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.
NightfallElementalist. Earth Magic 16Stoneflesh AuraEnchantment SpellFor 16 seconds, damage you receive is reduced by 33, and you are immune to critical attacks.10215
CoreMesmer. UnlinkedArcane EchoEnchantment SpellIf you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.15220
FactionsElementalist. Earth Magic 16ShockwaveElite SpellAll foes in the area take 63 earth damage and are weakened for 11 second. Nearby foes also take +63 earth damage and have Cracked Armor for 11 second. Adjacent foes suffer the previous effects, take +63 earth damage, and are Blinded for 11 second.10115
PropheciesElementalist. Earth Magic 16Crystal WaveSpellFoes adjacent to you are struck for 74 damage but are cured of any negative Conditions. Each condition removed deals 16 damage.15¾15
Elemental LordFactionsElementalist. Kurzick rank 10Elemental Lord (Kurzick)Enchantment SpellFor 60 seconds, your elemental attributes are boosted by 1. Each time you cast a spell, you gain 1 Energy for every 10 ranks of Energy Storage and are healed for 300% of the spell's Energy cost. PvE only.10¼45 or Elemental Lord (Luxon)FactionsElementalist. Luxon rank 10Elemental Lord (Luxon)Enchantment SpellFor 60 seconds, your elemental attributes are boosted by 1, you gain 1 Energy for every 10 ranks of Energy Storage, and you are healed for 300% of the Energy cost each time you cast a spell. PvE only.10¼45 - Increase elemental attributes and small health regen on casting
Feel No PainEotNNo Profession. Norn rank 10Feel No PainSkillFor 30 seconds you have +3 Health regeneration. If you are drunk when activating this Skill you also have +300 maximum Health. PvE only.520 - to sustain minimal degen
Aura of RestorationCoreElementalist. Energy Storage 7Aura of RestorationEnchantment SpellFor 60 seconds, you gain 0 Energy and are healed for 340% of the Energy cost each time you cast a spell.5¼20
Glyph of RestorationNightfallElementalist. Energy Storage 7Glyph of RestorationGlyphFor 15 seconds, your next 2 Spells heal you for 65 Health, and you are healed for 267% of the Energy cost of each Spell.518
Energy Management
Mantra of EarthCoreMesmer. Inspiration Magic 6Mantra of EarthStanceFor 54 seconds, whenever you take earth damage, the damage is reduced by 36% and you gain 2 Energy.1020 (Take Stone StrikerNightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20 as OPTION 5 if versing any non-elemental foes.)
Mantra of FlameCoreMesmer. Inspiration Magic 6Mantra of FlameStanceFor 54 seconds, whenever you take fire damage, the damage is reduced by 36% and you gain 2 Energy.1020
Mantra of FrostCoreMesmer. Inspiration Magic 6Mantra of FrostStanceFor 54 seconds, whenever you take cold damage, the damage is reduced by 36% and you gain 2 Energy.1020
Mantra of LightningCoreMesmer. Inspiration Magic 6Mantra of LightningStanceFor 54 seconds, whenever you take lightning damage, the damage is reduced by 36% and you gain 2 Energy.1020
ChannelingPropheciesMesmer. Inspiration Magic 6ChannelingEnchantment SpellFor 27 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area.5115
Earth AttunementCoreElementalist. Earth Magic 16Earth AttunementEnchantment SpellFor 62 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Earth Magic.10130 - 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
FragilityCoreMesmer. Illusion Magic 10FragilityHex SpellFor 16 seconds, target and adjacent foes take 15 damage each time they suffer or recover from a new Condition.515 - damage increase (add 10 to Illusion Magic)
AftershockCoreElementalist. Earth Magic 16AftershockSpellNearby foes are struck for 105 earth damage. Knocked down foes are struck for 72 additional earth damage.10¾10 - damage increase
Sliver ArmorFactionsElementalist. Earth Magic 16Sliver ArmorEnchantment SpellFor 11 seconds, you have 52% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 37 earth damage.10130 - general damage increase
Radiation FieldEotNNo Profession. Asura rank 10Radiation FieldWard SpellFor 5 seconds, foes in the area have -6 Health degeneration. When the portal ends, foes in the area are Diseased for 20 seconds. PvE only.15212 - general damage increase
Cry of PainNightfallMesmer. Sunspear rank 10Cry of PainSpellInterrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 50 damage and -5 Health degeneration for 10 seconds. PvE only.10¼15 - damage with degen (use on fragility)
Ebon Battle Standard of HonorEotNNo Profession. Ebon Vanguard rank 10Ebon Battle Standard of HonorWard SpellYou plant an Ebon Battle Standard of Honor at your current location. For 20 seconds, non-Spirit allies in this area strike for +15 damage and an additional +10 vs. Charr. PvE only.10120 - 90 extra damage + synergy with Sliver Armor
I Am Unstoppable!EotNNo Profession. Norn rank 10"I Am Unstoppable!"ShoutFor 20 seconds, you have +24 armor and cannot be knocked down or Crippled. PvE only.530 - in areas with KD
MindbenderEotNNo Profession. Asura rank MindbenderEnchantment SpellFor 6..16 seconds, you move 20..33% faster and your Spells take 20% less time to cast. PvE only.5124 - increased mobility and reduced casting time
Drunken MasterEotNNo Profession. Deldrimor rank Drunken MasterStanceFor 72..90 seconds, your movement and attack speeds are increased by 10..15%. If you are drunk while activating this Skill, your movement and attack speeds are increased by 25..33% instead. PvE only.560 - cheap and high uptime of IMS, but shouldn't be taken if your bar has a Mantra
Mental BlockEotNNo Profession. Asura rank Mental BlockEnchantment SpellFor 5..11 seconds you have a 50% chance to block attacks. This Enchantment is reapplied every time an enemy strikes you. PvE only.10115 - infinite uptime of 50% block chance, makes it harder for mobs to build adrenaline and land dangerous skills
Ancestor's VisageFactionsMesmer. Illusion Magic 10Ancestor's VisageEnchantment SpellFor 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.10120 and/or Sympathetic VisagePropheciesMesmer. Illusion Magic 10Sympathetic VisageEnchantment SpellFor 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.10120 to counter adrenaline gain
Equipment
Full Blessed Insignias or elemental relative insignias (geomancer is good since stone striker converts everything to earth)
Maintain Armor of EarthCoreElementalist. Earth Magic Armor of EarthEnchantment SpellFor 30 seconds, you gain 24..53..62 armor, but move 50..21..12% slower.10¾15, Stoneflesh AuraNightfallElementalist. Earth Magic Stoneflesh AuraEnchantment SpellFor 5..13..16 seconds, damage you receive is reduced by 1..25..33, and you are immune to critical attacks.10215, 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 Arcane EchoCoreMesmer. UnlinkedArcane EchoEnchantment SpellIf you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.15220 -> ShockwaveFactionsElementalist. Earth Magic ShockwaveElite SpellAll foes in the area take 15..51..63 earth damage and are weakened for 1..8..11 second. Nearby foes also take +15..51..63 earth damage and have Cracked Armor for 1..8..11 second. Adjacent foes suffer the previous effects, take +15..51..63 earth damage, and are Blinded for 1..8..11 second.10115 -> Crystal WavePropheciesElementalist. Earth Magic Crystal WaveSpellFoes adjacent to you are struck for 10..58..74 damage but are cured of any negative Conditions. Each condition removed deals 5..13..16 damage.15¾15 -> ShockwaveFactionsElementalist. Earth Magic ShockwaveElite SpellAll foes in the area take 15..51..63 earth damage and are weakened for 1..8..11 second. Nearby foes also take +15..51..63 earth damage and have Cracked Armor for 1..8..11 second. Adjacent foes suffer the previous effects, take +15..51..63 earth damage, and are Blinded for 1..8..11 second.10115.
If you brought FragilityCoreMesmer. Illusion Magic FragilityHex SpellFor 8..18..21 seconds, target and adjacent foes take 5..17..21 damage each time they suffer or recover from a new Condition.515, cast it before Arcane Echo. The above combo will trigger fragility 9 times + 3 times more when conditions expires again (total 180 dmg).
Farming Areas
All farms are done in Hard Mode, unless stated otherwise.
Dragon Moss
Optionals:Stone StrikerNightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20, Mantra of EarthCoreMesmer. Inspiration Magic 6Mantra of EarthStanceFor 54 seconds, whenever you take earth damage, the damage is reduced by 36% and you gain 2 Energy.1020, and FragilityCoreMesmer. Illusion Magic 10FragilityHex SpellFor 16 seconds, target and adjacent foes take 15 damage each time they suffer or recover from a new Condition.515.
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
Optionals:Elemental LordFactionsElementalist. Kurzick rank 10Elemental Lord (Kurzick)Enchantment SpellFor 60 seconds, your elemental attributes are boosted by 1. Each time you cast a spell, you gain 1 Energy for every 10 ranks of Energy Storage and are healed for 300% of the spell's Energy cost. PvE only.10¼45, Stone StrikerNightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20, and Mantra of EarthCoreMesmer. Inspiration Magic 6Mantra of EarthStanceFor 54 seconds, whenever you take earth damage, the damage is reduced by 36% and you gain 2 Energy.1020.
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
Optionals:FragilityCoreMesmer. Illusion Magic 10FragilityHex SpellFor 16 seconds, target and adjacent foes take 15 damage each time they suffer or recover from a new Condition.515, Stone StrikerNightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20, and Mantra of EarthCoreMesmer. Inspiration Magic 6Mantra of EarthStanceFor 54 seconds, whenever you take earth damage, the damage is reduced by 36% and you gain 2 Energy.1020.
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
Optionals:Elemental LordFactionsElementalist. Kurzick rank 10Elemental Lord (Kurzick)Enchantment SpellFor 60 seconds, your elemental attributes are boosted by 1. Each time you cast a spell, you gain 1 Energy for every 10 ranks of Energy Storage and are healed for 300% of the spell's Energy cost. PvE only.10¼45, Mantra of FrostCoreMesmer. Inspiration Magic 6Mantra of FrostStanceFor 54 seconds, whenever you take cold damage, the damage is reduced by 36% and you gain 2 Energy.1020, and Radiation FieldEotNNo Profession. Asura rank 10Radiation FieldWard SpellFor 5 seconds, foes in the area have -6 Health degeneration. When the portal ends, foes in the area are Diseased for 20 seconds. PvE only.15212.
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
Optionals:Ebon Battle Standard of HonorEotNNo Profession. Ebon Vanguard rank Ebon Battle Standard of HonorWard SpellYou plant an Ebon Battle Standard of Honor at your current location. For 14..20 seconds, non-Spirit allies in this area strike for +8..15 damage and an additional +7..10 vs. Charr. PvE only.10120 (in NM) or Sympathetic VisagePropheciesMesmer. Illusion Magic Sympathetic VisageEnchantment SpellFor 4..9..10 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.10120 (in HM), FragilityCoreMesmer. Illusion Magic 16FragilityHex SpellFor 21 seconds, target and adjacent foes take 21 damage each time they suffer or recover from a new Condition.515, ChannelingPropheciesMesmer. Inspiration Magic 16ChannelingEnchantment SpellFor 59 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area.5115
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 Sympathetic VisagePropheciesMesmer. Illusion Magic 10Sympathetic VisageEnchantment SpellFor 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.10120 (it will prevent them from using their hard hitting skills) before you spike.
In Hard Mode, hit the second ShockwaveFactionsElementalist. Earth Magic 16ShockwaveElite SpellAll foes in the area take 63 earth damage and are weakened for 11 second. Nearby foes also take +63 earth damage and have Cracked Armor for 11 second. Adjacent foes suffer the previous effects, take +63 earth damage, and are Blinded for 11 second.10115 into their Healing SignetCoreWarrior. Tactics Healing SignetSignetYou gain 82..154..178 Health. You have -40 armor while using this skill.24 otherwise the damage won't be enough to kill them.
Drake Kabobs
Optionals:FragilityCoreMesmer. Illusion Magic 16FragilityHex SpellFor 21 seconds, target and adjacent foes take 21 damage each time they suffer or recover from a new Condition.515 (in NM) or Ancestor's VisageFactionsMesmer. Illusion Magic 10Ancestor's VisageEnchantment SpellFor 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.10120(in HM), Stone StrikerNightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20, and Mantra of EarthCoreMesmer. Inspiration Magic 6Mantra of EarthStanceFor 54 seconds, whenever you take earth damage, the damage is reduced by 36% and you gain 2 Energy.1020.
You will also need the Hero Koss in your party. You can give him party running skills ( "Charge!"CoreWarrior. Tactics 14"Charge!"Elite ShoutAllies in Earshot lose the crippled condition. For 12 seconds, these allies move 33% faster.520, "Fall Back!"NightfallParagon. Command 10"Fall Back!"ShoutFor 8 seconds, all allies within earshot gain 12 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack.1020...)
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.
Hulking Stone Elementals
Optionals:FragilityCoreMesmer. Illusion Magic 10FragilityHex SpellFor 16 seconds, target and adjacent foes take 15 damage each time they suffer or recover from a new Condition.515, Stone StrikerNightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20, and Mantra of EarthCoreMesmer. Inspiration Magic 6Mantra of EarthStanceFor 54 seconds, whenever you take earth damage, the damage is reduced by 36% and you gain 2 Energy.1020.
Optionals:Ancestor's VisageFactionsMesmer. Illusion Magic 10Ancestor's VisageEnchantment SpellFor 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.10120, Stone StrikerNightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20, and Mantra of EarthCoreMesmer. Inspiration Magic 6Mantra of EarthStanceFor 54 seconds, whenever you take earth damage, the damage is reduced by 36% and you gain 2 Energy.1020. FragilityCoreMesmer. Illusion Magic 10FragilityHex SpellFor 16 seconds, target and adjacent foes take 15 damage each time they suffer or recover from a new Condition.515 instead of Armor of EarthCoreElementalist. Earth Magic 16Armor of EarthEnchantment SpellFor 30 seconds, you gain 62 armor, but move 12% slower.10¾15
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 Ancestor's VisageFactionsMesmer. Illusion Magic 10Ancestor's VisageEnchantment SpellFor 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.10120 to counter foes's adrenaline gain so they cannot rupt you and deal heavy damages.
In Hard Mode, hit the second ShockwaveFactionsElementalist. Earth Magic 16ShockwaveElite SpellAll foes in the area take 63 earth damage and are weakened for 11 second. Nearby foes also take +63 earth damage and have Cracked Armor for 11 second. Adjacent foes suffer the previous effects, take +63 earth damage, and are Blinded for 11 second.10115 into their Healing SignetCoreWarrior. Tactics Healing SignetSignetYou gain 82..154..178 Health. You have -40 armor while using this skill.24 otherwise the damage won't be enough to kill them.
You can also kill a warrior boss ( Krogg Shmush ) but not the ranger one.
Strongroot Tanglebranch (Warrior Boss) (NM)
Optionals:FragilityCoreMesmer. Illusion Magic 10FragilityHex SpellFor 16 seconds, target and adjacent foes take 15 damage each time they suffer or recover from a new Condition.515, Stone StrikerNightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20, and Mantra of EarthCoreMesmer. Inspiration Magic 6Mantra of EarthStanceFor 54 seconds, whenever you take earth damage, the damage is reduced by 36% and you gain 2 Energy.1020.
You will need the quest "Cleansing Morostav Trail" completed to avoid the group of Afflicted that would be in the way.
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.
Enchanted Brambles (Fiber farm) (NM)
Optionals:Elemental LordFactionsElementalist. Kurzick rank 7Elemental Lord (Kurzick)Enchantment SpellFor 60 seconds, your elemental attributes are boosted by 1. Each time you cast a spell, you gain 1 Energy for every 10 ranks of Energy Storage and are healed for 300% of the spell's Energy cost. PvE only.10¼45, ChannelingPropheciesMesmer. Inspiration Magic 16ChannelingEnchantment SpellFor 59 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area.5115, and FragilityCoreMesmer. Illusion Magic 10FragilityHex SpellFor 16 seconds, target and adjacent foes take 15 damage each time they suffer or recover from a new Condition.515.
Optionals:Elemental LordFactionsElementalist. Kurzick rank 7Elemental Lord (Kurzick)Enchantment SpellFor 60 seconds, your elemental attributes are boosted by 1. Each time you cast a spell, you gain 1 Energy for every 10 ranks of Energy Storage and are healed for 300% of the spell's Energy cost. PvE only.10¼45, Stone StrikerNightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20, and Mantra of EarthCoreMesmer. Inspiration Magic 6Mantra of EarthStanceFor 54 seconds, whenever you take earth damage, the damage is reduced by 36% and you gain 2 Energy.1020.
Also drop Arcane EchoCoreMesmer. UnlinkedArcane EchoEnchantment SpellIf you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.15220 and take FragilityCoreMesmer. Illusion Magic 10FragilityHex SpellFor 16 seconds, target and adjacent foes take 15 damage each time they suffer or recover from a new Condition.515