User:PVX-DanR

This build uses the protective spells from earth to bring up the elementalist's armor up to a point where you only take 11% of the damage delt to you. You will be able to effectively tank, deal damage, apply weakness, blind conditions, and knock down your foes.

Attributes and Skills
[build prof=eleme/any energy=12+1+1 earthm=12+1][elemental attunement][Armor of Earth][Kinetic Armor][Ebon Hawk][Stoning][Ash Blast][Glowstone][resurrection signet][/build]

Equipment

 * A Max Damage Earth Staff with perfect Hale Staff Head, a Staff Wrapping of Enchanting.
 * Galigord's Stone Staff is perfect for this situation.
 * Runes of Minor Earth Magic, and Energy storage, as well as a Superior or Major Rune of Vigor.
 * Major or Superior Rune of Earth Magic can be used, you will gain more armor and damage at the cost of Health.
 * Any insignias may be used, though Radiant, Survivor or Prysmatic are suggested.
 * Radiant will give you an extra 8 energy which will allow to keep up with Kinetic Armor better since you have to always be casting.
 * Survivor will give an extra 40 health points which improves survivability.
 * Prysmatic will give you 5 more armor bringing down the damage taken from 11% to 10%.

Usage

 * Cast Elemental Attunement and Armor of Earth and maintain them up at all times.
 * Right before you go into battle cast Kinetic Armor.
 * This has to be timed right since it will only be up for 8 seconds until you cast your next spell.
 * Select a Target, and cast Ebon Hawk to weaken the target.
 * Now cast Stoning to knock them down and immediately cast Ash Blast to blind them.
 * Use Glowstone on the same foe if your energy starts to go down too much.
 * The trick with this build is to always be casting so to keep up with Kinetic Armor without having to recast it.
 * This tactic is best used against melee enemies, but the knock downs can interrupt casters if timed right.

Counters

 * Enchantment Stripping.
 * Life stealing and armor ignoring damage.
 * Standard caster counters like interrupts and skills like Backfire, Diversion, Blackout, etc.
 * Avatar of Melandru dervishes will prove difficult to handle with this build, because of the condition immunity, however you still should be able to handle the hard hits.

To Counter Enchantment Removal
[build prof=eleme/any energy=12+1+1 earthm=12+1][earth attunement][Armor of Earth][Kinetic Armor][Ebon Hawk][Stoning][Glowstone][Obsidian Flesh][resurrection signet][/build]
 * This particular variant you actually trade off some of damage output and the blindness condition for some protection against enchament removal and extra armor which will bring the damage down from 11% to 8%. Also since Obsidian Flesh becomes your elite skill and earth attunement is not as effective in taking care of the energy management, Glowstone becomes a better option to help keep your energy high.
 * The other thing to keep in mind with this variant is that even if you have 16 for Earth Magic along with a perfect weapon of enchanting the most you will be able to get out of Obsidian Flesh is 25 seconds, which means that you will still be vunerable to enchantment removal for about 6 secods between casts.

Self Healing
[build prof=eleme/any energy=12+1+1 earthm=12+1][Elemental attunement][Aura of Restoration][Armor of Earth][Kinetic Armor][Ebon Hawk][Stoning][Ash Blast][resurrection signet][/build] [build prof=eleme/derv energy=12+1+1 earthm=12+1 earthp=3][Elemental attunement][Armor of Earth][Kinetic Armor][Ebon Hawk][Stoning][Ash Blast][Mystic Regeneration][resurrection signet][/build]
 * This particular variant you actually trade off some of damage output for self healing, and Aura of Restoration will be able to keep up with all the damage you take.
 * If you have your second profession as a Dervish, Mystic Regeneration is nice because of the ammount of enchaments you will have on you.
 * If farming, replace Resurrection Signet with Glowstone, to help keep up with the energy.