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This build is in the testing phase.

Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

Flux.jpg This build is significantly affected by the Flux: Jack of All Trades.
See the build's talk page for discussion and ramifications not noted here.  

This elementalist uses the Jack of All Trades flux effects to use earth magic effectively.

Attributes and Skills

Your maximum Energy is raised by 33.
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General optionals

  • Mystic Regeneration (PvP) Mystic Regeneration (PvP) for improved survivability. Set earth prayers to 11.
  • Magnetic Surge Magnetic Surge for a second armor ignoring spike skill. Improves the team's defense.
  • Ice Prison Ice Prison for the snare and removed ability to kite your projectiles.

Optionals for GvG

  • "Stand Your Ground!" (PvP) "Stand Your Ground!" (PvP) to improve the team's defense in 8v8 fights. Set command to 11.
  • Convert Hexes Convert Hexes if you anticipate a hexway. Set protection prayers to 10.
  • Resurrection Signet Resurrection Signet


Runes and insignia


  • 40/20/20 earth magic or energy storage.
  • 40/40 earth magic.
  • High energy set earth magic.
  • 40/40 water magic if playing with Ice Prison.
  • Heavy spear of fortitude, 10%hrt with
    • Command shield of fortitude, -20% cripple duration.
    • Command shields of fortitude, +10 armor against each damage type.
      • Use strength shields and a spear of defense if playing without command.


  • Maintain Elemental Attunement, Earth Attunement and Aura of Restoration (PvP) in this sequence.
    • If you face heavy enchantment removal like Rend Enchantments or Pain of Disenchantment, only try to keep one attunement up at a time so you can use the other one when the first is removed.
  • Follow spikes with Obsidian Flame (PvP) and Magnetic Surge.
    • Obsidian flame deals typeless armor ignoring damage, magnetic surge armor ignoring earth damage. Mantra of Earth therefore can't reduce obsidian flame's damage, other than that of all other damage skills in your build.
  • Lineback with Ebon Hawk and Stoning or knock monks down if it's time to play aggressively.


  • Heavy enchantment removal.
  • Dodging.
  • Quick condition removal.

See also