User:Never Ever/Team - Power of Earth

The Power of Earth team has earth spikers who spike Obsidian Flame (armor ignoring), pressure with Stone Daggers while exhaustion fades off, and provide themselves with amazing protection found only in the Earth Magic line. This build consists of:
 * 5 Me/E Fast Casting Earth Spikers
 * 2 Mo/Me Boon Prots
 * 1 Mo/Me Sb/Infuser

Attributes and Skills

 * Note: 1 Earth Spiker should bring Ward of Stability to help out the monks.

Equipment

 * Max energy armor
 * Hale Earth Staff of Enchanting

Usage
When a target is called, everyone spikes with Obsidian Flame in synchronization. If target is still alive, Stone Daggers him to death. Cast Ward of Stability if monks are having trouble with ranged KD's, as Crystal Wave + Stone Daggers quickly dispatches PB KDers. Obsidian Flesh should be up when casting Obsidian Flame and Stone Daggers (to prevent from spell interrupts and Diversion), as well as for E-Denial protection and basic extra armor. Kinetic Armor needs to be refreshed with Stone Daggers (making Diversion protection all the more important) and provides good armor, Stoneflesh Aura gives protection from criticals and really good damage reduction. These 2 armors put together give extremely good protection from both pressure builds and spike builds. Monks won't have to heal these Elementalists as much as normal, giving them more time to heal themselves. And, of course, Earth Attunement for energy help. Resurrect when necessary.

Equipment

 * Divine Favor or Protection Prayers items with mods of your choice
 * Max energy armor

Usage
Make sure Divine Boon is up at all times. Cycle Mantra of Recall every time it is available, making sure that it is not already active before casting. Use Reversal of Fortune for general-purpose healing, as this has the dual benefit of delivering the healing from Divine Favor on a target as well as negating the next hit on that target. Note that using this damage negation preemptively is a waste of energy and healing power; it is better to cover the target with a skill that reduces damage taken instead, such as Guardian or Protective Spirit. Cast Guardian on an ally that is the target of heavy physical attacks. Cast Mend Condition to heal conditions on allies. Cast Protective Spirit to counter concentrated spike damage. Use Contemplation of Purity to counter dangerous hexes and conditions.

Equipment

 * 20/20 Insightful Divine Favor Staff of Enchanting, alternate energy-hiding set
 * Max energy armor

Usage
When facing spike teams, be extremely vigilant. The moment someone gets hurt, use Infuse Health on them. Use your healing skills to heal others. Cast Vigorous Spirit on spikers, as it heals them whenever they cast spells (hello, Stone Daggers!). Spell Breaker takes spell pressure off teammates, and Channeling and Inspired Hex are energy management.

Team Tactics
In a balled up formation, all tanks and PB attackers are completely useless because of Crystal Wave. This provides protection to the monks because of the death of most PB attackers, and Ward of Stability is up. If enemy has rangers or attacking Paragons, everyone should be moving as much as possible inside the ward range, in hopes of dodging arrows and spears. Monks should worry more about themselves when it comes to damage, as the spikers have very good protection.

Counters

 * Heavy interrupts can break up the spikes, and in that case, use Stone Daggers for pressure.
 * Very good spell protection on all teammates.
 * Touch rangers with protective spells on them (even though Touch Rangers are rarely used in GvG) could easily kill the Elementalists, as they have no self healing and their armor doesn't help against Life Stealing.