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Obsidian build
by Tester
1. Elementalist/Ranger
  • Attributs: Energy Storage: 12 (11+1), Earth Magic: 16 (12+3+1), Wilderness Survival: 6
  • Skills:
    - Eath Magic - Stone Daggers, Obsidian Flame, Kinetic Armor, Ward Against Elements, Earthquake
    - Wilderness Survival - Greater Conflagration (elite)
    - Other - Glyph of Lesser Energy, Ressurection Signet
  • Armor and Weapons:
    It's very important for you to take armor with bonus vs. cold.
    For weapon use Staff with bonus to energy and Enchantmets last longer. Staff should have "Improve skill cast/recharge using Earth Magic".


2. Elementalist/Ranger
  • Attributs: Energy Storage: 12 (11+1), Earth Magic: 16 (12+3+1), Wilderness Survival: 6
  • Skills:
    - Eath Magic - Stone Daggers, Obsidian Flame, Kinetic Armor, Ward Against Melee
    - Wilderness Survival - Frozen Soil
    - Other - Glyph of Energy (elite), Glyph of Elemental Power, Ressurection Signet
  • Armor and Weapons:
    It's very important for you to take armor with bonus vs. cold.
    For weapon use Staff with bonus to energy and Enchantmets last longer. Staff should have "Improve skill cast/recharge using Earth Magic".


3. Elementalist/Ranger
  • Attributs: Energy Storage: 12 (11+1), Earth Magic: 16 (12+3+1), Wilderness Survival: 6
  • Skills:
    - Eath Magic - Stone Daggers, Obsidian Flame, Kinetic Armor, Ward Against Foe
    - Wilderness Survival - Winter
    - Other - Glyph of Energy (elite), Glyph of Elemental Power, Ressurection Signet
  • Armor and Weapons:
    It's very important for you to take armor with bonus vs. cold.
    For weapon use Staff with bonus to energy and Enchantmets last longer. Staff should have "Improve skill cast/recharge using Earth Magic".


4. Monk/Necromancer
  • Attributs: Divine Favor: 13 (11+1+2), Blood Magic: 10, Protection Prayers: 13 (10+3), Smiting Prayers: 2 (1+1)
  • Skills:
    - Blood Magic - Offering of Blood (elite)
    - Protection Prayers - Reversal of Fortune, Protective Spirit, Mend Condition, Life Bond
    - Smiting Prayers - Balthazar's Spirit
    - Other - Essence Bond, Ressurection Signet
  • Armor and Weapons:
    Take Ascetic's Desing to have more energy.
    Staff should have bonus to HP and "Improve skill cast/recharge using Blood Magic".


How to play:
Idea is simple. Like in every spike, first you need to find proper target. Because Obsidian Flame ignores Armor you can attack whatever you want but you have to note that you won't kill foe with single strike, so you have to finish off him using Stone Daggers - though they are not ignore armor (foe will have damage reduction depending of basic armor + all bonuses) three Elementalists can inflict aprox. 120 damage with single strike. That's why best choice for targets are Necromancers, Mesmers and Monks. Elementalists can have Armor with bonus against Water Magic but this is quite rareness. Hardest to kill are Rangers with armor against Cold (Armor: 70+30+15=115 - that would be aprox. -66% to damage).
Before fight every Elementalist should cast their Spirit.
- Froze Soil - foes will die fast and this Spirit prevent any resurrections.
- Greater Conflagration - it will change physical damage to fire damage and with... - Winter - you will get combo, which allows you to have very big defense because every damage (except Holy, Shadow and Chaos) will be Cold damage. Do you remember Elementalist's Armor vs. Cold? :) So now you know why it's so important to take it. :)


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