Build:E/Me General Shockwave Farmer

This build concept relies on the synergy between echoing Shockwave with Crystal Wave to deal massive AoE damages to the foes around you while defending yourself with Armor of Earth and Stoneflesh Aura. This can be used effectively in many different areas.

Attributes and Skills
[build prof=Elementalist/Mesmer EarthMagic=12+1+3 EnergyStorage=6+1 InspirationMagic=6][Optional][Stoneflesh Aura][Armor of Earth][Optional][Optional][Arcane Echo][Shockwave][Crystal Wave][/build]

Health Management (only needed to counter degen)
 * or - Increase elemental attributes and small health regen on casting
 * - to sustain minimal degen

Energy Management
 * (Take as OPTION 5 if versing any non-elemental foes.)
 * - if you're either faming smaller groups, can't dedicate more than 1 slot to energy management, or want to take a mobility stance.
 * - if you're either faming smaller groups, can't dedicate more than 1 slot to energy management, or want to take a mobility stance.
 * - if you're either faming smaller groups, can't dedicate more than 1 slot to energy management, or want to take a mobility stance.
 * - if you're either faming smaller groups, can't dedicate more than 1 slot to energy management, or want to take a mobility stance.
 * - if you're either faming smaller groups, can't dedicate more than 1 slot to energy management, or want to take a mobility stance.

Damage/General Defense
 * - damage increase (add 10 to Illusion Magic)
 * - damage increase
 * - general damage increase
 * - general damage increase
 * - damage with degen (use on fragility)
 * - 90 extra damage + synergy with Sliver Armor
 * - in areas with KD
 * - increased mobility and reduced casting time
 * - cheap and high uptime of IMS, but shouldn't be taken if your bar has a Mantra
 * - infinite uptime of 50% block chance, makes it harder for mobs to build adrenaline and land dangerous skills
 * or to counter adrenaline gain

Equipment

 * Full Blessed Insignias or elemental relative insignias (geomancer is good since stone striker converts everything to earth)
 * 40/20 Earth Staff with +20% enchanting
 * Spear/Axe/Sword of Enchanting (+5 Energy)
 * Shield of Fortitude with +10AR vs. Damage Type

Usage

 * Maintain, , and your energy management skill(s) along with any health management skills as well.
 * Ball up enemies.
 * Cast a fresh Armor of Earth and Stoneflesh Aura then ->  ->  ->.
 * If you brought, cast it before Arcane Echo. The above combo will trigger fragility 9 times + 3 times more when conditions expires again (total 180 dmg).

Dragon Moss (HM & NM)
Optionals:, , and.
 * You will need "A New Escort" quest for the Dragon Moss to spawn.
 * Start outside Saint Anjeka's Shrine and head to the Dragon Moss.
 * Maintain enchantments and stance.
 * Pull the Dragon Moss into a ball along the cliff side until they are out of aggro range on the oncoming Wardens.
 * Walk up to the ball and spike using the combo.

Gates of Kryta (NM & HM)
Optionals:, , and.
 * Start inside Gates of Kryta and begin the mission.
 * Take the hidden path behind the little house on the left.
 * Maintain enchantments and stance before aggroing.
 * Aggro and pop what you can and run back up the hill along the wall (see video).
 * Spike and kill everything until the mobs stop spawning and then run down the hill to kill the Necromancers.

Desert Griffons (NM & HM)
Optionals:, , and.
 * Start outside Augury Rock. Bring a Hero Runner with "Fall Back!" and "Incoming!".
 * Using the hero, run towards the Desert Griffons. You will need a shout to make it past the one Hydra patrol.  Once shout is used, flag the hero away.  (see video)
 * Before aggroing, maintain enchantments and stance.
 * Aggro the first two groups and try to ball up against any wall and Body Block them.
 * Spike. It will take two rounds of the combo.  If any skills recharge early, wait for the combo to be used in succession.
 * Continue on to the next group and ball as before.
 * Spike like before.

Kappas (NM & HM)
Optionals:, , and.
 * Start outside Gyala Hatchery.
 * Before aggroing the Kappa, maintain enchantments and stance.
 * Aggro the first group(5 kappas) on the left and try to ball up the best you can by walking backwards.
 * Run into the middle of the group and Spike. Any outside of the ball will die from Radiation Field and the Shockwaves.
 * Continue in the opposite direction. Pull 3 groups(15 kappas) and try to ball the best you can.
 * Spike like before.

Minotaurs (NM & HM)
Optionals:(NM) or (HM), ,
 * Start at Elona Reach and begin the mission.
 * Walk forward until you are about to aggro one of the Minotaurs then start maintaining your enchantments.
 * Pull as many Minotaurs as possible before Stoneflesh runs out.
 * Body Block along the wall (see video) and use (it will prevent them from using their hard hitting skills) before you spike.
 * In Hard Mode, hit the second into their  otherwise the damage won't be enough to kill them.

Hydras (NM)
Optionals:, , and.
 * Start outside Augury Rock.
 * Maintain enchantments and stance.
 * Aggro some Hydra while under  and let them ball on you.
 * Time Stoneflesh Aura so it does not expires while IAU is down (you will be constantly knocked down).
 * Recast IAU + Stoneflesh then Spike.

Drake Kabobs (NM & HM)
Optionals: (NM) or (HM),, and.
 * You will need "Drakes on the Plain" quest for the Drakes to spawn.
 * You will also need the Hero Koss in your party. You can give him party running skills (, ...)
 * Start outside Rilohn Refuge, Make Koss use his party running skills if he has any. flag Koss far away in the opposite direction, and head to the Drakes. If you have a speed boost, you could run past the first group of drakes and pull them along to the second group of drakes so you can spike them all in one go. Beware of drakes's knockdown skills in HM since they move faster.
 * Maintain enchantments and stance.
 * Pull the Drakes into a ball along the wall. This will Body Block them.
 * Spike using the combo.

Strongroot Tanglebranch (Warrior Boss) (NM)
Optionals:, , and.
 * You will need the quest "Cleansing Morostav Trail" completed to avoid the group of Afflicted that would be in the way.
 * Start outside Unwaking Waters (Kurzick).
 * Before aggroing, maintain enchantments and stance.
 * Aggro the group targeting the Dragon Moss. Walk backwards until the Dragon Moss are on top of each other.
 * Run to the Dragon Moss. You may get knocked down while moving on the way.  This is okay.
 * Spike the ball. It may take two or three rounds of the combo to kill the boss.

Hulking Stone Elementals (HM & NM)
Optionals:, , and.
 * Start outside Sardelac Sanitarium.
 * Maintain enchantments and stance.
 * Pull as many Elementals as you want including bosses.
 * Body Block before you spike.

Mountain trolls (NM & HM)
Optionals:, , and. instead of
 * Start from Droknar's Forge.
 * Exit to Talus Chute.
 * Run to the cave located North West to find packs of trolls. you can use a hero as a decoy and speed provider to avoid the group patrolling on the way (depending on the spawn, it can be problematic)
 * Pull as many as you can. Bodyblock them. Activate to counter foes's adrenaline gain so they cannot rupt you and deal heavy damages.
 * You can also kill a warrior boss ( Krogg Shmush ) but not the ranger one.

Enchanted Brambles (Fiber farm) (NM)
Optionals:, , and.
 * Start from Tihark Orchard.
 * Exit to Forum Highlands.
 * Talk to seborhin protector zuor in order to get into Garden of Seborhin
 * Move forward to a group of Brambles. Pull them along with 3 other groups (total 12 * Enchanted Brambles and 2 * Whistling Thornbrush )
 * Make sure you don't aggro beetles or djinns.
 * Salvage Sentient Spore for fibers or glittering dust, Briar Blades aswell.

Jaya Bluffs Sensali (Feather farm) (NM)
Optionals:, , and. Also drop and take
 * Start from Seitung Harbor and enter Jaya Bluffs.
 * Aggro a group or two of Sensali while maintaining your enchantments.
 * Spike using Fragility -> Shockwave -> Crystal Wave.
 * Salvage Feathered Scalps for Feathers.

Counters

 * Enchantment removal
 * Stance removal
 * Interrupts
 * High damage or armor piecing attacks
 * Health degeneration