User:Gelbrekt/Fa Mine Cap
FA MINE CAP - OVERVIEW[edit]
- The only purpose of these builds is to, as quickly as possible, be able to capture the Luxon Shrines in fort aspenwood. Foes to beat:
Luxon Longbow[edit]
Luxon longbows (330 health - Each of the 3 mines are guarded by 2 longbows):
- Abilities:
- Strengths: Deals decent damage and has very high (100) armor against elemental damage, making elementalists a much less attractive alternative despite their high damage.
- Weaknesses: Has only 330 health and no self-heals.
Luxon Monk[edit]
- (480 health - Only one present at the Green Mine):
- Abilities:
- I would guess something like 15 Healing Prayes, 15 Divine Favor (Can check)
- Healing Breeze
- Karei's Healing Circle
- Signet of Rejuvenation
- Word of Healing (elite)
- STRENGTHS
Warning: The luxon monk has INSANE heals. Do NOT expect to be able kill him 1v1 with raw damage. |
- Since he is an AI, he has MORE ENERGY than players. After extensive testing it is very clear that he PRACTICALLY NEVER runs out of energy; He can spam all of his skill continiously easily for over a minute. This makes it it very difficult to kill him and the Luxon Longbows guarding him if only relying on raw damage.
- ESTIMATION OF HEALING/SECOND
- The data below is HEALING/SEC, with the following assumptions: :
- He never runs out of energy (again, supported by extensive testing).
- Around 30 health is given per spel from Divine favor, but i wouldn't be surprised if it is higher.
- Casting time and recharge time of the skills are taken into consideration, but not aftercast delay (since aftercast delay can often overlap with cooldowns of other skills).
- Word of Healing (ASSUMING condition below 50% hp is met): 245/4 = 61
- Heal Area: 210/6 = 35
- Signet of Rejuvenation = 75/9 = 8
- RESULT: He can heal roughly 104 health every every second for over a minute, i.e 50+ pips of health regeneration Some comments on this result:
- The Actual result could be a bit lower since some skills will not be used even when ready, since he is casting other skills or deciding not to activate them at the time. HOWEVER, based on the fact that some foes wielding staves, such as the Naga from Summon Naga Shaman benefit from the staves 20% chance to halve recharge time, it is likely that this applies to the luxon monk as well, which would increase his healing/second and mitigate previously said factor.
- Note that this is WITHOUT him using Healing Breeze, which he will use immediately on any ally affected by any degeneration.
- Based on my memory at the time of writing this, I don't believe I have ever used a build that tops 80 damage per second consistently, although it could be possible that some builds could - for a few seconds - deal enough damage to take out the monk. HOWEVER I have tried builds that have very high dps and deep wound, and still are not able to take him out. Relying on Shutdowns here is - as a result - a very good idea.
- WEAKNESSES
- Has no other defensive abilities other than healing; he cant remove hexes / remove conditions / prevent knockdowns / prevent interrupts, etc. Deals very little damage.
Orange/Purple Commander[edit]
- (640 health - One present at each of the 2 command posts);
- Abilities:
- Strengths: Has a high health, decent damage, self heal, is able to block and can frequently interrupt spells with Savage Shot. Also 100 armor vs elemental damage.
- Weaknesses: His self heal is easy to interrupt, and the Luxon Priest that he is with is basically useless.
Luxon Priest[edit]
- Luxon Priest (480 health - One present at each of the 2 command posts):
- Abilities:
- Strengths: Is decent at dealing with degeneration and high single target damage such as air magic with Protective Spirit.
- Weaknesses: Has only 3 abilities and deals almost no damage, and relies on enchantments that can be removed.
GENERAL COMMENTS[edit]
- The build is made for fun and not designed to be as effective as possible for winning the match as a whole, but just to capture the shrines as fast as possible. That said, the build should have a basic self heal to be able to deal with occational players that might try to prevent you from capturing the shrines, so, the build must include:
- A basic self heal.
- High damage. NOTE that there is always around a 20-30 second delay between the movement from shrine to shrine, meaning that burst damage-skills that can only be used every 20-30s can be very effective since they will be recharged by the time you reach then next shrine.
- Highly recommended: Some sort of shutdown (interrupt / Knockdown / Hex spell) that can deal with the Luxon Monk's massive heals. It is highly unlikely you will be able to kill the Monk without any shutdowns, but remember that adding too many shutdowns on your bar can greatly reduce your DPS against the Luxon Longbows, that are immune against many types of shutdowns that are effective against the Luxon Monk.
- A speed boost will very likely be a fundamental requirement for any build that can aims to get the record time of capturing all 5 shrines.
CRIPPLE DURATION[edit]
A whole lot of these builds utilize cripple reduction to save a skill slot for condition removal. This reduction is interesting because Rune of Restoration, Featherfoot Grace and "Swift as the Wind" stack with each other in a strange way.
According to the Rune-page, the way these features stack can cause a GREATER reduction than 65% since the runes are applied separately.
- TESTING: The Cripple from Student of Crippled is normally 10s, but with the 3 reductions above, this is reduced to 4 second (i tested myself). This is consistend with what is written on the rune-page.
- Rune of Restoration and Swift as the wind reduces cripple by 20%, i.e excactly 2 seconds each.
- Featherfoot Grace reduces by 25%, and is rounded down in this case to 2 seconds.
- Result: 10-6 = 4 seconds cripple.
- The Luxon Longbows (Not tested, but good estimate):
- The longbows have 15 marksmanship, and will normally inflict 15 seconds of cripple.
- RoR and SatW will reduce by 20% each, so excactly 3*2 = 6 seconds.
- Featherfoot Grace will reduce by 25%, so 3.75 which will most likely reduce the cripple by 4 seconds.
- Result 15-10 = 5 seconds cripple.
BEST BUILDS FOR FA MINE CAP[edit]
Psychic Instability[edit]
- 15 Domination Magic - Major rune is IMPORTANT since it has significant impact on the Wastrel skills.
- 7+1 Fast Casting
- Rest on Wind Prayers.
- Optionals
- Unnatural Signet (PvP) - Great because it is free area damage.
- Chaos Storm - Deals more damaage than Unnatural Signet, but costs some energy. ADVANTAGE: Chaos storm causes enemies to scatter when at low hp, which makes them much less likely to use skills, allowing the Wastrel skills to deal more damage. Also, the guards at the mines do not move much, so they often stand in the chaos storm longer than 3s, causing much more damage than Unnatural Signet. Also, the 30s recharge time which is normally annoying doesn't matter in this case since it takes 30s to get to the next mine.
- Natural Healing - Great self-heal that is affected by fast-casting. Also cheap cost and short cooldown.
- Pious Restoration - Nice self-heal and hex removal.
- Grenth's Fingers - Nice because it removes cripple, but assuming that the -65% Cripple durations stack, this skill can be replaced!
- Signet of Disruption - Deals less damage than Unnatural Signet, but provides a guaranteed rupt (i.e even the signet can be interrupted). This is however NOT necessary in order to kill the monk, and it is practically useless versus the Longbows.
- [It is highly unlikely that any other skills are more preferable]
- Useage
- This build is a fantastic combination because it contains:
- PI + WW/Wd is likely the best combination of skills for this build. With just 3 skills that gives enough damage to kill the rangers, and nearly enough damage to kill the monk.
- PR and FG is as described likely the best movement/survivibility skills for this run.
- VERY IMPORTANT COMMENTS ON USEAGE:
- 1. Remember to use Rune and insignia that reduces cripple duration (since this likely stacks with Featherfoot Grace to 65% cripple reduction.
- 2. Rules for capturing :
- ORANGE/PURPLE MINES: Begin by casting Chaos Storm. When interrupting the rangers with CoF and especially with PI, be prepared to do it right after they use Sundering attack, since that attack is much faster than Power Shot and Pin Down.
- GREEN MINE: Pre-casting Chaos Storm and the 2 Wastrel skills on the Luxon Monk (green mine) is easily doable before the monk starts using skills. This allows you to drop PI on him, after which point you have enough damage to kill him.
- COMMAND POST: Goes extremely quick if you do it right. Don't use Chaos Storm; It isn't even needed and only slows down the green mine capture. Begin By casting the wastrel skills on the Luxon Priest until the Commander starts activating Troll Urugent. This will give you a 3 second window to cast the wastrel skills on the COMMANDER, followed by Psychic Instability. As soon as he gets up from the knock-down, interrupt his attack skill with Cry of Frustration and he is done.
- 3. The build should not have energy management problems, since it is meant for short battles followed by a 20 second run (I don't know the exact time, and it depends on the cripple and other players attacking). Any energy problems that might arise should be managable using +30 energy sets. Energy Insignias should not even be necessary.
Build 1 - Balanced[edit]
- Strengths
- 1. Deals massive armor damage and can clear all three mines very quickly. I find it quite unlikely that a build with a speed boost and two self-heals can manage beat the following times by any significant amount.
- Green mine in 13 seconds
- Command Post in about 20 seconds.
- I have not counted the Orange/Purple mine, but they should be around 13 seconds as well.
- 2. At the same time, it has space for grerat mobility and surviviability:
- A permanent 25% speed boost
- Cripple duration is reduced by 65%.
- Two solid Self-heals that heal for about 130 each every 8s. Natural Healing has very fast casting time as it stacks with Fast Casting, and Pious Restoration can remove hexes very frequently.
- The build inclides 2 interrupts both of which work against non-spell skills, which can be very effective for defending against many different enemy players.
- 3. Can capture the Command Posts very quickly.
- Weaknesses
- Can't remove conditions from self, including cripple (However as mentioned, cripple can be significantly reduced through armor and Featherfoot Grace).
- Build is depending on successfully Hitting with Psychic Instability. If this fails, the build is severely compromised; This is especially likely to happen on the orange/purple mines. HOWEVER; This can still be largely managed using Chaos Storm and Unnatural Signet [although using both of these means that the build has to drop Natural Healing or Pious Restoration, HOWEVER even in this case, the build has space for a speed boost and a self-heal].
Build 2 - Offensive[edit]
- IMPORTANT: It can be argued that build 1 is actually better (since the survivability grarnted by Pious Restoration arguably isn't worth sacrificing for chaos storm). But this build is to show that the build actually has space for additional useful skills for capping. This is highly relevant when comparing the build to other builds that I have made on this topic. After CONSIDERABLE testing, I have not been able to find a more effective build than this, EVEN when it gives room for two self-heals and a (permanent) speed boost, so it seems unlikely that I will find a better build than this for the specified purpose i listed at the top of the document.
Build 3 - Healer[edit]
- Instead of clearing the shrines: Heal them instead. However, the speed boost and self-heal from Wind prayers could ultimately be more effective for annoying players (since the speed boost makes the player much harder to kill, and shrines can be recaptured).
Moebius Strike Ranger[edit]
- NOTE: The build is described in depth further down!
- In short:
- It is effective for capturing all 3 mines, having (1) high DPS, (2) Shutdown against the monk and (3) Two strong speed boosts.
- While the mesmer build is overall faster for taking the mines, this build is MUCH better at general use in fort aspenwood, since it has high constant DPS with no requirements (e.g like Chaos Storm, Cry of Frustration and especially the wastrel skills).
Forceful Blow[edit]
- 14 Strength -> NOTE: With 14 strength, Enraging Charge (AND Lion's Comfort) gives 3 adrenaline.
- This is good because it immediately allows using Flail after the first strike.
- 13 Hammer Mastery
Glimmering Mark + Fire Magic + Arcane Echo[edit]
- Strengths: VERY effective at taking down all 3 shrines AND the command posts.
- Weaknesses: Poor self-healing, no conditional removal and no speed boost.
- NOTE: For more discussion on the build, see the buiild suggestions below that talks about glimmering mark.
Great build: Elemental Attunement[edit]
- 14 [12+2] Fire Magic
- 9 [8+1] Energy Storage
- 8 Earth Prayers
- 7+1 Air Magic.
- NOTE regarding attributes: It might seem strange to invest in 4 attributes, but consider that:
- Fire magic is very strong due to Rodgort + Fire Storm being very effective against the orange/purple mines, while Meteor is effective vs the green shrine and BURNING SPEED is used for movement.
- At 8 earth prayers, both Mystic regeneration and Conviction are effective.
- 9 is minimum in order for Elemental Attunement to give a +2 boost instead of +1
- The rest is spent on Air magic, landing at 8, which makes Teinai's Wind strong.
- STRENGTHS:
- Can capture all 3 mines very quickly, while having a strong speed boost as well as self-heal, and condition removal.
- Is capable of taking the command posts reasonably effectively, but not ideal.
- Also great energy management through Elemental Attunement, and has cover from enchantment removal throgh Conviction.
- CONFIRMED: The build is capable of taking green by using Teinai's Wind instead of Meteor Shower. This is very good since it:
- makes the build much more capable of dealing with the command posts (extra damage and ability to interrupt Troll Ununget)
- makes the build more useful overall (since teinai's wind is far more useful against players than meteor shower).
- WEAKNESSES
- Not great for capturing command posts.
- VARIANTS
- Meteor Shower -> Makes it somewhat easier to capture the green, but with proper use of skills it is entirely possible to RELIABLY capture green with this build.
Lord of the Beetles[edit]
- Notes:
- While Concussion shot obviously is very energy intensive, it only needs to be used once (When killing the Luxon Monk)
- Very good because it has very high damage, Block Immunity, and speed boost. Not 100% sure if it survives the rangers tho.
_______GENERAL UNCATEGORIZED BUILDS_______[edit]
Empty Bar[edit]
- [[]]
- Optionals
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Amber Runner[edit]
- BUILD IDEA
- Using Natural Stride & Dash, you have an almost permament 33/50% speed boost. Natural Stride also provides good protection against the rangers
Dagger Version[edit]
- IDEA: Dagger mastery is likely a good idea since energy management can be done with EXPERTISE and a Zealous weapon, freeing up skill slots that would otherwise be needed for energy management.
- Attributes
- Wilderness Survival 10 or 12. (Giving Natural stride 6 or 7 seconds)
- Expertise 8 OR 13 --> Reduces costs from 5e -> 3e / 2e. With this change, Dual attacks only cost 1 or 0 energy effectively, due to triggering the zealous weapon twice)
- Dagger Mastery --> Remaining attribute points.
- Suggestion: 12, 8, 12
- Optionals;
- Jagged Strike - Disrupting Stab is clearly better for several reasons:
- The recharge time of Disrupting Slab is not a problem when changing targets, because Moebius Strike recharges all skills (so the build can easily kill all 3 targets at the green shrine).
- An interrupt is very useful to have against the Luxon Monk (although Desperate Strike might be better)
- Jagged strike causes the monk to use Healing Breeze, meaning that the net damage is actually NEGATIVE.
- Desperate Strike - Aside from the shorter recharge time (which isn't too impressive), i see 2 reasons to use this over Disrupting Stab:
- Deals damage, meaning it is effective against the orange and purple shrines, as well as the command posts.
- The build should already have enough damage to kill the monk without the interrupt from Disrupting Stab. EDIT: NOPE, IT DOES NOT; the monk has INSANE HEALS even without Healing Breeze.
- Wild Strike - Allows the command posts to be captured much faster, but would require swapping Exhausting Assault. Also not guaranteed to remove any stance since the lead attack must also hit.
- Useage
- Note that Moebius strike's 2s recharge functionality means that it can be very effective even when NOT fulfilling the 50% health condition. Here is the sequence I imagine:
- Jagged Strike
- Exhausting Assault
- Moebius Strike
- Death Blossom
- Moebius Strike
- Blades of Steel
- Moebius strike --> At this point the condition for 50% health should be met, causing both Blades of Steel and Death blossom to recharge!
ASSASSIN VERSION[edit]
- Advantages:
- Critical Strikes unlocks several interesting skills.
- The Infiltrator's Insignia is useful against the luxon longbows.
- Disadvantages:
- Might not have sufficient energy management.
- Loses Rangers +30 armor vs elemental damage, which can be very handy when running amber.
- Alternative bar using Golden Fang Strike instead of Exhausting Assault
- Optionns for LEAD attacks
- Golden Phoenix Strike - Cool because it skips the lead attack entirely and deals AoE, however, Unsuspecting Strike and Golden Fang Strike are likely better.
- Unsuspecting Strike + Golden Fang Strike - Deals 150+ damage together. Also reduces healing due to deep wound.
- Golden Fox Strike + Wild Strike - Deals about 60 damage, but makes killing the commanders way faster.
- Optionals
- Wild Strike - For taking out the command post.
- Natural Healing - Good self-heal
- Grenth's Fingers - Removes Cripple
- Dash - General speed boost
- Critical Eye - Excellent for energy management.
- Death's Charge - Is the best shadow-step available for this build. Might be useful to save some time for engaging combat, but Dash would be by far better for this purpose.
- Nine Tails Strike Nine Tails Strike - Useful if using Golden Phoenix strike to give an extra dual attack.
Suggestion 1 - Basic[edit]
- 13 Critical Strikes
- 12 Dagger Mastery
- 8 Wind Prayers
- Summary
- This particular build looks very promising, but does NOT work.
- I THOUGHT that this would be enough to take out the green shrine easily, but this is NOT the case; The luxon monk has INSANE healing per second, and survives for over a minute even when constantly hammered by dual attacks; The energy management from Critical Strike at 13 Critical Strikes allows for the skills to be spammed very frequently, but again, this is not enough.
Suggestion 2 - Golden Phoenix[edit]
Degeneration with Archer's Signet[edit]
- [[]]
- Optionals
- Antidote Signet - Convinient for removing the Cripple from the rangers. However, Natural Slide will be able to prevent the cripple at least half of the time (if not more, since it also enables dodging).
- Barbed Trap- SUGGESTION: Chanage build strategy: Instead of using Dshot to capture the command points, simpy run back and forth between the MINES and place the TRAP whenever available, since it cripples targets for over 30 secomds (using crippling bow)!
- BENEFITS / USEAGE
- With archer's signet, the conditions of hunter's Shot and Poison tip signet are enough to kill the Luxon longbow, meaning that only 1 single shot and 1 epidemic is enough to clear the mine.
- Distracting shot is used to disable Healing Breeze of the Luxon Priest (and if possible Troll Unguent on the Commanders), allowing the command points to be captured.
- While "Pin Down" is useless for the mine cap, it is very effective against enemy players, who are crippled for 30 seconds (!), which can also be increased using a crippling bowstring!
Keystone Signet And / Or Signet of Stamina Mesmer[edit]
- 15 Fast Casting
- Build idea.
- Keystone signet is good for AoE damage. while potentially allowing for very good energy management (due to many free skills) and diverse skills.
- Optionals
- Signet of Stamina + Healing Signet - Allows for great survivability; Sighet of Stamina grants permanent extra HP, and healing signet has reduced casting time
- NOTE: This would also EASILY allow for a superior rune (16 fast casting and e.g 15 Illustion Magic!)
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- Optionals
- Backfire -> Should be enough for dealing with the monk, but requires Domination Magic
- Conjure Nightmare
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Signet of Stamina[edit]
- 16 Fast Casting
- Suggestion: 15 Illusion Magic
- SKILLS
- MUST-HAVES:
- Healing Signet - Great synergy with Symbolic Celerity and fast casting, since you have very high attribute rank and also a greatly reduced castime time.
- GENERAL
- Unnatural Signet (PvP) - Good since it is free and can recharge between the runs
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- DOMINATION MAGIC FOCUS: NOTE: This might actually work quite well when using Symbolic Celerity; Normally Domination Magic is NOT ENOUGH to deal with the Luxon longbows, but since Symbolic Celerity allows for other skills to be used, this might be sufficient.
- ELIES:
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- STANDARD ILLUSION MAGIC DAMAGE:
- Conjure Phantasm
- Clumsiness, Wandering Eye, Signet of Clumsiness
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Fa Mine Cap - Smiting Prayers[edit]
- Strength
- Deals almost exclusively armor ignoring damage, making it great against the luxon longbows with high armor vs elemental damage.
- The 20s cooldown on Ray of Judgement is not a problem since it takes at least 20s to go between the shrines.
- Reversal of Damage and Holy Wrath should deal great damage against the longbows.
- Tenai's wind has excellent synergy with Ray of Judgement, and Scourge healing should be enough for shutdown against the Luxon Monk.
- Has Speed Boost.
- Great surviviability with Healing Breeze and Reversal of Damage.
- Optionals
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- VERSION 2
- 12+3 Smiting, 9 Fire magic, 9 Healing Prayers
- Use 20/20 +20% Ennch for Flame Djinn's Haste.
- Only use Meteor Shower on Luxon Monk.
- Strengths
- High potential for armor-ignoring damage using 2 great combinations:
- Signet of Judgement + Holy Strike deals plenty of damage.
- Reversal of Damage stacks with Holy Wrath.
- Weaknesses
- Meteor Shower + Stonesoul Strike might not be enough to kill the monk
- No speed boost (could change glyph for this, but then there will be insufficient energy).
_______ELEMENTALIST BUILDS_______[edit]
- Because the Luxon Longbows have 100 elemental armor, elementalists have a hard time, HOWEVER they can still be effective because some elementalist skills such as Teinai's Wind and Mind Burn cause armor-ignoring damage and degeneration.
Best Builds[edit]
- MOVED to the HALL OF FAME above.
SEGMENTS of skills bars[edit]
Taking Orange Mines Setup 1[edit]
- QUESTION: Is this enough for taking out the orange/purple mines?
- NO. This is NOT sufficient at 12 fire magic even if the rangers stand still, and they usually dodge a few of the fire storm volleys.
Taking Green Shrine Setup 1[edit]
- CONFIRMED: This IS enough to capture the green shrine (even at 12) , which is very good since this allows for taking the green without using Meteor shower (which is very ineffective for taking out any other shrines).
- IMPORTANT: To do this, you must first use fire storm and Mark of rodgort to deal some damage to the monk BEFORE activating Teinai's wind & Meteor (and of course you have to interrupt at least one spell).
Heavy Air Focus[edit]
- QUESTION: Is this enough to get green?
- ANSWER: 'NO: The monk IS CAPABLE of using word of healing during the window between the knockdowns from meteor shower'.
Skills to use[edit]
- High-prio skills.
Taking out the monk[edit]
- Meteor Shower - Useless in other circumstances, but against the monk, this really excels!
- Teinai's Wind - THIS DOES NOT DEAL ARMOR-IGNORING DAMAAGE. However, it does deal a high aoe-damage package against the monk, as well as interrupts, which can be very useful.
Degeneration / Armor-ignoring damage[edit]
- Fire Storm + Mark of Rodgort --> Very effective combination since the rangers take a long time to scatter from it. However i DON'T KNOW ATM if they are enough to take out the rangers on their own. TESTING RESULTS
- CURRENT TESTING INDICATES they are sufficient to take out the rangers at 14 fire magic, though this might be dependent on how much they scatter.
- 12 Fire Magic is NOT sufficient, at least in Jade Quarry - it is POSSIBLE THOUGH that the rangers scatter less in FA.
- Even if this is ultimately not enough, skills such as Meteor or Teinai's Wind can finish the job, and are at the same time useful for taking out the monk.
- Mind Burn - Excellent Damage and Degeneration.
- Glimmering Mark - At 15 Air Magic, it deals 250 damage! At this point, only 80 damage remains for taking out the the shrines, which many skills can manage.
- Arcane Echo - Cool because this potenitally makes the build effective against the command posts as well. However, itis very energy intensive and effectively has a 40s cs, which isn't amazing.
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OTHER SKILLS that can cause armor-ignoring damage or degeneration[edit]
- Aftershock
- Crystal Wave - Completely armor-ignoring damage, but removes conditions (burning/bleeding)
- Obsidian Flame - Armor ignoring
- Teinai's Crystals - Potentially interesting, but i am NOT SURE about functionality here (does it hit all targets?)
- No other earth magic skills deal armor-ignoring damage, however other skills such as Aftershock might still be useful.
- NOTE: There are still multiple elementalist skills that inflict degeneration, but i doubt there are any more interesting candidates here.
- Teinai's Prison - Nice synergy with Chilling winds and , but doesn't inflict area damage,
- Teinai's Heat - Causes degeneration, but doesn't stack well with burning (due to the 10-cap), and isn't better than burning.
- Bed of Coals - Does inflict long burning, but isn't more than Fire Storm + Mark of Rodgort.
- Speed-Boosts:
- Burning Speed - Interesting due to its high speed boost, but has issues with energy management and health. SUGGESTION, use with the following:
- Master of Magic + Mystic Regeneration - Master of Magic allows for 12 Earth Prayers, and feeds Mystic Regeneration together with the Burning speed, thus negating the degeneration.
- Armor of Mist - If using Master of Magic, this can be effective, although an additional boost is needed as this is not maintainable.
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- Burning Speed - Interesting due to its high speed boost, but has issues with energy management and health. SUGGESTION, use with the following:
- Other Optionals
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- Signet of Agony + * Plague Sending --> Deals 150 damage, which is nice, but requires necromancer, 2 skill slots and sacrifices 20% hp.
Glimmering Mark[edit]
- The big advantage of this build is that it only makes use of Air Magic, which also can ba used to cover the speed-boost requirement.
- For taking out the rangers:
- Glimmering Mark
- Glyph of Immolation + Teinai's Wind - PROBLEM: This combo does NOT WORK since Teinai's Wind requires ALL targets to be burning. Probably the best combo for this would be bed of coals + some knockdown.
- For taking out the monk:
- Meteor Shower?
Suggestion 2: Using Arcane Echo[edit]
- PROBLEM: How do you take out the luxon monk without fire magic? ISSUE: Glimmering mark can't finish the monk on its own if it is applied to the rangers (because they have less hp), and if the monk is targeted, he can't be targeted of any skills or glimmering mark ends.
- ANSWER: Most likely, Fire magic is the best answer for this, due to the skills used here being extremely effective for taking out the monk, while still being useful against the other shrines. I don't see how this would be done with Earth or Water Magic if using Glimmering mark.
- CONFIRMED: Glimmering mark IS only applied to the target foe (meaning that it can be applied to multiple targets adjacent to each other, even though it checks individual adjacent foes for attach skills and blinds them (not tested if this actually is the case though).
- Strengths:
- Because glyph of lesser energy gets time to recharge between battles (in addition to the energy that is recharged between battles), the build has excellent energy management.
- Should be able to take out the command posts in 2 seconds, using 2 glimmering marks
Glimmering Mark + Fire Magic + Arcane Echo[edit]
- CONCLUSION: Very effective build. It appears the even with the lowered fire magic (12) due to the investments in air magic, the build is ALMOST OR ENTIRELY capable of taking out the monk with just Rodgort, Fire Storm, Teinai's Wind and Meteor.
- USEAGE
- Useage for capturing the green mine using glimmering mark (NO arcane echo needed here);
- 1. Use Fire Storm on the monk (since fire storm has the longest activation time except for Meteor, which is to be used after).
- 2. Use Glimmering Mark on the MONK (since he has the highest hp, and the other skills are used on the rangers).
- 3. Switch target to a LUXON LONGBOW (to prevent glimmering mark from being removed, and use the other skills. IF NECCESSARY, use Teinai's Wind to interrupt the monk's skills. If this is done successfully, the green shrine should very likely fall.
- For capturing the command posts:
- 1. Precast Arcane Echo.
- 2. Use Glimmering Mark on the Luxon Priest (this is important so that the SECOND glimmering mark is cast on the commander, since he lives longer).
- 3. Use the remaining skills on the commander, of course ending with Glimmering Mark.
Master of Magic[edit]
- 15 Energy Storage
- 12 [in some other non-elemental attribute]
- The advantage of using master of Magic is that it opens up all elementalist skills, INCLUDING Air magic which covers the speed boost requirement, and allows you to invest 12 levels into another profession's attributes, making this build VERY VERSITILE. It also provides extra energy management, in addition to the fact that you can regenerate energy between battles.
Suggested skills from OTHER professions[edit]
- Both Blood Magic and Death magic is good since they have (1) self heals [although not so much so for Death Magic] and (2) Many sources of armor-ignoring damage.
- ASSASSIN
- Death's Charge - SUGGESTION: Use this in order to make it easier for BURNING SPEED to apply burning, since this would save a skill slot for enabling TEINAI'S WIND!
- Dash -
- For Dagger Mastery & Deadly arts, see the assassin build further down.
- Earth Prayers
- Mystic Regeneration - Is superior to healing breeze in this case due to faster cast time and longer duration. Earth prayers also allows for some other stuff than healing.
- Conviction - is quite convenient here; it is a flash enchantment (meaning it does not have aftercast delay) that can remove 2 conditions, allowing both Cripple (from the rangers) and Burning (from Burning Speed) to be removed (simply pre-cast it so that it is removed by the time it is time to leave the current camp).
- Blood Magic
- Barbed Signet - Deals 78 damage if using 12 Blood Magic. Nice because it is free.
- Intrestingly, Rotting Flesh is superior even at ZERO death magic (Deals 80 damage!)
- Life Siphon - Only for self-heal
- Blood Renewal - Self Heal
- Death Magic
- Rising Bile - Deals 100 damage if maxed.
- Putrid Bile - Also nice bonus damage
- Soul Feast - Potentially nice self-heal between the shrines.
Suggestion 1: First Draft for Mark of Rodgort[edit]
- GLYPH OF RESTORATION can be very effective as well, due to the high (15?) energy storage. This makes tanking vs players much easier, but does slow the build down due to lacking cripple removal.
Less interesting builds[edit]
[Not viable] Suggestion - Death's Charge & Burning Speed[edit]
- TODO here: Experiment with deadly arts (or even dagger mastery?)
- Promising options
- Lead attacks :
- Jagged Strike - Great because it can be used twice quickly to take out the rangers together with the burning from burning speed, while simultaniously working as a Lead attack.
- Iron Palm - A lead attack to KD the monk, and open for Exhausting Assault. Doesn't have great synergy with exhausting assault though, since exhausting assault wont interrupt anything if target is KD.
- Exhausting Assault -> Impale
- ASSUMPTION: This is NOT LIKELY to be a good idea; There is no particular justification for going assassin here, other than the opened free 12 attribute rank, but this is a BAD ARGUMENT since all elementalist attributes is at rank 14 instead!
Shockwave + Crystal Wave Nuker[edit]
- 15 earth Magic
- Damage at 15 earth Magic "[]" shows original damage.
- Shockwave: 90 [180]
- Crystal wave removing 3 conditions: 70 + 45 = 115
- Aftershock: 84 [186]
- TOTAL: 90+115+84=289 damage to rangers, 463 to monk. -> NOT SUFFICIENT
- Damage at 17 Earth Magic (Using Glyph of Elemental Power):
- Shockwave: 99 [198]
- Crystal wave removing 3 conditions: 78 + 3*16 = 126
- Aftershock: 93 [186]
- TOTAL: 99+126+93=318 damage to rangers, 198+126+186=510 to monk. -> IS SUFFICIENT by adding the damage from Whirlwind (12 damage missing to deal 330, and whirlwind already deals 13.5 [27] damage at 3 air magic, meaning that the build can use 12 Earth Magic & 12 Energy Storage!
- SUMMARY:
- STRENGTHS: Clears a shrine in 3 seconds and has a shadow step + 2 self-heals
- Weaknesses: No condition removal or speed boost.
Degeneration Elementalist (old)[edit]
This build loos like a total mess, but please read the usage below!.
- 11+2 Fire Magic
- 10+1 Air Magic
- 8+1 Energy Storage
- (Optionally increase Curses to 4 to allow Two conditions Plague Sending.)
- Useage
- Interestingly, Signet of Agony + Mind burn deals almost EXCACTLY 330 damage (the health of the rangers) to the luxon longbows, as per:
- [SOA] + [Mind Burn Burning] [Mind Burn damage (reduced by 50% due to the ranger's armor)] = 25*6 + 9*14 + (54*2)/2 = 330
- After this damage is dealt, the rangers are finished by using Tenai's Wind.
- The MONK might be somewhat hard to kill, but MB, Meteor Shower, Teinai's WInd and FLame Djiin's Haste should be enoigh to kill him.
- Assumption: [2 Meteor hits] + [2 Mind Burn Hits (with a total of 6 second burning before the heals are up)] + [Teinai's Wind] deals at the current attribute levels: 98*2+108*2+6*14+101 = 597 damage. Flame Djiin's haste isn't needed in this case, but this assumes that Teinai's WInd successfully interrupts the monk.
- Signet of Agony (PvP) and Plague Sending are GREAT because it deals massive armor-ignoring damage that stacks with the burning, AND it serves as a condition removal! Plague sending works at 0 Curses for this purpose, but having 4 curses allow you to send 2 conditions.
- Important: Use a Fire Staff of enchanting to increase the duration and reduce the casting time of FLame Djiin's haste!
- Advantages
- Most likely clears all shrines faster than the Psychic Instability build (which seems like the current champion as I'm writing this).
- Has two heals.
- Good mobility with a nearly permanent speed boost (Assuming a staff of enchanting + reduced cast time is used) and condition removal.
- Disadvantages
- The build is very specifically tailor-made for capturing the shrines at fort aspenwood, and is less useful for other purposes.
- Can't remove hexes from self unlike other builds.
- Poorly suited for capturing the command posts, although this is not a huge issue.
- The heals are not the best.
___________ ASSASSIN BUILDS ___________[edit]
Super Critical Assassin - Fa Mine Cap[edit]
- 11+2 Critical Strikes
- 11 Axe Mastery
- 10 Tactics
- Important: Use Infiltrator's Insignia and Through Thick Skin to gain additional armor.
- Total armor against peircing: 70 + 20 [Runes] + 26 [Shield] + 5 [Weapon]
- Description
- Fun build that should pretty much give a 100% crit chance, which is good with axes since they deal high damage when critting.
- Rough Estimation: Standard Crit Chance with weapon + Critical Strikes Attribute + Way of the Master + "Fear Me!" + (Critical Eye) = 10 + 13 + 29 + 22 + (13) = 87% (74%)
- OPTIONALS;
- Offense
- Critical Eye - The crit chance is already ridiculously high, but could be increased further.
- Spammable damage attacks:
- Soldier's Strike - Nice Spammable melee attack.
- Cyclone Axe
- Malicious Strike -
- Thrill of Victory
- Interrupts for monk - These 2 skills are very effective since they synergize both with IAS (faster interrupt) and Cyclone Axe (builds adrenaline faster)
- Defense
- Healing Signet - Good synergy with Critical Defenses because the -40 armor vulnerability is covered by the blocking.
- Critical Defenses
- Speed
- VERSION 1
- VERSION 2
Shadow Arts[edit]
- 13 Critical strikes.
- Idea
- A very high crit chance should give high attack damage, especially with a +33% attack speed.
- The build has many features that should allow Frenzy to be used:
- Critical Defenses
- Armor: Shield with "Through Thick and Thin" inscription + Infiltrator's Insignias give in total 18+20=38 armor against piercing damage, giving the assassin 108 armor in total.
- Way of Perfection should grant high heals due to a high crit chance of 10+13+27+13= 63%
- Skull Crack is easily enough to crush the monk.
- Deep wound makes the kills quicker.
- Optionals
- Malicious Strike - Appealing since it gives a guaranteed crit + 30 damage. But since the build already has very high crit chance, this is likely not the best
- File:.jpg [[]]
- File:.jpg [[]]
___________ NECROMANCER BUILDS ___________[edit]
Fa Mine Cap - Minion Master (Pure Death Magic)[edit]
- 12/11/6 Death Magic / Blood Magic / Soul Reaping
Elite;
- Animate Flesh Golem
- Order of Undeath - A cool skill that seems more creative than Animate Flesh golem.
Damage to kill the FIRST luxons (before having minions):
- Flesh Golem might be needed here since it only requires a single corpse to get started. After that it can be healed with blood of the Master.
Kill Monk;
- Meteor Shower - Huge cost and cooldown, but only need to be used once per Monk and is a very compact way to shut down him.
Surviviability;
- Healing Signet - An efficient self heal costing 0 energy and requiring little attribute points to be spent, allowing for much better energy management with 11+1 Soul Reaping.
SUGGESTIONS;
Death/Blood Magic Saccer - Fa Mine Cap[edit]
- Insignia: Bonelace Insignia or Tormentor's Insignia + one Bloodstained Insignia
- WEAPONS:
- 40/40 death magic gear to animate
- 40/40 Restoration Magic during Combat to maximize healing (Blood renewal should NOT be used more often than 7s because of its end-effect, and the other Blood Magic skills are not spells)
- 20% enchantment staff for Dark Arua and, if used, Death Nova.
- Description
- With several health sacrifices and Dark Aura plus Soul Leech as Shutdown, there should be enough DPS to kill the enemy monk.
- Generous Was Tsuragi is great because it triggers Dark aura and can be precast before combat, and like Blood Renewal it is a healing skill that simultaniously deals damage through Dark Aura.
- Animate Bone Horror is great to use between the battles to increase the chance to win the following battles as well.
Optionals:
- Soul Leech - Powerful Shutdown vs monk. Also heals self which allows for more health sacrifice/damage.
- Animate Bone Minions + Death Nova
- This should be very effective for clearing the shrines quickly. 4 minions at each shrine with 4 Death Novas precast should be doable, dealing 300-400 damage granting that 3-4 minions survive long enough.
- Weapon of Warding (PvP) + Animate Bone Horror
- Blocking is great for surviviability vs the Longbows. There is definitely enough energy for this since most of the skills cost either 1 energy or can be precast!
- Animate Flesh Golem + Mark of Subversion or Blood of the Master (Since Blood of the Master triggers Dark Aura) + Animate Bone Horror - Could work. Worth testing.
- Based on the Flesh Golem page, a quite accurate approximation of the flesh golem's DPS is 25 at Death Magic 12-13.
- If the monk uses Heal Area, he will heal the minions. If not, he shouldn't be able to save the Longbows against the AoE damage, and then all the minions will focus him!
- VERSION 1
- Strengths:
- Can heal the minions between battles, potentially allowing for a cool snowball-effect since the minions can be kept alive much longer.
- Blood of the Master is good both defensively and offensively - Defensively, more minions will result in more soaked damage. Offensively, Blood of the Master triggers Dark aura and allows the minions to deal more damage before they go down.
- Because the build has no degeneration, the monks/Priests will (as far as i know) never activate Healing Breeze.
- Weaknesses:
- Bone Minions + Death Nova could potentially deal more damage.
- Note: Be sure to use the healing skills [Blood Renewal / Generous Was Tsungrai] constantly since they cost very little energy and allows for Blood of the Master to be used more frequently.
- VERSION 2
- Strengths / Weaknesses: See the build above.
- VERSION 3
- Strengths:
- Aura of the Lich allows + Malign Intervention + Verata's Gaze allows 4 minions to be created from each shrine, on top of the minion that is created by the Aura. Assuming that you are not killed too early, this allows for an army if minions to be created quickly, giving both offensive and defensive benefits.
- Verata's Gaze is very useful during the the October Flux
- Malign Intervention reduces healing, making the Monk slightly easier to kill.
- Weaknesses:
- Lacks the advantages from the previous builds: No flesh golem, No Death nova, and can't heal minions.
- NOTE: Once a few minions have been generated, Blood of the Master will be much more effective than Wallow's Bite. The problem with this change is that it might be difficult to kil the first luxon longbows in this scenario. It would very likely work if Aura of the Lich is used before the battle, but then you would have to wait for the 45 (or 22.5) second recharge time.
- This should be doable though, since Blood of the Master can be used to deal damage through Dark Aura, and since corpses last 45 seconds according to the wiki (so they will not disappear before the Aura can be used a second time after the battle.
___________ MESMER BUILDS ___________[edit]
Empty Bar (Mesmer)[edit]
- [[]]
- Optionals
- File:.jpg [[]]
UtKast - Illusion/Dominatio Fa Mine cap[edit]
- 40/40 Domination / Illusion Magic
- +30/-2 energy set
- Illusion Staff + 20/20 Casting time +20% enchantment.
- >>> IMPORTANT: the cripple duration is reduced to only 1 second if using both a "Swift as the Wind" inscription and Rune of Restoration
- 12+2 Illusion Magic
- 11+1 Domination Magic
- 6+1 Inspiration Magic
- 1 Fast Casting
- Description
- A combination of Domination Magic and Illusion Magic should do this perfectly; Domination Magic can deal with the monk, while Illusion Magic deals with the Longbows.
- Optionals
- Main Shutdowns vs the monk:
- Meteor Shower - Very costly, but only has to be used once against the monk. to cause massive shutdown. MIGHT need to complement with an interrupt or increase casting time to allow combo with Wastrel's.
- Frustration (PvP) - Has great synergy with Meteor Shower and Panic; Even though these skills deal no damage, they allow frustration to make som hits on top of the fact that they together increase the likelyhood that the longbows will interrupt the monk (as per the 50% increased casting time)
- Panic - Again, good synergy with Frustration, but lasts only 9 sec and is only effective vs the green mine.
- Migraine (PvP) - Useful because it's both a shutdown and way to damage the longbows.
- Power Block - Flawless against the Green Mine, since it Completely shuts down the Luxon Monk for 10 sec, allowing massive damage with the Wasstrel skills. However, it's nearly worthless aganst the other shrines.
- Damage:
- Ineptitude - High damage and a great defensive ability due to 10s blindness.
- Wastrel's Worry / Wastrel's Demise - Extremely effective vs the monk if he is shutdown, and also powerful against the Command posts since the Luxon Priest rarely use skills. These skills CAN deal with the Orange Commander indirectly, since they can do around 480 damage to him by using them on the Luxon Priest. That said, they are NOT enough to kill the commander on their own.
- Visions of Regret (PvP) - Might look weak, but combined with Wandering Eye (PvP), these 2 skills alone should be enough to clear the Orange/Purple mines in 10 seconds, and it's also very effective for killing the Commanders, since Wastrel's Worry cannot harm him though the Priest once the Priest has died (The commander has more health than the priest)
- File:.jpg [[]]
BAR 1[edit]
- Summary
- As long as Meteor Shower can prevent the Luxon Monk from activating skills during its duration (assuming that the abilities are in the middle of activation when the second meteor hits), this will be enough to deal with the Green mine. In this case, the build has a high damage vs all foes that can be encountered.
- NOTE: In case Meteor Shower does not work, Glyph of Lesser Energy can be replaced by Power Drain!
BAR 2[edit]
- Description
- As stated, Power Block + Wastrel will crush the Luxon Monk.
- Signet of Clumsiness has great synergy with Wastrel against the Luxon Longbows since it knocks down. As long as the KD is timed after they activate Bestial fury, the Wastrel skills WILL be effective. It could be difficult to time properly since the activation times are very fast, however we are talking about an AI using 3 active skills, so it should be relatively predictable.
- Considering that Power Block is only used once, Glyph of Lesser Energy should not be needed.
- REMEMBER: Use a Shield in combat that reduces cripple "Swift as the Wind" and dont forget the Rune of Restoration, since this will reduce the cripple both from the Longbows, Commanders and Illusion of Haste.
- Optionals
- Cry of Frustration - Very useful since it allows the Longbow's attacks to be interrupted, allowing Wastrel's Demise to deal damage to them provided that it is TIMED right after they have activated Bestial Fury. Also great because it's very effective against the Orange commander (Interrupts his heal). For the green mine, it does nothing since Power Block is already flawless.
- Signet of Disruption / Unnatural Signet (PvP) - Not as powerful as the skills above, but is great if energy is lacking. SoD is good because it helps to maintain Wastrel, but it is harder to use than Unnatural Signet.
Pure Domination Magic[edit]
- 15 Domination Magic
- 10 Wind Prayers
- 6+1 Fast Casting
- A set with a 10/10 Domination AND a "Swift as the Wind" inscripted focus, to ONLY USE NATURAL HEALING AND BASIC ATTACKS + VoR WHEN CAPTURING THE MINES!
- Important comments on useage
- 10 seconds of VoR + 1 CoF is enough to kill the longbows at the Orange/Purple mine, meaning that no other skills should have to be used (except maybe for Featherfoot Grace to reduce cripple duration).
- Begin the battle with a 40/40 domination set to reduce the recharge time of VoR. As soon as it is cast, swap to the 10/10 Wand + Swift as the Wind focus/shield to reduce Cripple and spam healing.
- NOTE: Since only 1 CoF is used per mine, there is no hurry using it during the first seconds. Wait until: 1. Their 5 seconds of bestial Fury has run out (meaning that their activation time will be slower). 2. Time it so that it is used right AFTER Sundering Shot, since the other 2 attacks have much longer activation times and are easier to interrupt.
- Since CoF disables the skill for their recharge time, the damage does NOT stack with VoR. as a result, it might be worth using CoF at the END of VoR instead.
- Since VoR/CoF Does almost all damage, it is likely BETTER to use Featherfoot Grace to kite the bow attacks - expecially Pin Down - rather than using auto-attacks and healing!
- For the Green mine and Command Posts:
- Begin by using VoR on the Longbows/Commander. Then spam the wastrel skills on the Monk/priest, which will deal massive damage to the commander/longbows in addition to the damage dealt by VoR!
- Strengths
- In short: 1. Great Armor-ignoring burst damage; especially against the Command posts and Green Mine since the DPS on the monks spread to the Longbows/Commanders. 2. Speed boost and a 65% reduced cripple duration (assuming all 3 sources stack). 3. Great energy management and a powerful self heal that can be used out of combat.
- The longbows will fall quickly to VoR and CoF. The Commander should fall very quickly by first using VoR on him, followed by Wastrels + CoF on the Luxon Priest that will spread to him. The Green mine - normally being the shrine that is most difficult and time-consuming to captire - should be the EASIEST and quickest to capture; 1. Start by using VoR on the monk, and WW right after, then use the interrupts to prevent his skills, and make sure Power Spike is not used on the signet. While the monk takes heavy damage from WW and the interrupts, the Rangers will take all damage from Wastrel's Worry, CoF, and full damage from VoR since they have no hexes on them!
- The lack of Illusion Magic will allow a high investment in Wind Prayers, enabling Natural Healing (which does heal less than Ether Feast, but is usable out of combat) and Featherfoot Grace.
- Featherfoot Grace is great because: 1. It has a shorter activation time and the longer duration than Illusion of Haste. It does not cause Cripple, and even reduces the cripple from the Luxon Longbows (It SHOULD stack with the rune and Insignia).
- All damage that is dealt is armor ignoring, does not cause enemies to scatter, and does not cause degeneration, meaning that the monk will be unlikely to use Healing Breeze (if they even use it at all).
- It is also worth mentioning that while the Hammer Warrior builds have proven to be very effective, they: 1. Do not deal area damage. 2. Are not fully effective at the start of the battle before they have built some adrenaline. 3. Cannot deal damage at range, which means more walking time between each shrine.
- Finally, it can be added that this build is actually useful for defending Fort Aspenwood as well; It has plenty of shutdown, CoF + Wastrel is very powerful against the Luxon Warriors, and it is able to run amber.
- Weaknesses
- Against the mines, VoR is the only really effective skill; should it be interrupted by a player; capturing the mine will be very time-consuming. NOTE: Casting the Wastrel skills on the Longbows has very bad synergy with VoR - It reduces the damage by VoR and if a skill is successfully used, Wastrel will end anyway. If only VoR is used however, that should be enough to clear them out.
- VoR has a 30s recharge time (although it can be reduced with a 40/40 set).
- Does not have the good surviviability that the Warrior has (Although outside of combat, Natural Healing is much better than Lion's Comfort).
- Optionals
- Shatter Delusions (PvP) - IS far better than signet of disription as long as there is still enough shutdown/damage left for the luxon monk, since this skill is effective against the rangers and not just the monks.
- Unnatural Signet (PvP) - Great because: Its effective both against the monk and the longbows. It costs no energy, deals area damage unlike Signet of Disruption, and the 20s recharge time isnt a problem since it takes 20s between each shrine. Only question is if Signet of Disruption is needed to take down the monk.
- Mathematically, it should be enough to deal the 480 damage needed to take down the monk, counting : 150+100+75+120+60, and this isnt even counting the 70 damage from VoR on the first skill use. The question is if the interrupts are long enough to allow the Wastrels to finish.
- Other notes
- Replacing Signet of Disruption with Unnatural Signet (PvP), this becomes a very potent build for the Jade Quarry. It can crush a shrine once every 30s, has a speed boost, a self heal, and deals extreme damage against the carriers!
Alternative Bar - Power Block[edit]
- Optionals
- Overload Shatter Delusions - Can in theory deal lots of damage, but dependant on hitting successfully with Overload.
- Aneurysm + Chaos Storm - Chaos Storm synergizes with Aneurysm, but might not be the best way to deal damage in the end if the Luxon Longbows have high expertise and high energy regeneration.
- Signet of Clumsiness (PvP) + Pious Restoration - even though the build has no illusion magic, this could indirectly deal lots of damage to the rangers by knocking them down, allowing the wastrel skills to deal high damage. In theory, this is enough to kill the rangers quickly using Cry of Frustration + the Wastrel skills, which allows for Pious restoration to be used, GREATLY increasing the surviviability of the build.
Signet of Illusions Fa Mine Cap[edit]
- [[]]
- Optionals;
- Speed Boosts:
- Illusion of Haste (PvP) - Excellent speed boost.
- Healing:
- Ether Feast - Great because it heals 195 at 15 Illusion Magic
- Killing the MONK / Illusion Magic:
- Wandering Eye (PvP) / Conjure Nightmare - Good armor-ignoring damage that applies to the monk as well (because it can be used on a ranger).
- Illusion of Pain (PvP) - Can be good to take down the Luxon Monk
- Accumulated Pain (PvP) - Very effective for applying deep wound WITHOUT degeneration from Shatter Delusions (PvP), since degeneration will cause the monk to use Healing Breeze.
- Deep wound synergizes with Scourge Healing, because it makes it hard for the monk to regain his health with each cast.
- Frustration (PvP) - As the second hex for Accumulated pain (Scourge Healing being the first). Also a good source of direct that is desperately needed.
- Power Return - A great source of interrupts for frustration. Also hopefully good enough together with Power Drain to interrupt Healing Breeze, allowing for Illusion of Pain.
- File:.jpg [[]]
- File:.jpg [[]]
- Energy management:
- Power Drain - Granting 31 Energy at 15 Illustion Magic, it makes you basically energy-independant vs the Luxon Monks and Priests, but useless vs the Orange/Purple Mine.
- Also great for interrupting HEALING BREEZE from the monk, which otherwise can be annoying.
- Auspicious Incantation - Grants 30 energy if using a 15-energy skill (such as Conjure nightmare). Is easier to use and effective against all camps, but much less effective vs the Luxon Monk,
- Power Drain - Granting 31 Energy at 15 Illustion Magic, it makes you basically energy-independant vs the Luxon Monks and Priests, but useless vs the Orange/Purple Mine.
- Smitiing Prayers
- Scourge Healing - Deals less damage than Backfire, but lasts much longer and costs less energy.
- Holy Wrath - Great synergy with Ether Feast (Healing 195 at 15 Illusion Magic) because you easily survive the required incoming damage. Also armor ignoring damage is good vs the luxon longbows.
- Spear of Light - Really good single target damage for only 5e, but useless vs the monk.
- Retribution - Useful because it can be used before combat begins. For 1 energy per 3 seconds, it is pretty energy efficient once activated. Also deals armor ignoring dmg vs the rangers.
- Reversal of Damage - Good surviviability, and the armor-ignoring damage stacks with Symbol of Weath/Scourge Healing.
- File:.jpg [[]]
- === VERSION 1 ===
- [[]]
___________ DERVISH BUILDS ___________[edit]
Wind Prayers / Scythe (Fa Mine cap)[edit]
- 8+1 Mysticism
- 11+1 Scythe Mastery
- 11+2 Wind Prayers (13 needed for Test of Faith)
- Description
- The idea is that Scythes are better than hammers for this mission since they hit 2-3 targets. Attacker's Insight should be enough to survive the longbows, and Test of Faith + an interrupt or some other basic shutdown should be enough to kill the monk.
- MANDATORY
- Deep Wound: Wounding Strike (PvP) / Wearying Strike
- IAS: Onslaught (PvP) / Heart of Fury (PvP)
- Speed boost: Featherfoot Grace / Whirling Charge
- Healing: Natural Healing
- File:.jpg [[]]
- OPTIONAS
- Damage:
- Chilling Victory - Appears to deal 25 damage for EACH foe it hits, meaning that it should deal 3*25 damage to the luxon monk (although much less to the longbows)
- Reap Impurities - Similar to Chilling Victory
- Zealous Sweep - Great if many adrenaline skills are used. Also likely synergizes with Onslaught.
- Aura Slicer - Perfect for Reap Impurities. Cracked armor is also effective if using Chilling Victory.
- File:.jpg [[]]
- Shutdown:
- Lyssa's Haste (PvP) - 1. Interrupts monk twice. 2. Interrupts luxon longbows twice. 3. Reduces CD for Onslaught.
- _____ VERSION 1 _____
- Note: Considering that the boost from Onslaught and the Daze from Test of Faith are quite low, it seems like the build would be more efficient if these skills are replaced by Skull Crack / Heart of Fury (PvP) - then raise Mysticism.
Fa Mine Cap - Caster Dervish[edit]
- SMITING PRAYERS
- Optionals
- Mystic Vigor - Great sustained healing. As long as ONE other enchantment is active, it heals around 50 per attack if 2 targets are hit (plus 10 health from vampiric scythe)
- Judge's Insight - A great skill to combine with Mystic vigor, since it increases damage above the armor cap according to the wiki.
- Zealous Renewal
- Strengths
- Can deal high armor-ignoring damage and knock down. Has enough damage and shutdown to kill the Luxon monk
- Has speed boost.
- Weaknesses
- Doesn't have great defence.
- BUILD 2
Derv - Amber Runner[edit]
- 8+1 Scythe Mastery
- 12+2 Mysticism
- 10+1 Wind Prayers
- Optionals
- Expel Hexes - Used for additional Hext removal, but might be superfluous since Pious Restoration is used.
- Useage
- Echo Pious Haste gives extreme speed boost, while Grenth's Fingers and Pious Restoration removes condition and hexes.
- Heart of Holy Flame + Auda Slicer is easily enough to capture a mine quickly.
- Can heal using Imbue Health, which can be Echoed when defending the fort.
=== Earth Prayers (No Scythe Mastery)
- 14 Mysticism
- 14 Earth Prayers
- Optionals
- Mystic Regeneration (PvP) - 24 seconds of 18 health per second = 432 health! Also has no cooldown. Vital Boon and Veil of Thorns + Mystic Regeneration easily fill the requirement of 3 enchantments. But the only skill to swap would be Pious Haste, which reduces movement speed.
- Advantages
- Can remove hexes from allies.
- Better survivability:
- Vital Boon + Signet of Pious Light provide great healing.
- Mirage cloak and Veil of Thorns provide great danage reduction.
- Fleeting Stability prevents KD.
- Disadvantages
- Slightly lower movement speed, since Fleeting Stability isn't maintained.
- Less damage. No scythe mastery means that damage is very weak.
General Mine-Capper Derv[edit]
- Idea of the build
- While the Hammer Warrior build has proven very effective at capping all mines in fort aspenwood, it has: 1. No healing outside combat (i.e Lion's Comfort). 2. No condition removal for cripple. 3. No Hex Removal. Using Pious Restoration, Grenth's Fingers and Featherfoot Grace would cover all of this, leavning 5 skills to killing the monk and luxon longbows, which seems very doable.
- Optionals
- File:.jpg [[]]
Pious Renewal[edit]
- Strengths
- Pious Haste is much more useful than Featherfoot Grace, and synergizes will with Pious Renewal.
- Optionals
Shutdown[edit]
- Optionals
General Mine-Capper Derv - Wounding Strike[edit]
- Optionals
- Slot 2 (monk Shutdown):
- Test of Faith - Probably best
- Lyssa's Haste - If used properly, this would provide shutdown of the monk while simultaniously interrupting the rangers, but I believe Test of Faith is more reliable.
- Slot 3 & 4:
- Rending Aura + Reap Impurities - Reap Impurities can deal heavy damage as the build already inflicts Bleeding, Deep Wound and Weakness. The Cracked Armor from Rending Aura is good vs the longbows, and adds extra burst damage to the monk.
- Heart of Fury (PvP) + Chilling Victory - Heart of Fury grants IAS which is one of the few ways to deal more damage, and Chilling Victory deals 90 damage to the monk if you strike all 3 targets at the green mine.
- Twin Moon Sweep (PvP) + Grenth's Aura - Twin Moon Sweep has good synergy with Grenth's Aura, and Grenth's aura grants additional healing.
- Other Profession skills (3 and 4):
- Backfire - Guaranteed to deal devastating damage to the monk (105 damage per spell), but might not be worth the investment in Domination Magic.
- Scourge Healing - Lasts way longer than backfire, costs less energy and also affects the monk's signet. Another advantage is that the healing is already reduced by Deep Wound, so a 150 heal would in this case heal 150*0.8-56 = 64 health
- Spinal Shivers - Interrupts the monk (Grenth's fingers already causes you to deal cold damage. However, the energy might be too heavy (since it costs 15 energy just for a single interrupt, and then 5 energy for each one after that)
- Thrill of Victory + Soldier's Strike - Deals high damage for Scythe attacks. Mysticism might be worth swapping for this. Worth testing!
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- Speed boost (skill 8):
- Featherfoot Grace - Advantage: Lasts long and is cheap to maintain.
- Whirling Charge - Advantage: Deals extra damage to monk (by attacking the rangers first) and provides a constant speed boost (can be maintained at 11 wind prayers if using 20% enchant mod!). Disadvantage: Costs more energy to maintain than Featherfoot Grazce.
- Pious Haste - NOT viable, since it only lasts 6 out of 12 seconds, making featherfoot Grace superior.
Bars[edit]
- Version 1
- Strengths: This build mazimizes damage while also adding healing through Grenth's Aura. The only problem is that there might not be enough shutdown to kill the monk. In this case, Heart of Fury would have to be replaced by Test of Faith.
- Version 2
Summary: This version would be guaranteed to kill the monk, but the speed would be somewhat reduced (as Enchanted haste is used to remove cripple).
- Version 3
- Summary: This should be enough to kill the monk, and the energy management should be enough despite the lack of Mysticism, but it has less damage than the previous build.
___________ RANGER BUILDS ___________[edit]
Archer's Signet Degeneration Ranger[edit]
- 12 Expertise
- 12 Marksmanship
- 11 Wilderness Survival
- Optionals
- Throw Dirt - Powewful shutdown against the Green Mine, ensuring that it can be captured.
- Lightning Reflexes (PvP) - Great against the green mine, since it should provide enough surviviability to kill the monk.
- Useage
- While this build clearly has some major advantages compared to the others, it can clear the Orage/Purple mine in 5 seconds by simply shooting a single (Hunter's) Shot + Poison Tip Signet, followed by Epidemic. Then it can leave. [Note: this also makes the build very effective for JQ - Simply replace Concussion shot with Pin Down].
- Capturing the Green Mine is slower, however:
- 1. The time saved on the Orange/Purple mine should make up for it.
- 2. The builds snaring ability with Barbed Trap could prove very effective for slowing the luxons down by keeping them out of the Fort, which is what the build is ultimately designed to do.
- VERSION
Ranger Builds[edit]
Rangers have several shutdowns for the monks, and do not deal elemental damage, making them good against the Luxon Longbows. They also attack at range and can remove conditions.
- Optionals
Elites:
- Melandru's Arrows - Massively increases damage to the monk, and applies long bleeding to the rangers, allowing the degeneration to kill them while you run away.
- Poison Tip Signet is good in this case, due to the degeneration. By pre-casting it, you can easily drop two poisons within a quick succession.
- Scavenger's Focus - Grants infinite energy, allowing you to drop expertise entirely. Use Energy Runes and insigias in this case.
- Incendiary Arrows - Good because it doubles the damage dealt to the rangers.
- Escape (PvP) - Gives nearly permanent blocking and speed boost in a single skill. Does not end on bow attacks.
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Damage skills
- Point Blank Shot
- Poison Tip Signet
- Needling Shot +
- Degeneration:
Preparations (In order of importance):
- Expert Focus - Likely the best since damage is lacking.
- Good Synergy with Needling Shot
- Rapid Fire - Useful if the stance is already used, e.g Escape.
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Escape[edit]
- Use Zealous Weapon + Shortbow for fast attack speed and energy management.
Burning Arrow[edit]
Incendiary Arrows[edit]
- Optionals.
- Swap Rapid Fire for Lightning Reflexes (PvP) for increased surviability if this is not enough to capture green (But I believe precasting Troll Unguent + spamming Natural Stride should be enough.
- Strengths
- Massive degeneration using 3 conditions and can hit multiple targets. This should the the most efficient in capturing the Orange and Purple mine.
- Not fantastic single-target damage. Not sure if this can capture green.
Broad Head Arrow [TOP RANKED][edit]
- Strengths
- This one does practically everything the previous build did, but
- Has better energy management by using Broad Head Arrow instead of Concussion shot, which in addition does not require the interrupt to work (although that should be relatively easy).
- Has two blocking skills instead of 1, since Lightning reflexes is used.
- Weaknesses
- Rapid Fire used in the previous build grants easily maintainable attack speed.
- Without Incendiary Arrows, the build will deal slightly less damage, but this should not be a problem against the Orange and Purple mines, due to the massive degeneration.
___________WARRIOR BUILDS ___________[edit]
Fa - Kurzick Turtle Killer[edit]
- Strengths
- Effective at killing the luxon Warriors guarding the turtle, since the build can tank them, deal area damage, and interrupt them using Complicate
- Effective at dealing with the turtles due to Dwarven Battle stance.
- "I will Avenge you" is great both for the IAS and the extra healing.
- Optionals
- Lion's Comfort - Self heal. The fact that it disables Dolyak Signet isn't a problem since you should only need to use it once per luxon army.
- Counterattack * Good for energy managements.
- Sprint - To allow amber running.
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- Remember that even though some skills seem appealing, they can NOT be used there since the build is already energy heavy with Complicate and Crude Swing.
- Yeti Smash - [NOT VIABLE since energy management is ruined if you can't rely on adrenaline- ] Area damage, but makes you lose all adrenaline.
- Protector's Strike - [NOT VIABLE if Crude Swing is used] Good synergy with Dwarven battle stance since it will act as an interrupt while active. However, costs alot of energy.
Flourish Hammer Warrior[edit]
- Forceful Blow
Fa Hammer Warrior - Dwarven Battle Stance[edit]
- ZEALOUS hammer is likely better than vampiric
- ENERGY RUNES can be very effective.
- Idea of this build
- What basically all of this comes down to (aside from dealing non-elemental damage) is how you are able to quickly take down the Luxon Monk. Using Dwarven Battle Stance + Counter blow, this should be doable, allowing the rest of the build to focus entierly on damage and speed.
- OPTIONALS
- Power Attack - Great damage as long as there is energy. Synergies with
- Auspicious Blow - Perfect for Energy management if using Power Attack
- Deep Wound:
- Pulverizing Smash - GREAT because it only takes up a single skill slot, applies both Weakness (for ) and Deep Wound and can be use right after Counter Blow.
- Crushing Blow - Only takes up a single slot, but is less spammable than Pulverizing smash
- Fierce Blow + Staggering Blow - GREAT because Staggering Blow is spammable against the monk, while
- Healing: Lion's Comfort - Likely the best choice since adrenaline is used. Works best if only Strength and Hammer mastery is used.
Fa Mine Capper[edit]
- Optionals
- Heart of Fury (PvP) * Might be worth increasing Mysticism for this, since the energy management already should be good enough.
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Interrupt warrior[edit]
- Optionals
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Strengths
- Has the potential to interrupt single targets very frequently due to 2 adrenaline interrupts combined with 100% extra adrenaline from Battle Rage and 25% increased damage.
- As long as a Zealous Weapon is used and the attacks hit, there will be enough energy to maintain Weapon of Agression.
- Potentially effective in FORT ASPENWOOD for Kurzicks (Drop res signet them)
Weaknesses
- AI might not be able to spam this well
Fort aspenwood version[edit]
- Strength
- Has a 33% speed boost to run between shrines
- Can cycle between Disrupting SChop, Agonizing Chop, and Penetrating Chop continiously, dealing great damage with the +25% attack speed.
- Inflicts deep wound, which allows for quick spikes.
- Can remove cripple
- Using Axe instead of Hammer allows for even more defense (because of shield).
- Battle Rage synergizes with lion's comfort. If attacked by a player, Throwing spears while Battle Rage is active allows for constant use of Lion's comfort.
- Weaknesses
- Can't remove hexes.
- Can only remove 1 condition.
- The battle rage works poorly if hexed with Empathy or Insidious Parasite.
Strengths;
- Should DEFINATELY be able to quickly capture the green mine and the command posts
- Good at defending againts players since it has plenty of interrupts.
___________MONK BUILDS ___________[edit]
GENERAL SKILLS TO USE[edit]
- Obviously, only Smiting Prayers is really applicabe here since monks are otherwise no offensive profession. However, there are a few interesting skills in this category.
- NOTE: The Flux There Can Be Only One can be very effective for monks; While Ray of Judgement is very effective against the rangers, the Flux allows the monk to be very effective against both the Luxon Monks and Priests.
Top-skills[edit]
- Ray of Judgment - NOTE: At 16 Smiting Prayers, assuming it deals full damage, it deals: 338 [48*5+14*7] damage, which is JUST ENOUGH to kill the luxon longbows. This is very convenient since it handles the capture of a mine only using a SINGLE skill, which I believe no other build is ale to accomplish (although there are multiple variants that can do it using 2 non-elites, which can be argued to be equally effective).
- Reversal of Damage - Excellent vs the Command post, also defense against players.
- Spear of Light - Excellent vs the command post, and the recharge time isn't a problem when running between shrines
- Stonesoul Strike + Holy Strike - EPIC armor-ignoring skills (110 armor-ignoring damage), bur requires 2 separate knockdowns.
- Shield of Force - SUGGESTION: Because this does not KD targets immediately, it MIGHT be possible to start activating the first Strike skill before Shield of Force activates, and activate the second skill before they get up. This WOULD be an extremely effective way of taking out both the green mine and command posts. ALSO nice because it does not require any attribute investment.
- For "brainstorms" of other skills, see below.
- Arcane Echo - Great for Copying Roj. Effective both against green shrine and command posts.
- Castigation Signet - Great energy management, and extra damage.
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Other skills[edit]
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- Skill suggestions for KD for Stonesoul/Holy Strike:
- Iron Palm + Entangling Asp -> Makes the skill bar cluttered since it now has 5 skills (Roj, 2 "strikes" and 2 Kd:s), but could be effective.
Empty Bar[edit]
- [[]]
- Optionals
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Pure Smiting Prayers[edit]
- [[]]
- Optionals
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