2nd Toon, Earth.... Nature Or Storm
I have a toon with Nature Sprite and its cool so I've started another and I chose Earth but wondering what my 2nd one should be I was thinking Earth/Storm and then buffing up resistances in the others like Piercing, Poison etc but what stats should I focus on like health mana strength etc should I choose either I am at the moment level 4 and I have placed 1 point in Earth Enchantment and 1 in Ring Of Flame rest I have put in to get some more skills unlocked and to add some extra stats.
I havent buffed any stats at the moment and I have created a back-up before I chose Earth in case I dont like it I was going to do my 1st ever character I lost years ago Storm/Nature.
For caster masteries (Spirit, Earth, Storm, Nature and Dream) it's usually intellligence all the way. You could put some points into dexerity to boost your defensive ability if you wanted to.
It can depend on what gear you're planning to wear; if you want to use some strength based items then you'll have to split your attribute points between intel and strength. In that case only put as many points into intel as you need to equip your staff and put the rest in strength. If you are thinking of using melee gear then Dream might be a better mastery to choose as, unusually, it gives you strength - unlike the other caster masteries. However, as a new player it could be difficult for you to do this type of build easily so I'd suggest going with either Storm or Spirit and put points into intel and maybe some dex. Don't worry about boosting energy, you'll get plenty of that.
One of the suggestions that Poinas made in his Pwning with Spirit guide was to put all the attribute points you get from quest rewards into health as this gives health a nice boost without compromising the points you gain by levelling up. 18 quest reward attribute points will boost health by 450, not bad at all.
Basically at this early stage concentrate on climbing Earth mastery, only putting a point in each skill you want to use. Maxing the mastery will help you stay alive by increasing your intel, dex, health and energy levels every time you add points to it. Also the best and most useful skills tend to be at the top of the mastery and you want to reach them as soon as you can so you can begin maxing them out while climbing your second mastery and adding skills from that.
Interesting. I've never played as a pure caster. For some reason I always want to play as a melee -- probably a function of the fact that I'm not very good breaking down mobs or using pets. Nature has some very nice skills but that's a class I haven't played much at all.
I know what you mean. I don't tend to play as many casters as melee or hyrbids, partly because they're more fragile and I'm still learning how to stay alive and partly because I'm not that good with a lot of pets. I've not used Nature too much myself, although I do have a new Champion (Nature/Warfare) and Druid (Nature/Storm) just started now that I can play the game again - computer gave out on me so had to get a new one. With Nature giving you up to 4 (3 wolves plus Nymph) and another one from second caster mastery I find it difficult to keep track of them unless they're all set on defensive mode. I'll only let them loose in enclosed areas where they can't go running off without me.
Nature toons aren't really casters, more like petmasters.
For elementalist (earth + storm) this is a good read:
wouldn't blindly follow that, but overall it's a very nice guide