Talk:Earth Magic

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Differences from other schools of magic[edit]

Air Magic seems to focus on Armor Penetration and some conditions, like Weakness and Blindness. Fire Magic focuses on damage and burning. Water Magic focuses on snares and some AoE. Earth Magic focuses on PBAoE and for some reason not one set condition; there's knockdowns, short blindness, and short weakness. It's pretty weird. 18:00, 2 May 2010 (UTC)

Conjure Earth[edit]

I have a question for you guys... when are you guys going to add Conjure Earth? You have the other 3 elements... I think that it would be a nice addition and make Earth more popular and integrated with some of the Derv's skills that require an earth weapon... like Ebon Dust Aura. - Sabre Wolf, Clan Heavy Metal

That would be cool yes, but I don't think it is needed. Earth is more defensive minded than the other elements, thus Ebon Dust Aura could be viewed as an earth version of the conjure spell. Conjure Frost would have been cool if it did something anti-caster...oh well, too late I guess.Nicky Silverstar 16:24, 31 July 2007 (UTC)
I disagree. The "Conjure" spells are specific in that they deal additional damage to attacks. Ebon Dust Aura deals a condition instead, and then only upon the use of attack skills, rather than all attacks. Furthermore, cold weapons get to enjoy the benefits of both -- Conjure Frost, and Grenth's Grasp -- despite water magic being fairly defensive a line. I think Conjure Earth (Conjure Dust? Conjure Crystals?) would be a great and perfectly appropriate addition. --Mme. Donelle 14:01, 4 December 2007 (UTC)
Earth and weapon are both physical, even though they are mechanically different. It wouldn't make much sense to have a weapon made of steel, then shrouded with... what... dust?

Diamond maybe?

Cleaning Up[edit]

I am going to clean up this page, there's too much double-info on it. Nicky Silverstar 07:35, 2 October 2007 (UTC)


Why does earth magic get less elite skills than the other elements? Aren't they all supposed to be balanced?-- 07:17, 11 September 2008 (UTC)

No they're not. Nobody said that all attributes must have the same number of elite skills. -- User Sig.png 08:00, 11 September 2008 (UTC)
They did get some of the best elementalist elites though. Best nuke, most versatile nuke (that also has a built in snare) and best PBAoE. 12:38, 29 October 2008 (UTC)
Savannah heat is a better nuke than sandstorm because it is cheaper and less conditional (i.e., you can knocklock a monk in savannah and get kills, you can't do that with sandstorm since the bonus damage won't trigger). In terms of versatility, met shower is quite a bit better than unsteady - unsteady is decent, but the duration is terrible, it only snares warriors, and in reality people only run it because they want a high spec ward foes/grasping and they're too lazy to put it on an air bar (met shower, on the other hand, is enough of an annoyance to force teams to scatter or be killed, and it's in a very convenient line). Unlike how most builds are made, nobody builds around unsteady as an elite - they put unsteady in as an afterthought because it's the easiest option that sucks least, not because it's an amazing skill.
Shockwave is a decent pbaoe, but honestly, who cares? To effectively do any damage at all you have to follow your warrior around all day instead of laying knockdowns on key targets or snaring the enemy frontline. On top of that, it's tied to an attribute with very little variance in "utility." You can snare, snare, snare, snare or snare. Ok, we get it. Grasping and ward foes are the best earth skills in the game, and they're the reason people run earth eles period. The rest of the earth line is sub-par, from the lackluster "utility/damage" elites to the bad spike skills like stoning (and the outdated ones like obs flame).
Fire is far superior in terms of damage, water is superior in terms of general utility, caster hate, melee hate, and key snares. When people aren't looking for either damage nor skill-requiring snare bars, they run grasping/foes for a cheap, stupidly long hex snare or a decently expensive stupidly long ward snare that can't be dispelled. From my experience playing and obsing, people do better when they put grasping/foes on filler slots (like rit bars or taint necros) instead of devoting an entire slot to earth magic and thus making the entire build suffer because of Earth's inferiority to fire or water. -Auron 12:59, 29 October 2008 (UTC)
Tenai's Heat deals the same amount of damage as Eruption does, except for maybe the bit of very conditional burning. Maybe it's because I am talking from a PvE point of view, but to me Earth's strength lies in its adaptability (and large AoE). 14:08, 13 April 2009 (UTC)

Good Earth Build?[edit]

What's a good defensive earth build? Anyone know? Unendingfear talk

For PvE or PvP? -User Auron csig.png Auron 08:17, 22 December 2008 (UTC)

Pve--Unendingfear talk 19:07, 23 December 2008 (UTC)

Eh, glyph of energy or unsteady ground. Always take eruption (use glyph lesser if you don't have the elite version), and consider churning earth (in hard mode, anything moving will be knocked down thanks to the inherent movement bonus). Ward vs Foes is pretty okay if your team knows to run through it to avoid taking damage. If you have glyph of energy, you can spam earthquake and dragon's stomp pretty much on recharge without racking up exhaustion, and they're great for KDing stuff that's attacking you as well as taking out enemy monks. -User Auron csig.png Auron 05:05, 24 December 2008 (UTC)
Oh, and bring PvE skills. Finish him and ymlad are good utility skills for offense and defense, and you can throw stuff like GDW in to help your melee kill stuff faster. -User Auron csig.png Auron 05:07, 24 December 2008 (UTC)
That's a lotta 30-sec-recharge skills for one bar.-- 10:56, 22 June 2015 (UTC)
Assassin's Promise is great for that but takes your elite slot. Another option is Air of Superiority which takes one of your 3 PvE slots and has 10% chance to recharge all of your skills whenever you get xp from a kill. Another thing you can do with Earth Magic is Shockwave (with a shadow step move such as Death's Charge for example).--Ruine User Ruine Eternelle Ruine Eternelle.jpg Eternelle 13:59, 22 June 2015 (UTC)

Substantial or substantially[edit]

moved to User_talk:Tennessee_Ernie_Ford#Substantial or substantially
Regarding the reversion of this edit, which changed, substantially extra damage" to substantial extra damage".

I'd treat it as a singular noun, e.g. "bonus damage". — Raine Valen User Raine R.gif 17:18, 2 Jun 2011 (UTC)

Arguably, bonus damage is a singular noun in RPG/FPS jargon, but extra damage is not. Even so, it's better to avoid inviting grammatical confusion by changing the text. In this case, substantially more does the same job without the bitter aftertaste. I wouldn't be opposed to simplifying it to substantial damage, which makes the relevant point as well. — Tennessee Ernie Ford (TEF) 17:37, 2 June 2011 (UTC)
"Substantially extra" is one of the derpier phrases I've come across in recent days. User Felix Omni Signature.pngelix Omni 17:37, 2 June 2011 (UTC)
yeah, which is why it ain't there no more — Tennessee Ernie Ford (TEF) 17:39, 2 June 2011 (UTC)
  • clap clap clap* | 72 User 72 Truly Random.jpg | 22:57, 2 June 2011 (UTC)