The combination off a full geomancer armor (5 geomancer insignias) with the skills 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 10Mantra of EarthStanceFor 70 seconds, whenever you take earth damage, the damage is reduced by 42% and you gain 2 Energy.1020 make a very useful alternative tanking build for many different situations. Add Stoneflesh AuraNightfallElementalist. Earth Magic 16Stoneflesh AuraEnchantment SpellFor 16 seconds, damage you receive is reduced by 33, and you are immune to critical attacks.10215 with that and you can really take a punch.
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
NightfallElementalist. Earth Magic 16Stone StrikerEnchantment SpellFor 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20
NightfallElementalist. Earth Magic 16Stoneflesh AuraEnchantment SpellFor 16 seconds, damage you receive is reduced by 33, and you are immune to critical attacks.10215
CoreElementalist. Earth Magic 16AftershockSpellNearby foes are struck for 105 earth damage. Knocked down foes are struck for 72 additional earth damage.10¾10
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
PropheciesElementalist. Air Magic 2WhirlwindSpellAll adjacent foes take 23 cold damage. Attacking foes struck by Whirlwind are knocked down. If you are Overcast, this spell strikes nearby instead of adjacent.5¾8
CoreMesmer. Inspiration Magic 10Mantra of EarthStanceFor 70 seconds, whenever you take earth damage, the damage is reduced by 42% and you gain 2 Energy.1020
PropheciesMesmer. Inspiration Magic 10ChannelingEnchantment SpellFor 40 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area.5115
Very useful build for drawing all the attention towards your hero by flagging him in a forward position. Just make sure you have 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 Stoneflesh AuraNightfallElementalist. Earth Magic 16Stoneflesh AuraEnchantment SpellFor 16 seconds, damage you receive is reduced by 33, and you are immune to critical attacks.10215 up while doing so. The hero himself will keep Mantra of EarthCoreMesmer. Inspiration Magic 10Mantra of EarthStanceFor 70 seconds, whenever you take earth damage, the damage is reduced by 42% and you gain 2 Energy.1020 up all the time.
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, in addition with Crystal WavePropheciesElementalist. 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 and AftershockCoreElementalist. Earth Magic 16AftershockSpellNearby foes are struck for 105 earth damage. Knocked down foes are struck for 72 additional earth damage.10¾10, can deal a great amount of AoE damage when the foes are starting to ball up around the hero. Also, in this situation, you will find that WhirlwindPropheciesElementalist. Air Magic 2WhirlwindSpellAll adjacent foes take 23 cold damage. Attacking foes struck by Whirlwind are knocked down. If you are Overcast, this spell strikes nearby instead of adjacent.5¾8 is a very effective knock-down/interrupt skill even with no attribute points in Air Magic. It combines very well with AftershockCoreElementalist. Earth Magic 16AftershockSpellNearby foes are struck for 105 earth damage. Knocked down foes are struck for 72 additional earth damage.10¾10 for that βlittleβ extra damage.
To foes close enough, 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 can not only inflict massive damage, but also up to three different conditions at once to multiple foes. (Weakness, Cracked Armor and Blind)
ChannelingPropheciesMesmer. Inspiration Magic 10ChannelingEnchantment SpellFor 40 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area.5115 and Mantra of EarthCoreMesmer. Inspiration Magic 10Mantra of EarthStanceFor 70 seconds, whenever you take earth damage, the damage is reduced by 42% and you gain 2 Energy.1020 will help to keep the energy under control.
Alternative[]
For managing your energy, depending on the situation, you might want to replace ChannelingPropheciesMesmer. Inspiration Magic 10ChannelingEnchantment SpellFor 40 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area.5115 with 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 or Power DrainCoreMesmer. Inspiration Magic 10Power DrainSpellIf target foe is casting a Spell or Chant, that Skill is interrupted and you gain 21 Energy.5¼20, whatever suits you better.
Counters[]
General Anti-Caster and interupts.
Enchantment Removal.
Non-elemental / Non-Physical damage. (dark, holy, shadow and chaos damage)
Armor-ignoring damage
Notes[]
You can consider equiping Obsidian FlameCoreElementalist. Earth Magic 16Obsidian FlameSpellDeal 118 damage to target foe. This Spell ignores armor.551.55 instead of Crystal WavePropheciesElementalist. 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. This spell offers the ability to deal a great amount of armor ignoring damage to a single target. You will have to be a bit more careful with your energy management because your hero will be overcast almost all the time. On the other hand, overcast will make the use of WhirlwindPropheciesElementalist. Air Magic 2WhirlwindSpellAll adjacent foes take 23 cold damage. Attacking foes struck by Whirlwind are knocked down. If you are Overcast, this spell strikes nearby instead of adjacent.5¾8 even more effective.