armor of Mist
 * Healing Breeze (optional).

For Star Ancient Koosun farming, I recommend using the path to the north of Onata the Assassin and the Mesmer Boss, toward Kai. For Star Ancient Koosun farming, you set up adjacent to Star Ancient Koosun usually to the left as you enter from the rez point past Kai. Then, when all degen is resolved switch to Fire Fighting mode.

Switching modes:
 * Switching to your fire weapons group containing the Wayward Wand of Fire Magic or Rago's Flame Wand and The Kindlerock
 * Swap your Hydromancer Helm for your Pyromancer Helm.
 * Remove both Mending and Watchful Spirit by double clicking on each above the Skill Bar

You now have 36% half recharge, +1 Fire Magic 20%, and a total of 12 Fire Magic. Fire Fighting Mode allows you to do heavy damage with Immolate with excellent energy conservation. You do not need the Celestial Storm to kill Star Ancient Koosun if you are patient with Immolate and Fire Attunement.

To Kill Star Ancient Koosun, in Fire Fighting mode: Cast Fire Attunement as needed, but you will notice that even with the monk, Immolate will eventually kill Star Ancient Koosun. To get Koosun's Fire Staff, it seems you want to kill him quickly. There are sweet spots along the wall where you cannot be counter attacked.
 * Cast Fire Attunement. Wait for energy to fully recharge.
 * Cast Armor of Mist
 * Target Star Ancient Koosun and cast Celestial Storm, then run out of his aggro circle. It is recommended you hit him where it will kill all his minions especially the monk.
 * If he survives the Celestial Storm, line up on the wall at the edge of range and begin casting Immolate.

Counters
Obsidian Flame attacks and degen can get you if you are careless in Imperial Sanctum. A foe could strip your enchantments, but this is not encountered in Imperial Sanctum.

Variants

 * You can increase damage by changing one element of this build.
 * Glowing Gaze replaces Fire Attunement
 * You can forgo the Fire Portion of this build and use
 * Deep Freeze replaces Immolate
 * Purge Conditions or Mend Ailment replaces Fire Attunement
 * The 9 attrbute levels that were in Fire Magic can then raise your Healing Prayers to 9 and optionally raise Protection Prayers to 3. This allows much better healing which is useful in running, but makes killing Star Ancient Koosun dependent upon the Celestial Storm.

Cast Arcane Echo, Echo, Celestial Storm, Echo(arcane copy), Celestial Storm, Celestial Storm
 * There is a Good variant that changes monk skills for Dervish skills
 * There is also a very successful 5 storm version, it is a variant, but radically different.
 * When the boss quickly dies, your two Celestial Storm copies will recharge, select any opponents in the area, and cast quickly, you may want to cast Armor of Mist to help run to any opponents that are out of range, before your spells expire.

Savannah Heat Farmer By using the powerful spell Savannah Heat in combination with Meteor Shower and Bed of Coals you can kill many types of monsters in one shot before they have a chance to flee from the area of effect. Smite Crawlers in The Underworld and Stone Scale Kirin in Pongmei Valley, while using Earth Magic enchantments to reduce received damage to 0.

Equipment
Armor:

Tempest or Pyromancer's is recommended, although the additional armor is rarely needed. Radiant Insignia may also be used.

Weapons: One of the following: and
 * An Insightful Earth Staff of Enchanting. A 20% enchantment mod is recommended.
 * Totem Axe / Earth Scroll combination.
 * Galigord's Stone Staff
 * A longbow or flatbow for pulling Smite Crawlers.

Usage
Killing the Grasping Darkness

Pre-cast Balthazar's Spirit and take the Clear the Chamber quest from the Lost Soul. If a Dying Nightmare pops up, let him use Rend Enchantments on Balthazar's then cast Flame Djinn's Haste to break aggro. In this case, remember to recast Balthazar's Spirit on yourself before entering battle; avoid accidentally casting it on the Lost Soul.

Then cast in this order: Then quickly aggro one or two groups of Grasping Darkness and run back. Then cast you offensive skills in this order:
 * Flame Djinn's Haste
 * Stoneflesh Aura
 * Glyph of Concentration
 * Meteor Shower
 * Savannah Heat
 * Bed of Coals
 * Flame Djinn's Haste*
 * To prevent them from interrupting Flame Djinn's Haste, cast it while the Darkness are knocked down from Meteor Shower.

This should kill all of the Darkness. If any remain, thay will most likely die soon from burning and normal wand attacks should be enough to finish them off. In a worst-case scenario there will be a couple left with about 10% health and you will have little or no energy due to them spamming "Fear Me!". A +15/-1 set is very useful for finishing them off in this rare situation.

Note: Before you take the quest it is recommended that you cast Flame Djinn's Haste and run up the stairs to pop any Dying Nightmare that might be hidden.

Killing the Smite Crawlers

Once all the Grasping Darkness have been eliminated, use Flame Djinn's Haste to run to the Smite Crawlers in the Ice Wastes. It is recommended that you pull large groups of smites with this build due to the length 60 second recharge on Meteor Shower. It is possible to pull together all the smites in the first chamber. A video of how to do this can be seen here

If done right this will kill all the Smite Crawlers you have pulled. If a Dying Nightmare pops up while pulling the smites, let him use Rend Enchantments then cast Flame Djinn's Haste to break aggro. Then come back and kill the Dying Nightmare first and proceed with the smites. A video of how to do this can be seen here
 * Maintain Stoneflesh Aura and Armor of Earth to take all damage to 0 and maintain Balthazar's Spirit for energy and use:
 * Meteor Shower
 * Savannah Heat
 * Bed of Coals
 * Flame Djinn's Haste

Videos

 * Killing the Grasping Darkness
 * Run to the Smite Crawlers
 * Clearing Smite Chamber #1
 * Clearing Smite Chamber #2

Stone Scale Kirin variant
This variant will allow you to farm Stone Scale Kirin, Undergrowth and Dragon Moss in Pongmei Valley right out of Maatu Keep.

Equipment

 * Armor: Any armor can be used, but Tempest, Pyromancer's or Geomancer's are preferred.
 * Weapons:
 * An Insightful Earth Staff of Enchanting. A 20% enchantment mod is recommended.
 * Totem Axe / earth scroll combination.
 * Galigord's Stone Staff

Usage
Cast and maintain all your enchantments, and aggro the Kirin, Undergrowth and Dragon Moss. You should maneuver so that the Dragon Moss are close to one another, and then move into melee range of them, which will place the melee-range monsters near the Dragon Moss. Once the monsters are in a ball, cast the following spells in this order:
 * Glyph of Elemental Power
 * Meteor Shower
 * Savannah Heat
 * Bed of Coals

Torment Farmer

Attributes and Skills

 * If you are sure that you'll burn your whole energy pool, you can replace Churning Earth for Essence Bond.
 * You can replace Obsidian Flesh for Glyph of Renewal. The usage is simple, cast Glyph of Renewal then cast Sliver Armor, in that way, Sliver Armor will always be on. You must be careful because you'll have a lower defence.

Equipment

 * Armor: Any max armor will work well.
 * Weapon: Galigord's Stone Staff is the best weapon for this build.

Usage



 * Go in the Domain of Fear.
 * Cast Balthazar's Spirit and Aura of Restoration on yourself, and make sure they are constantly maintained.
 * When you see a patrol of monsters, cast Armor of Earth and Stoneflesh Aura, followed by Obsidian Flesh, then Aggro them.
 * Once they are bunched up around you, cast Armor of Earth and Stoneflesh Aura again.
 * Use Healing Breeze to cover the reload time of Obsidian Flesh. When it's ready, cast it and Sliver Armor. When Sliver Armor is on, cast Churning Earth. The more monsters bunched up around you, the more effective Sliver Armor will be.

Counters

 * Daze, Interrupt or Enchantment Removal can annihilate you. If you are careful and keep Obsidian Flesh on as much as possible, those problems won't happen.

Variants

 * The main Variant is to switch Churning Earth for Essence Bond. Your energy pool will always be full with Essence Bond and Balthazar's Spirit together.
 * You can replace Obsidian Flesh for Glyph of Renewal, so that you can almost always have Sliver Armor up and constantly be killing, however this build lacks the neccesary spell protection against enchantment stripping spells in the Domain of Fear

Equipment

 * Max Armor (Radiant or Survivor)
 * A +5 energy sword/axe or spear with +20% enchantment duration and an earth offhand with 20% half skill recharge and +30 health

Usage
Start off in each zone by having the bonder put all bond on you. Cast Stoneflesh Aura and Armor of Earth before aggroing. If you brought a Spell Breaker monk, have them put it on you to make rounding up easier. Pull the group to the desired spot. If facing Misery Titans or Margonite Vus, keep up Ward of Stability as much as possible. Use Serpents Quickness and Obsidian Flesh at the same time as Spell Breaker runs out. Right as the next Obsidian Flesh is ending, use it again. Wait for Serpent's Quickness and Obsidian Flesh both recharge, and use them again. See specifics for each zone at their page on the wiki.

Counters

 * Chilblains from Despair Titans.
 * Wild Throw
 * Knockdowns during the downtime of Ward of Stability.

Anti-Interrupt variant
E/Me Variant for interrupt protection.

Regen Variant
E/D Variant for extra regen.

No Bonder Variant
EoE Bomb The iBomb (insect bomb) was made for farming insect mobs in Nightfall. It uses powerful AoE skills combined with EoE to deal widespread damage killing entire mobs with ease. This build was only designed to farm insects in these areas below and has not been tested elsewhere.

Arkjok Ward Insects
Optional Slot:
 * Storm Djinn's Haste (recommended, put leftover points into Air Magic)
 * Churning Earth in place of Eruption.
 * Sandstorm may be used in place of Shockwave. Tighter grouping is needed.

Usage

 * Exit out the Arkjok Ward portal from Yohlon Haven.
 * If you brought a running skill, use it and head over to the priest and acquire the hunt for insects.
 * Before aggroing the insects to the south, cast the first 3 skills to the left on your skill bar.
 * Aggro the insect mobs, you may have to wait for the farthest mob to separate from the imps, because the imps will strip your enchantments, ruining your fun.
 * When they all have your attention, run to the north, pulling all the Bladed Veldt Termite with you. Once the ranged mob (consisting of the Veldt Beetle Lance and Veldt Beetle Queen) are close together, run back bringing all the insects right next to each other. They can be loosely grouped as long as Shockwave can hit them all.
 * Target one of the many Bladed Veldt Termite, making sure that your enchantments are not going to end, cast Glyph of Elemental Power, EoE, Eruption, and Shockwave. This should kill them all, giving you lots of items, lots of points, and lots of experience in a short time.
 * Re-zone into the city through the portal so you can turn around and repeat. You may also like to map travel, but it may take longer.

Skills

 * Switch out Shockwave for Sandstorm
 * Only 4 skills are needed, Stoneflesh Aura, Armor of Earth, EoE, Shockwave. See video for this.

Video

 * YouTube
 * Google Video

Usage

 * Exit out the The Floodplain of Mahnkelon portal.
 * Using your Storm Djinn's Haste, run northeast passing the first group of foes.
 * Continue traveling northeast until you reach a bridge above you. The spiders will spawn from the ground if you travel a bit more north. The blue dots on the compass/map show you where you need to stand for them to spawn.
 * Before spawning the spiders, cast Storm, run in, spawn them and run back losing all aggro. This is the hardest part of the entire run because if you don't leave quick, they will kill you.
 * When in safety, cast Troll, followed by the spamming of Aura and Storm until health is restored.
 * Run back to the rock before the mob and cast EoE behind the wall nearby. Using your running skills, aggro the entire group and run back to your casted EoE. From here, the ranged monsters can not attack you because your behind a wall
 * Cast Earth Attunement, Glyph of Elemental Power, Sandstorm, and Eruption. They will all be dead in a matter of seconds. EoE will also kill the boss.

Skills
Replace Earth Attunement with Ward Against Foes, cast right before aggroing spiders.

Video

 * YouTube
 * Google Video

Fire Magic Spider Variant
Optional skills: Glyph of Elemental Power, Glyph of Lesser Energy, Charm Animal


 * Target the boss and cast Mark of Rodgort, Meteor Shower, and finally Savannah Heat.
 * If the boss has a little bit of health left feel free to walk up to him and use Flame Djinn's Haste to finish him, but he rarely lives due to burning.

Equipment

 * Armor: Max level armor with the correct runes will do.
 * Weapon: Any weapon/staff that adds +20% enchantment longer is recommended.

Counters
Arkjok Ward Insects: The Floodplain of Mahnkelon Spiders:
 * Failing to keep up enchantments.
 * Enchantment stripping.
 * not casting your running skill/not breaking aggro.

Equipment

 * Any maximum AL armor will do.
 * Have a 20% Enchantments last longer staff.

Running To The End

 * Take the Scepter of Orr from Evennia.
 * Use Stoneflesh Aura and Storm Djinn's Haste to run past the first set of imps.
 * When you get to a safe(r) spot, use Troll Unguent
 * Don't be afraid of energy loss as the Scepter of Orr will provide another pip of regen, helping to counter Storm Djinn's Haste. Energy is not a problem at all.
 * When you see Bone Dragons you will need to use Glyph of Concentration every time you use Stoneflesh Aura as they will use Choking Gas to Interrupt you.
 * Continue the path using the previous steps until you reach the gate lock.
 * Upon opening it, you will find Hill Giants who will knock you down.
 * Set up Ward of Stability and wait for all of the Giant Stomps to pass.
 * Continue running up the hill to the left, and you will see Vizier Khilbron.
 * Give him the Scepter of Orr and skip the cinematic.
 * Continue running the route until you have to protect the Vizier.

Defending The Vizier

 * When you are ready to defend the Vizier, "pop" him by coming close to the dock.
 * Move back as far as possible as your back it to the hill. This is to ensure that the mobs attack you which allows the Vizier to do his job.
 * Cast Serpent's Quickness before Obsidian Flesh
 * Use Glyph of Concentration every time you use Stoneflesh Aura
 * Upon Burning use Troll Unguent
 * After the first Obsidian Flesh ends, cast it again. And remember to keep Stoneflesh Aura up too.
 * This is also the time where you might want to farm, cast Sliver Armor (if energy permits) and let it do its job.
 * Before the next Obsidian Flesh runs out, use Serpent's Quickness before Obsidian Flesh, which repeats the process.
 * Once the Vizier is finished, get on the boat and you are done.
 * Note that this is the only part where energy can be a problem, if you start to lose energy on Sliver Armor or you have to recast another skill because it got Interrupted, try and keep it to the bare bones of Serpent's Quickness, Obsidian Flesh, Glyph of Concentration and Stoneflesh Aura.

Counters

 * Knockdowns without Ward of Stability and Interrupts without Glyph of Concentration will stop you from recasting your enchantments.
 * If you don’t get the Obsidian Flesh cycle right, you may run into your Stoneflesh Aura getting stripped. In this case, cover it with Storm Djinn's Haste ASAP.

Equipment

 * Tempest Armor(armor + 10 while affected by an Enchantment Spell) with two Runes of Attunement and a Major/Superior Vigor Rune.
 * Galigord's Stone Staff or a Ritualistic Ghostly Staff as energy management is rather hard.
 * A Longbow.

Fighting Aatxes and Nightmares

 * When entering the Underworld, do not take Clear the Chamber from the Lost Soul straight away.
 * Go to a nearby group of Bladed Aatxe and aggro only the Aatxe that is patrolling. If the patrolling Aatxe is stuck in a mob of stationary Aatxes, lure them, and run to where the farthest NPC stands. By running this far you should break aggro of the stationary ones. Should a Dying Nightmare pop up during the proccess, hide behind that NPC. Now, the NPC in front of you will effectively body-block the following Aatxe, giving you enough time to kill the Nightmare and cast your enchantments.
 * Cast Earth Attunement, Kinetic Armor, Glyph of Lesser Energy, Armor of Earth and Stoneflesh Aura in this order.
 * Use Glyph of Concentration before the fight and cast Vengeful Was Khanhei as the Aatxe begins hitting you.
 * While fighting, cast Glyph of Concentration followed by Stoneflesh Aura, and Glyph of Lesser Energy followed by Armor of Earth. This skill combo should allow you to maintain your energy without getting interrupted and to keep your energy at an acceptable level. Also, Savage Slash, their only interrupt, has a recharge of 20 seconds. If you notice your foes had just used this skill, you may cast your spells without GoC to further save on energy.
 * When VWK is not active, cast Vengeful Weapon to maintain your health at near full level. Whatever you do, do not try to spam it as you will find yourself low on energy very fast.
 * Do not forget to maintain Kinetic Armor. Time your Vengeful Weapon to keep it up.
 * After taking out one group of enemies scout the nearby area for any Dying Nightmares.
 * When you are finished eliminating all the Aatxe in the chamber take the quest from the Lost Soul.

Fighting Darknesses

 * Grasping Darknesses are incredible anti-casters and can take you down very easily.
 * You will only need Armor of Earth and Stoneflesh Aura for this as keeping up Kinetic Armor will be harsh on your energy pool.
 * Always use Glyph of Concentration before applying your enchantments, then quickly use VwK to try and avoid interruption.
 * When VwK is not active, try kiting around in circles to prevent their adrenaline gain as much as possible.
 * Do not give up even if their "Fear Me!" drains your energy to zero. Kite around until your energy recovers to 5. Cast Glyph of Lesser Energy followed by VwK, Followed by Armor of Earth.
 * After Dealing with the Darknesses exit the chamber to the north and proceed to the Ice Wastes.

Fighting Smites

 * You will find two groups of two Bladed Aatxe each and one of Grasping Darknesses and possibly a Dying Nightmare. Avoid them completely by luring the first group of Aatxe and running past them, without aggroing, to reach the second.
 * These are the last Aatxe you will see, now your primary foes are the Smite Crawlers. As Smite Crawlers only do about 50 to 60 damage, you will not need to maintain Kinetic Armor here either. What will pose a threat here are the Coldfire Nights (see Variants section of this article) that patrol the area and the Dying Nightmares that may appear out of nowhere.
 * Simply use VWK and Vengeful Weapon here to finish off the groups of Smite Crawlers.

Counters

 * Failure to maintain Kinetic Armor, Armor of Earth and Stoneflesh Aura while fighting the Aatxe.
 * Interruptions.
 * Strip of enchantments at inopportune times.
 * Overuse of energy and energy denial.

Variants

 * The same build is possible with a Ritualist primary. Even with low Earth Magic, you still take zero damage from the Aatxes when all your enchantments are up. Although this can kill foes quite faster than an E/Rt, the lower energy pool and shorter duration of Stoneflesh Aura makes the run more difficult. A 20% enchant mod is a must for this variant. Note that Armor of Earth significantly slows your movement, thus should not be used when aggroing the first mob of Aatxes. You may fail to shelter behind the NPC with your slowness.

Magnetic Aura FarmerUW This build uses high armor and blocking skills to reduce the damage received by monsters in the Underworld and Sliver Armor to deal large amounts of damage. Energy is kept by using Bonetti's Defense. This build does not have any specific skill to counter Dying Nightmares and relies on a keen eye and environmental tactics to avoid Bladed Aatxes and wand the Dying Nightmares.

Equipment

 * Tempest Armor
 * Something along the lines of Galigord's Stone Staff will be perfect.

Usage

 * Upon entering the Underworld, check in front of you to see if there are three Bladed Aatxes in the mob. If there is, and the third isn’t moving, it means there is a Dying Nightmare spawn to the right.
 * If there is, cast Kinetic Armor and maintain it with, Aura of Restoration.
 * Pull the first mob and run to the NPC Benton. As long as you hide behind him the Bladed Aatxes cannot get to you, however keep your enchantments up for convenience.
 * By now, the Dying Nightmare would have spawned and you can now wand him without worrying about the Bladed Aatxes.
 * If there is no third Bladed Aatxe, then you are safe and you are free to pull the mob.
 * After taking out the Dying Nightmare, or if there were none, take the Clear the Chamber quest. Then cast Armor of Earth and tank the mob.
 * Cast Glyph of Renewal to keep up Magnetic Aura, and use Sliver Armor for damage.
 * Keep Teinai's Crystals or Crystal Wave if you are using only Prophecies skills, as a finisher. This way, the Grasping Darkness’ will be able to contribute to Sliver Armor’s triggering and the Bladed Aatxes will die faster. Bladed Aatxes have the higher armor so you will want to target them first.
 * As of the October 25th AoE update, the monsters will run when they take too much damage. Don’t worry, just wand them and they will come right back. You will be wanding anyways to charge up Bonetti's Defense.
 * When low on health, cast more, and if you are Dazed just use Aura of Restoration and Magnetic Aura to keep Kinetic Armor up. Wait for it to finish and continue to kill the mob.
 * When low on energy, use Bonetti's Defense, you will be almost guaranteed to block everything for the full 6 seconds it is active. Be cautious as casting to keep Kinetic Armor alive will disengage Bonetti's Defense.
 * After killing the first mob, move on to the next in a clockwise rotation.
 * First, pull any Dying Nightmares that might be hiding, if you aggro the Bladed Aatxes run back to NPC Benton and hide.
 * Wand the Dying Nightmare and carry on killing the mob.
 * Rinse and repeat until all Grasping Darkness’ and Bladed Aatxes are dead. Move on to the Ice Wastes.
 * Facing Smite Crawlers is the easy part as they attack fast, have lower armor and deal less damage.
 * Be careful when running to Smite Crawler nests as Dying Nightmares could pop up. They will likely be alone, so take it slow.
 * Do not engage the Coldfire Nights as they can interrupt you and they don’t drop any Globs of Ectoplasm anyway.

Counters

 * Enchantment stripping
 * Interrupts

Multi-purpose Farmer All Elementalist solo farmers have very similar skill sets, because all of the vital skills are in Earth Magic and Energy Storage.

Kinetic Armor and/or Armor of Earth are a must, as is Aura of Restoration and either Ether Renewal or Elemental Attunement. Those are the mandatory skills for survival and energy management. The rest of the skills should be chosen to compliment whatever kinds of enemies you intend to farm.

The standard weapon is a Defensive or Hale Earth Staff of Enchanting. Any max armor will do. A Superior Rune of Earth Magic is a must, and other Superior Runes are a bonus but not required. Several popular build variations follow.

Troll Farmer
This build is designed specifically to farm the Trolls in Talus Chute in a cave directly outside of Droknar's Forge to the left, but with slight changes it can be used to farm a great many different types of enemies.

Usage
Use Windborne Speed (along with Aura of Restoration and Kinetic Armor when necessary) to run past the Avicara that may be blocking the way to the Troll cave.

When you get to the Troll cave, the first thing you do before aggroing the Trolls is to cast Aura of Restoration followed by Elemental Attunement.

Next, get close to the Trolls, cast Kinetic Armor, and then aggro them with an attack. When they get close, cast Ward Against Melee, followed by Whirlwind and Aftershock when they're all gathered around you. At this point, many of them will run away because of the area of effect damage you just did to them. Now, you have 10 seconds to wait before your combo is recharged, but Kinetic Armor will run out in 8 seconds (9 if you have +20% Enchantments on your weapon).

Do a normal attack 2 or 3 times, then cast Crystal Wave; this will do tremendous damage and recharge Kinetic Armor. Attack once or twice, and then do Whirlwind and Aftershock again. If your health is getting beat down pretty good, you should cast other spells like Windborne Speed or Aura of Restoration between combo recharge to get the health from Aura of Restoration.

After the second combo, you will need to cast Ward Against Melee again (which you can use to refresh your Kinetic Armor until your next combo).

After about the 5th combo, you may need to re-cast your Aura of Restoration and Elemental Attunement. You should have plenty of energy for all of this, as long as you don't overcast your spells too much.

If you do it right, most of the trolls should die around your 5th or 6th combo, which should take about a minute. The Troll cave has anywhere between 10 and 20 Trolls, so you will be raking in the experience and money.

Use XP scrolls, such as Scroll of Hunter's Insight, and you should gain a skill point every 3rd time you go into the cave.

Hydra Farmer
This build is designed specifically to farm the Hydras in Skyward Reach East of Augury Rock, but with slight changes it can be used to farm a great many different types of enemies.

Usage
Cast Aura of Restoration, Earth Attunement, Kinetic Armor, and Armor of Earth before you aggro the Hydras.

Once aggroed, try to get them in a group around you and cast Crystal Wave, Aftershock, and Stone Daggers as often as you can. Make sure to watch out for Meteor as it will knock you down and interrupt your spells.

If your energy or health is running low, cast Ether Renewal and then immediately spam Stone Daggers until Ether Renewal runs out. Make sure to cast a spell at least once every 8-9 seconds to keep Kinetic Armor refreshed, and make sure to recast your other enchantments when they start to run out.

How to modify the Build

 * Kinetic Armor, Aftershock, Aura of Restoration, an Elite energy management spell (Ether Renewal or Elemental Attunement) and most of the time Earth Attunement are staples of this build.


 * If you fear interrupts from knockdowns, use Ward of Stability. Obsidian Flesh will prevent interrupts from spells, and any other spell effects, but at the cost of the energy gain spells Ether Renewal or Elemental Attunement.


 * When facing a large group of enemies (6 and upwards), Ward Against Foes becomes quite a lot more useful than Armor of Earth. Essence Bond or Balthazar's Spirit can be also used to replace Earth Attunement, and Sliver Armor can replace an attack spell.


 * If the enemies can be knocked down, the combo Whirlwind -> Aftershock is most useful. Otherwise replace Whirlwind with Crystal Wave.


 * Use Ether Renewal in combination with Stone Daggers if the build still takes damage with your selected defensive spells.


 * E/Me's can use Mantra of Flame when fighting Hydras to reduce fire damage and manage their energy. It is recommended to use it around Inspiration Magic level 8.

Unsteady Ground Warder

Equipment

 * Runes of Superior Earth Magic, Superior Vigor, Minor Energy Storage.
 * Any armor can be used, providing it has max AL.
 * Any weapon-offhand combo can be used, although ones that decrease recharge time and casting time are preferred.

Usage

 * Earthquake synergizes well with Ash Blast, to provide both damage, a Knockdown, and Blinding.
 * Use Glyph of Lesser Energy to lower the cost of your next two skills.
 * Ward Against Elements should be used when your party is susceptible to taking Elemental Damage.
 * Activate Ward Against Melee when party members are taking Melee damage.
 * Maintain Earth Attunement for energy management.
 * Revive fallen party members with Resurrection Signet.

Renewal Nuker

Variants

 * Auspicious Incantation is a useful non-elite skill for energy management even with few or no points in Inspiration.
 * Glyph of Concentration for extra protection against interrupts.
 * Fire Storm or Breath of Fire for multiple effective skills to clear areas and break aggro.
 * Bed of Coals, Inferno or Phoenix in areas with lots of melee enemies.
 * Meteor for an inexpensive single strike and knockdown.
 * Glyph of Sacrifice is to good use on the second meteor shower for fast spells and prevents AoE scattering.
 * Teinai's Heat is a good replacement for Rodgort's Invocation, it does more damage but it takes longer to recharge.
 * Lava Font to break aggro, or just as some nice extra damage on top of Meteor Shower.
 * This variant supports a non-Mesmer secondary profession.
 * Warrior: Tactical defenses, such as "Shields Up!" and Deflect Arrows
 * Ranger: Stances to lower recharge times such as Serpent's Quickness, energy management and movement using Storm Chaser, and protection such as Dryder's Defenses
 * Monk: Resurrection spells such as Rebirth, and powerful healing spells, such as Healing Breeze and Heal Party.
 * Mesmer: This version can continue to use Arcane Echo or the variants listed under .Mantra of Resolve or Mantra of Concentration can be used for protection against interrupts. Auspicious Incantation is a useful non-elite skill for energy management even with few or no points in Inspiration.
 * Assassin: Defensive skills such as Viper's Defense
 * Ritualist: Resurrection spells such as Flesh of My Flesh.

Equipment

 * A complete set of your preferred armor:
 * For characters who have access to Tyrian Armor, choose armor based on expected enemies.
 * Flame's Eye or Pyromancer's Aura of Superior Fire Magic
 * A rune of Superior or Major Vigor is preferred.
 * Any of the below weapon sets:
 * Rago's Flame Staff
 * A Fire Wand with maximum damage and +5 energy, combined with either:
 * A Flame Artifact from the Weaponsmith Sarad in Droknar's Forge, for extra damage and health.
 * A Flame Artifact from the collector Sir Pohl Sanbert in The Arid Sea, for faster casting and recharge.
 * The unique offhand Lian's Lantern.
 * Although not necessary, a wand and focus with +15 energy and -1 energy regen on weapon switch is useful for emergency situations where energy is critically needed and there will be ample recharge time after the battle.

Usage

 * Renewal Nukers generally repeatedly use Glyph of Renewal on Meteor Shower every fifteen seconds, casting other spells in between.
 * Maintain Aura of Restoration and Fire Attunement to stay alive and manage your energy.
 * You will want to activate Aura of Restoration after Fire Attunement since you'll want to cover up your main Energy Management skill.

Single enemies or low level enemies
In general, these skills have long cast times (all spells cast in 2 or more seconds). When playing with others, single enemies may be dead before two spells are cast. Be aware of your role: you're needed in big fights, saving the powerful spells for groups or particularly tough enemies. Use Fireball and Rodgort's Invocation as needed. PBAoE spells may be better if you decide to farm low level enemies.

Groups of enemies and Bosses
To avoid missing with Area of Effect spells, wait until enemies gather around the tank or other ally who will not be moving. Cast health and energy management, followed by echo or renewal spells, followed by the Area of Effect spells.

Renewal Nukers generally have more consistent energy, though it's certainly possible to run out mid-battle.

Equipment

 * Any maximum armor will do, although Tempest Armor or Battlemage's Armor are best.
 * A weapon with a maximum Staff Wrapping Of Enchanting is suggested, Galigord's Stone Staff is perfect for this build.
 * Totem Axe or Rajazan's Fervor and earth offhand such as Hajok's Prism or Galigord's Stone Scroll

Usage

 * Upon entering Xaquang Skyway, head northwest to the Vermin.
 * Keep Earth Attunement and Aura of Restoration up at all times.
 * Try to take on the Vermin 2-3 groups at a time for the easiest battles.
 * As they're charging towards you, make sure to use Ward of Stability before they get to you, followed by Armor of Earth.
 * As soon as they've all gathered around you, use Sliver Armor.
 * Cast Aftershock, Teinai's Crystals and Shockwave. Recast as they recharge.
 * If the fight lasts too long you may lose Ward of Stability, recast as soon as possible.

Tips on killing Shreader Sharptongue:
 * Watch the movement of the groups of Vermin, you'll notice their pattern is counter-clockwise.
 * Select Shreader so Sliver Armor has more chance of targeting him.
 * Wait on the bridge until Shreader and his group are closest to the bridge. Aggro him and run some ways back on the bridge.
 * Cast your anti-Knockdown, which ever one you have, then cast Sliver Armor. Additional casts after Sliver Armor may stop it from targeting Shreader, so try not to cast your other offensive spells until he's below 50% health.
 * If you get into health problems, spam your spells to gain health from Aura of Restoration.

Variants

 * Replace Armor of Earth with Stoneflesh Aura, this way you'll only lose health due to degeneration, and of course the attacks of the boss.
 * An E/Mo can replace Earth Attunement with Balthazar's Spirit or/and Essence Bond for slightly better energy management (when tanking large groups of vermin). Healing Breeze may also be a useful skill for an E/Mo.
 * Crystal Wave can be used in place of Aftershock.
 * Sandstorm is another effective way of killing instead of Shockwave if you have not yet capped it. You may need to wand the vermin back to you if they start to run, but the high damage should kill them before that.
 * This build can be used to farm Pongmei Valley if Ward of Stability is switched for Ward Against Melee.
 * I Found it much easier to replace Aura of Restoration with Mystic Regeneration and take a few points from Energy Storage and Earth magic and make Earth Prayers 8. Which helps when fightin Shreader