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==Earth Skills== Here you will find a listing of the various earth skills, what they do, what they're good for and suggestions on how to prioritize them. {| {{DefTable}} !colspan="2"|[[Stone Rain]] |- |width="30px"|[[Image:Stonerainpic.jpg|Stone Rain]] |''A gigantic rock slams onto the target inflicting earth damage.'' |- |colspan="2"|This will be your big hitter for the lower levels until you get Divine Pyrogram. It has the slowest channeling of all your three starter spells so you will usually start out with it, but it is still hast enough to use in a combo (as the skill after a slow down or knock back spell). At higher levels you won't use it as much as Gush but you will find yourself using it often in combos towards the end when you need just enough power to finish off a mob where Gush doesn't cut enough damage. Max this along side your other 2 starter spells as soon as you can. |} {| {{DefTable}} !colspan="2"|[[Pitfall]] |- |width="30px"|[[Image:Pitfallpic.jpg|Pitfall]] |''Manipulate the divine force of the earth and summon a mystic sandswirl underneath the enemy inflicting earth damage over time. Has a chance to reduce speed.'' |- |colspan="2"|This is an interesting skill in that it has a lot of difference effects but over all isn't as useful as it should have been. It's another DOT skill that lasts 15 seconds, the damage it does is OK and is better than Crown of Flames, so if you really feel the need to level up a DOT skill you might as well do this one. It has an added chance to slow down the enemy by 15% and has a small chance (15% when maxed) to completely freeze your enemy (freeze meaning they can't move but they can still cast spells). It has a fast channeling and cast time but the cool down is longish so you would generally get about one maybe two casts out of it per mob. It's a skill that most wizards choose to skip in leveling. Get it to level 1 so that you can progress down the earth skill tree but leveling it up is your preference. It should be on the back burner because DOT skills in general aren't as effective on a wizard since your goal is to nuke things quickly so they don't get a chance to get to you. |} {| {{DefTable}} !colspan="2"|[[Sandstorm]] |- |width="30px"|[[Image:Sandstormpic.jpg|Sandstorm]] |''Project a powerful wave of sand onto target. Inflicts earth damage and has a chance to reduce its chance to hit.'' |- |colspan="2"|This is a great skill, does a large chunk of damage (as most of the skills in the earth tree) and when maxed will reduce accuracy of a target down by 50%. The description is a bit misleading since the skill always casts an accuracy reduction on your target and it lasts for 10 seconds. The accuracy reductions is very useful on melee based enemies and it helps out with bosses when the veno's pet is tanking because the boss tends to miss the pet more. |} {| {{DefTable}} !colspan="2"|[[Force of Will]] |- |width="30px"|[[Image:Forceofwillpic.jpg|Force Of Will]] |''Silence target casting a spell and rendering them unable to cast spells or attack for the spell's duration.'' |- |colspan="2"|This is your only single target silence (not to be confused with sleep and stun spells which are different). This spell is very useful for both PVP and PVE so you will definitely need to get it. You don't need to rush to max it out but level it up when you get a chance. This skill, if cast at the right time, will interrupt channeling. The down side to this skill is that it's not a stun, meaning that your target will still move around while it is under this spell but they won't be able to attack until the spell wears out. When maxed you have 5 seconds of silence time on your target. This skill has an added bonus by working similarly to a knock back skill on mobs. Mobs (and pets) will run in the opposite direction when under the influence of a silence spell so they basically end up running away from you, giving you more room to slow them down again and cast more spells before they get back to you. |} {| {{DefTable}} !colspan="2"|[[Mountain's Seize]] |- |width="30px"|[[Image:Mountainsseizurepic.jpg|Mountain's Seizure]] |''Use all of one's energy to invoke the spirit of the Mountain. Slam the enemy causing it and all nearby enemies to suffer earth damage. Has a chance to stun.'' |- |colspan="2"|This is your last of the three ultimates, also an AoE and takes two sparks like the rest. As with all the earth spells this one has the highest damage output when compared to the other two ultimates however the power comes at the price of a 5 second channel time and a 1.4 second cast time, which is longer than the other two ultimates. This skill also has a chance (95% when maxed) to stun all enemies in the area for 6 seconds when maxed. This skill usually takes second or third place when it comes to leveling your ultimates. It is without a doubt a massively powerful skill but Blade Tempest has the added benefit of being physical based as well as magic based while Seize is pure earth magic. Take your pick of which you like better and level it or Black Dragon as you like. All three ultimates should eventually be maxed out. |} {| {{DefTable}} !colspan="2"|[[Earth Mastery]] |- |width="30px"|[[Image:Earthmasterypic.jpg|Earth Master]] |''Improves all earth magic damage.'' |- |colspan="2"|Pretty simple, your earth mastery increases your earth damage output. The mastery skills are usually on the back burner for most until there is enough extra spirit to get them. You should definitely get this skill up to level 10 because it helps with your nuking power but master it later when you aren't as spirit starved. |}
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