User:Gelbrekt/Fort Aspenwood Builds

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Fort Aspenwood - Who is more favored?[edit]

Warning-Logo.png Warning: This is Profound Wisdom; Read with care.


Here is a poem about the importance of the Siege Turtles in Fort Aspenwood (without them, the luxons are unlikely to win):

If the Siege Turtles march and breach the wall,
The Kurzick stronghold is doomed to fall.
Yet if they’re crippled, stalled, or slain,
The Luxon force will strive in vain.

Luxon Priest, Oracle of the Luxons

ARGUMENT: The Kurzicks are favored in FA (ESPECIALLY if the Luxons do not take significant care to protect the turtles)[edit]

  • Here is a thought I had; I am not the first to make this, but I think this is an underappreciated point.
  • Imagine this Thought Experiment where FA plays out as per usual, but with the Siege Turtles removed from the Luxon team. Some players - like myself in the past - would look at this and say:

Well, that would clearly be a bit unfair, but the Luxons would still have a significant win-rate, since the players are doing most of the work anyway. The turtles are clearly much weaker than a player. Sure, they have a powerful attack and if you get both of them to fire at the green gate they can be really good. But at the end of the day, their attack is very slow, their overall DPS is much lower than that of a player, and they have basically no self-sustain.

  • However, when you think about it, I think it is clear that the scenario where the turtles are removed would be - again - INCREDIBLY rigged in favor of the Kurzicks, since:

1. A stalemate or slow Luxon advancement into the fort = Kurzick Victory[edit]

  • If we imagine we have 2 opposing teams of 8 players each, where all players are of equal skill, a reasonable expected outcome of this is a stalemate, considering that players resurrect quickly when killed and that the Kurzicks are likely to play defensive builds. In order to win, the Luxons would need to decisively beat the Kurzicks back into the fortress to reach Gunther before their time runs out, which doesn't seem realistic if the players are of equal skill.

2. The Fort has quite a few defenders[edit]

  • The Kurz NPCs are obviously not particularly strong, but I would estimate that they are at minimum 20-25% as strong as a player, and there are quite a few of them. So without the turtles, a generic 8v8 with players of equal skill wouldn't even result in a stalemate - which is already benefiting the Kurzicks - but with the Kurzick team actually beating the Luxons in combat alone.

3. Resurrection Shrine placements[edit]

  • Eventually, the Luxons might reach Gunther, which technically removes the advantage of the fort defenders. However, at this point, the Luxons are deep into the fort and very close to the Kurzick resurrection shrine. The Luxon resurrection shrine is much further away, and with the added (possibly devastating) possibility of the Luxon resurrection shrines being captured by the Kurzicks, putting them even further back. This means that they have an additional significant disadvantage at this stage as well, since any Luxon that dies will take much longer to get back into combat than the Kurzicks. (Lanchester's Square Law makes this even worse).

Why this matters[edit]

  • To me, this spells basically a total disaster for the Luxons if they lose their turtles, making them absolutely crucial to protect. Two thoughts on this:
Underappreciation of the Turtles
  • Many Luxon players ignore protecting the turtle, and many Kurzick players do not make any particular effort to focus them down.
Randomized Matchmaking Challenges
  • This also puts the Luxons into a pretty awkward situation in terms of the randomized matchmaking, since they are very dependent on a good balance of team roles:
    • If they have fewer than 2 healers, one turtle will be without a healer, making it likely to die as it has no self-healing other than a low regeneration.
    • If they have too many healers, they cannot advance fast enough into the fort.

COUNTERARGUMENT: Actually it is probably the LUXONS that are favored[edit]

  • There is a similar argument that can be made for the Luxons, i.e arguing that the match is rigged in THEIR favor. Basically, the main points are the following:
    • 1. The luxons do NOT need a military victory over the Kurzick team to win. - The assumption about "stalemate" above ASSUME that the luxons try to beat the kurzick PLAYERS in battle. This is not required, since they can instead make of SPIKES and general SURVIVIABILITY skills in order to survive from the kurzick attacks - while largely ignoring any attempts to beat the players - and then spike key targets until they have broken at least 3 gates and then finally spike Gunther. This way, they could win despite a complete "stalemate" in the sense that their team composition is far too weak to defeat the kurzick players and would untimately in the end lose or have a stalemate in a straightup fight with the same team.
    • 2. The fort defenders are much MORE vulnerable to attacks than players. There are several reasons for this:
    • All of the Key targets - except the juggernaut and Gunther - are Necromancers, Mesmers and Elementalists, who have the following thins that make them easy targets:
      • Only 480 Health, 60 armor, and minimal self-sustain.
    • All targets except the Juggernaut stand completely still most of the time, meaning that they unlike players are:
    • Unlike players who could make use of self-heals or other self-defensive skills like "Whirling Defense" or Ether Feast, the Kurz NPC:s are completely dependent on heals and protection from players (none of them have self-heals). This means that while the players can set up their own skills bars so that each member will be tough to spike, a lot of those skills cannot be used to protect the NPCs.
Proposal
    • Defensive:
      • Just general skills for suvivability so that the team can survive agains the kurzick attacks.
      • Potentially each player ALSO have own individual anti-spike skills to hinder the Kurzicks from doing the same spike-strategy against the luxons.


Suggested Fort Aspenwood Team Composition[edit]

(Copy-pasted directly from a document)

OVERVIEW (Ranked by importance).

  • 1. PI Mesmer [DPS]
  • 2. Esurge Mesmer [DPS] (Good because shutdown is important)
  • 3. Lord of the Beetles [DPS] + Shortbow or Spear (optional with attack skills);
  • 4. N/Mo Prot Minion Master [Left Turtle Healer]
  • 5. Rt/Me Ritualist [Left Turtle Healer]
  • 6. Dedicated Monk Healer
  • 7. Heal Punisher [Soul Bind Necro OR Scourge Healing + Scourge Enchantment mesmer]
  • 8. Melee Profession to go with the PI Mesmer (PI interrupts Anti-melee skills like Reckless Haste & Optionally uses Shatter Hex OR the Scourge Mesmer uses Smite Hex)

[Not sure about 7 & 8, but they should probably be shutdown & DPS focused.

General
  • Epic spike potential with : Destruction+Rupture Soul (250 damage?), Spirit Rift (100 damage), Accumulated Pain (175 damage) + Gaze of Contempt (strips All enchantments)
Psychic Instability + Wastrel [DPS]

Reason: Deals huge damage, very effective vs the Kurzick casters and even the Assassins & Rangers as well as they are affected by PI. - First 5 are the same as before: PI + Wastrel's Worry + Wastrel's Demise + Cry of Frustration + Unnatural Signet, - Instead of Wind Prayers, he should use Inspiration magic:

    • Ether Feast → Good survivability and help with shutdown, which is important.
    • Signet of Humility → Strong shutdown, both offensively and defensively.
    • Drain Enchantment → Energy Management and offensive support.
Esurge Mesmer [DPS]

- Makes sense since he both has high damage and shutdown for the healers, which is very important as the healers resurrect quickly if killed (so shutdown is more reliable). - IMPORTANT: Either Rend Enchantment or (more likely) Gaze of Contempt should be used in order to clear out protective enchantments from key targets. The Esurge Mesmer is likely a better choice for using this skill than the PI, since PI uses Unnatural Signet (PvP) and Signet of Humility, which both disable non-mesmer skills. - Bring Shatter hex to use with the Melee player; removes skills like Reckless haste.

Lord of the Beetles [DPS] + Shortbow or Spear (optional with attack skills);

- Build already exists on Gw Wiki. HOWEVER, Resurrection Signet should not be used. Replace with e.g Dshot to camp the Healers while the beetle focuses down key targets.

N/Mo Prot Minion Master [Left Turtle Healer]

- Consider using Zealous Benediction to have a dedicated heal even though using prot. - Reason for use: The Kurzicks are disincentivized from using Minions since the Siege Turtles deal significant AoE damage.

Rt/Me Ritualist [Left Turtle Healer]

Channeling Magic, Restoration Magic, Spawning Power (12 / 11 / 6 probably) - Use Expel Hexes & Mend Body and soul for reliable Hex and Condition removal. - Weapon of Warding for protecting turtles (duration boosted by Spawning Power) - Spirits such as Bloodsong & Life to trigger Mend Body & Soul - Spirit Rift for offensive Support - Optional: Spirit Siphon for energy management. - Advanced Tactic: use Destruction & "Rupture Soul" for massive spike together with Spirit Rift (Can also time with the player(s) using Gaze of Contempt).


Dedicated Monk Healer

- Not sure what exact build to use here; THe idea is just that it makes sense to have a dedicated healer on one of the turtles, allowing the 3 other teammates on that gate to go full offense. - Optionally this monk can support offensively with Gaze of Contempt since this requires no attribute investment.


Heal Punisher [Scourge Mesmer]

Smiting Prayers, Illusion Magic, Fast Casting

- Scourge Healing + Scourge Enchantment to punish healers protecting and healing key targets (gate defenders and Gunther). - Accumulated Pain (Makes sense as the target will typically have at least 2 hexes (The scourges). Deep Wound is also great. - Castigation Signet (Likely suitable for energy management, as the current setup does not have much of it) - Arcane Conundrum - Great energy management, Shutdown and potential cover hex. - Vengeance (due to monk with high Fast Casting) - Elite:

    • Migraine - Nice extra DPS and shutdown
    • Expel Hexes - Can free up a slot for the ritualist and is cheap in terms of energy, but voids the need for Smite Hex.
    • Arcane Languor - Good since it applies on the Kurzicks even if they die.

BUILDS[edit]

Empty Bar - ALTERNATIVE[edit]

  • This Alternative setup allows for the chosen skills to include descriptions of why they are chosen; Order them in order of importance and explain briefly why.
  • [[]]
Optionals

Final build[edit]

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Empty Bar[edit]

  • [[]]
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Optionals

All in FA Wilderness Survival Trapper[edit]

  • 13+ Wilderness Survival
  • Expertise
  • 9 Marksmanship (For auto attack)
  • Can use Major + Superior Runes due to the Flux. Also have 25% energy discount.
Optionals


Final build[edit]

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The Ideal Luxon Fort Aspenwood Build!?[edit]

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LOGIC WHY THIS IS A CANDIDATE FOR BEST BUILD
  • As per the discussion above regarding the Luxon team utilizing self-surviviability and Spikes - I do believe that in an hypothetical IDEAL scenario where the luxon team is completely optimized to beat Fort Aspenwood (e.g if made by a perfect super-computer) the build WOULD include Well of the Profane, since that is COMPLETELY DEVASTATING to the Kurzicks, since they are now unable to use any enchantments, making the key targets extremely vulnerable to spikes.
  • Flesh Golem and Taste of Death is used to reliably provide a corpse next to the key target.
Optionals


Death Magic
  • Animate Bone Minions Animate Bone Minions - Synergy with Soul Reaping for energy management. Can use with Death Nova.
  • Death Nova Death Nova - A NO BRAINER if you already for other reasons use Taste of Death and Bone Minions
  • Deathly Swarm Deathly Swarm - Standard Damage - Convenient that it hits 3 targets when most gates have 3 guardians.
  • File:.jpg [[]]


Keeping the Turtle alive - Resto
Keeping the Turtle Alive - Protector


RESTO[edit]

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PROT[edit]

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Zealous Benediction.jpgElite
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Amber Runner[edit]

  • SUGGESTION: Use the following skills to effectively run amber; Dash and Pious haste allows for nearly constant 50% speed boost.
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Top-prio
  • Watchful Intervention Watchful Intervention - Great self heal which also allows healing allies.
  • Heart of Holy Flame Heart of Holy Flame -> Great because mysticism is high due to Pious Haste, so this will be an effective damage dealer.
  • Veil of Thorns Veil of Thorns - Great because it both provides damage against the mines, as well as tanking potential (which is especially suitable in Fort Aspenwood since spellcaster professions are favored due to the Kurz Necromancers and Elementalists).
General skills
  • Elite skills:
    • Vow of Silence Vow of Silence - Really powerful since spells are heavily favored. However vulnerable to the Turtle siege, BUT this can be managed by using this right after the turtle fires.
    • Avatar of Melandru (PvP) Avatar of Melandru (PvP) - Great since it frees up a skill slot for condition removal (e,g Grebtg's fingers / Conviction). Also a great taking skill due to increasing armor and health. PROBLEM: Converts attack damage to earth damage, which isn't great vs rangers.
    • Wounding Strike Wounding Strike
    • No elite skill -> Use "Meek Shall Inherit".
  • Condition Removal:
    • Grenth's Fingers Grenth's Fingers -> Nice because it transfers conditions and deals some damage, however the damage is very low towards rangers with 100 elemental armor.
    • Conviction Conviction - Nice because it provides much more survivability than Grenth's Fingers. Also, Earth Prayers is likely more suitable
Wind Prayers (It is likely good to choose between EITHER wind or earth)

Build 1 - Earth Prayers[edit]

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  • Should be able to take the mines quickly through veil of thorns and Heart of Holy Flame. Notes on use:
    • Can Holy Flame be used to convert the attacks to holy damage over Avatar of Melandru?
    • Consider pre-casting Heart of Holy flame so that you can inflict burning right as the battle begins.
  • Good because it has multiple heals, where Imbue health should be able to heal for the max 300 hp due to the increase health from melandru.
  • Vital boon would be useful to use for self heal. Also lacks hex removal (so for example Backfire is devastating).

Build - XXX[edit]

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Build that has minimum requirements[edit]

  • Minimnum reqs:
    • Condition Removal
    • Hex Removal
    • At least 1 offensive skill
    • At least 1 heal to other allies.
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BEST BUILD[edit]

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  • Strengths:
    • Has 2 skills for capturing the mines: Veil of Thorns and Heart of Holy Flame. Pious restoration can be used to teardown Heart of Holy Flame, removing the need for e.g Wearying Scythe.
    • Can heal other allies with Imbue Health, which synergizes with Avatar of Melandru.
    • Can remove conditions with Avatar of Melandru, and has grealy increased armor.

Super Base-Attack ranger[edit]

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Optionals
  • Scavenger's Focus Scavenger's Focus - Excellent energy management which is useful since the build can't afford expertise.
  • IAS
    • Tiger's Fury Tiger's Fury / Bestial Fury Bestial Fury - Can give permanent IAS for NO ATTRIBUTE INVESTMENT if using both skills, but requires heavy energy management such as Scavenger's Focus
    • Hecket Rampage Hecket Rampage - IDEA: Since the build relies heavily on increased base damage, this can be used. It is superior to Righer's Fury with minor
BUILD IDEA-
  • Heavily increased base-attack: +20+12 [Kindle Arrows + Brutal Weapon] on top of basic IAS.
  • Many options open since the elite skill isn't needed for this.


Examples[edit]

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Expert Focus arrow Spam[edit]

IDEA
  • At 13 Expertise, "Expert Focus" causes all 5-energy marksmanship skills to just cost 1 energy. Combine with IaS for extreme spam of skills.
  • Additional idea: Since most damage comes from the skill bonus damage, Run the build with minimal (e.g 8+1 marksmanship)?
  • Note that Flurry Flurry x is NOT a great skill here; it restricts the user to the warrior profession, is NOT affected by expertise, and Bestial Fury Bestial Fury is ALMOST maintainable at only 3+1 Beast Mastery.
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Optionals
  • ELITES
    • Scavenger's Focus Scavenger's Focus -> Scavenger's Focus is a SKILL so it does not prevent the stances. If combined with Expert Focus, this would give extremely good energy management allowing the use of very expensive skills.
    • Magebane Shot Magebane Shot
    • MARKSMANSHIP:
  • ELITES FROM OTHER PROFESSIONS:
    • "Coward!" "Coward!" - Fun to use if the build contains many fast-activating skills, but I suspect Marksmanship Elites are likely better.
    • Empathic Removal Empathic Removal - Introduces hex removal, and frees up a slot since Antidote signet can be skipped.
    • Grenth's Balance Grenth's Balance - Basically for trolling, but the idea is that this could give some survivability when all attribute points are taken up by Expertise & Marksmanship.



  • MARKSMANSHIP
    • TOP PRIO:
    • BRAINSTORM:
      • Concussion Shot Concussion Shot - Very useful IF ELITE SKILL is energy management.
      • Debilitating Shot Debilitating Shot - Nice unconditional shutdown, however interrupts are likely better (since this can drain more than 10 energy)
      • Arcing Shot Arcing Shot - Can likely be BETTER than Point Blank Shot since this skill can hit the turtle using longbow.
      • Hunter's Shot Hunter's Shot
      • Sundering Attack (PvP) Sundering Attack (PvP)
      • Needling Shot Needling Shot - If 100% focusing on Expertise & Marskmanship, this deals 45 damage (through bonus damage from Expert Focus and a Vampiric Bow). This can be very effective for taking out the turtles.


Pure Marksmanship & Expertise Focus[edit]

BUILD 1
Long range damage vs turtle (LONGBOW)
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BUILD 2
High close-range damage (SHORTBOW)
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BUILD 3
More energy-intense. Uses ZEALOUS shortbow, causing 5-energy skills to be FREE
  • LIKELY THE BEST BUILD
  • STRENGTHS:
    • Has 3 interrupts, and energy management is NO ISSUE since the only skills that cost energy cost 4-1=3 energy when factoring in the reduction from Expertise
    • IS ABLE to use longbow against the siege turtle, since the build has 3 interrupts, making it capable of interrupting Turtle Siege.
  • WEAKNESSES
    • No self-heal and no hex-removal
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36 second Daze every 5 seconds[edit]

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  • STRENGTHS
  • Concussion Shot is the only energy-intensive skill
  • Potentially deals high damage with PBS and ZS.
  • Concussion Shot applies Daze for 36 seconds, which is excellent since
    • Most of the enemies in FA will likely be casters due to the Heavy anti-melee kurz npcs
    • It can be INCREASED even further with a Silencing bow.
    • Disabling targets in FA is better than killing them (due to fast respawn)
  • Hunter's Shot inflicts bleeding for 42 seconds.

Smiting Mesmer[edit]

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'

Optionals
Strengths
  • Recurring Insecurity and Scourge Healing are spammed. If Scourge healing isn't removed, Recurring Insecurity will deal 10*40 = 400 damage for 10 energy.
    • These hexes also allows Accumulated Pain to be used, influcting deep wound on top of Scourge healing, making targets more difficult to heal.
  • Good energy management with the 4 last skills.

Energy Drain Mesmer[edit]

Build idea
  • Since the luxons respawn constantly, draining their energy or disabling their skills could be an effective way of shutting them down.
  • ALSO: Since the Kurzick npcs are heavily anti-melee, most enemies are typically casters, making Domination Magic skills very good.
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Optionals

Pure Inspiration & Domination[edit]

  • Advantages of heavy focus on these attributes: 1. Allows for self-healing and energy management. 2. Domination Magic allows for disabling skills.
  • Disadvantage: Low fast casting means slower spell casting time, but this is less relevant if most skills have instant cast times.
  • Suggested attributes:
    • 12+2 Inspiration Magic (For great energy Management)
    • 11+1 Domination Magic
  • 6+1 Fast Casting.
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Power Leech.jpgElite
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Power Drain.jpg
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Strengths
  • Has survivability with high inspiration magic & Drain Enchantment & Ether Feast.
  • Every skill on the skill bar either interrupts, drains energy, or removes an enchantment.
Optionals

Arcane Languor[edit]

Build idea
  • Overcast is very powerful since it isn't removed upon death.
  • Inspiration magic is used for Energy management, and because it has several useful shutdowns
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Ether Phantom.jpg
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Optionals
  • Spirit Shackles Spirit Shackles - Normally not seen often since high fast casting and inspiration is rare but EXCELLENT with high fast casting and Inspiration Magic since it is devastating against martian professions.
  • Drain Enchantment Drain Enchantment - Nice self-heal
  • Symbolic Posture Symbolic Posture - GREAT synergy with signet of Humility due to high inspiration magic AND fast casting, allowing you to disable several player's elites.
  • Ether Phantom Ether Phantom - Great cover for Ether Lord.
  • Drain Delusions Drain Delusions - GREAT energy management and energy drain at 14 Inspiration Magic
  • Ether Lord Ether Lord - GREAT energy drain (which can't be prevented by energy hiding).
  • File:.jpg [[]]
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Fort Aspenwood Life Attunement + Divine Boon Protector[edit]

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IDEA
Insane build: When experimenting with Air of Enchantment, i found that it has extremely good synergy with Divine Boon and Life Attunement. At 12 Divine Favor, Divine Boon heals for [75+56=131] when targeting a foe enchanted with Life Attunement. The spell only costs 2 energy due to Air of Enchantment, which casts instantly, has a longer duration than recharge time, and costs only 5 energy (which it reduces to 1 when recasting it on itself). The result is that you now have a Protection Monk that heals for 131 health with spells that only cost 2 energy, in ADDITION to the benefits fom the protection skills themselves.
Optionals

Suggestion 1[edit]

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Air of Enchantment.jpgElite
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Divine Boon.jpg
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Shielding Hands.jpg
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Shield of Absorption.jpg
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Spirit Bond.jpg
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USEAGE
  • The sole purpose of this bar is to go all-in for protecting the Kurzick Necromancers in Fort Aspenwood, preventing the gates from being destroyed.
Strengths
  • Life Attunement affects ALL indirect healing (except for health regen), including Divine Boon, Life Bond, Divine Favor, Watchful Healing and Shielding Hands.
    • With 13 Divine favor, Divine Boon + Divine Favor heals for 142 [80+62], on top of the effects of the skills. I remember when i thought Glimmer of Light was good because it could do the same thing; however in this case it is for only 2 energy in addition to casting an enchantment on them.
    • Spirit bond heals for 127 health every time the target takes more than 50 damage.
  • Air of Enchantment provides great energy management, enabling the build to be effective even with 2 upkeep enchantments. Only Spirit Bond drains a lot of energy, but this can be used sparingly since it has a long duration (and can be expected to heal a large amount in addition to Divine Boon's healing.
  • Spirit Bond is great at dealing with large damage packets, while Shielding hands and Shield of Absorption deal with small damage packets.
  • Deny Hexes removes 2 hexes every 12 seconds (if needed) while Watchful Healing is a great cover against enchantment removals (e.g from siege turtles).
  • NOT vulnerable to enchantment removals due to the high amount of enchantments.
Weaknesses
  • Not effective at healing multiple targets. This is however not required as long as the necromancers survive.
  • Has no condition removals. This is however not necessary for keeping the necromancers alive, since they can remove it from themselves. Also, the most devastating condition (Daze) is unlikely to be applied to the user as long as they are behind a gate, and can also likely be dealt with since the protection prayer skills have fast casting times.
  • Vulnerable to Rend Enchantments and Gaze of Contempt; however these skills are less common in FA in my experience, since the Kurz side are disincentivized from using it due to the siege turtles.


Suggestion 2[edit]

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Air of Enchantment.jpgElite
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Shielding Hands.jpg
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Spirit Bond.jpg
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Fort Aspenwood Symbiosis Protector[edit]

  • 11+3 Protection Prayers - Major rune is WORTH HAVING since:
    • 14 Protection Prayers is required for Air of Enchantment to last 10 seconds. At the same time. Major rune on Protection Prayers allows for Divine Boon to heal [35+48 = 83] instead of [29+42 = 71].
    • You are supposed to stand behind a gate anyway, protecting the Kurz Necromancers for as long as possible, so a small reduction in health is not as problematic as it is in e.g Random Arenas where you have a warrior chasing you.
  • 10+1 Divine Favor
  • 10 Beast Mastery
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Air of Enchantment.jpgElite
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Watchful Healing.jpg
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  • Lots of experimenting done below, but the above build is likely the BEST one.
Strengths
  • Air of Enchantment allows spamming a bunch of protective enchantments on a single target (Kurzick Necromancers are ideal, since they are present at most gates and can remove conditions from themselves).
  • Divine Boon provides healing; about 80 health per spell when counting Divine Favor.
  • Symbiosis grants a massive increase to HP, while the damage is significantly reduced through the protection prayers:
    • Spirit Bond is excellent against high damage packets.
    • Shield of Absorption and Shielding Hands are good against small damage packets.
  • With Air of Enchantment, energy management is VERY strong.
  • Deny Hexes is a strong Hex Removal, while the Kurz Necromancers use Plague Signet Plague Signet to cure themselves from conditions and as long as they live, the gate can't be destroyed.
Weaknesses
  • Air of Enchantment can only be cast on 1 target.
  • Rend Enchantments or Gaze of Contempt is DEVASTATING. HOWEVER: Remember that these are the ONLY two skills that are effective against removing a very large amount of enchantments. Also, given that Siege Turtles remove enchantments, enchantments are less commonly used on the Kurz Side, in turn making enchantment removals them less common on the Luxon side.

Alternative versions:

GENERAL: Protection Prayers[edit]

  • NOTE: Protection Prayers are likely a better match than Healing Prayers for this build because:
    • There is no direct synergy between healing and increased health, but there is obvious synery between increased health and increased protection
  • Vigorous Spirit and Dwayna's Sorrow are effective even with low healing prayer since they provide more HP.
  • Important: Use a staff of enchanting!
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OPTIONALS[edit]

High Prio;
  • Spirit Bond Spirit Bond - Expensive skill, but ENERGY MANGAGEMENT SHOULD BE FILE if Air of Enchantment works. Also useful because it heals, unlike manay protection prayers.
  • Divine Boon Divine Boon - Since the build includes an unusually high useage of Protetion Prayer's Spells, this might be quite effective.
  • Deny Hexes Deny Hexes - Good since (1) It removes 2 hexes if Watchful Healing is used and (2) The build lacks hex removal, which is more important than condition removal, since the Kurzick Necromancers can remove conditions from themselves.
  • Shielding Hands Shielding Hands - Nice cheap damage reduction.
  • Shield of Absorption Shield of Absorption - Very good and cheap protection for single targets
  • Watchful Healing Watchful Healing - Great cover enchantment due to its end effect. Also heals, which Protection Prayers lacks in general. However it might be worth SKIPPING DIVINE FAVOR since this will allow high protection prayers, causing Air of Enchantment to last longer and making the skills stronger.
MEDIUM-PRIO
  • Life Bond Life Bond - VERY powerful damange reduction, which is what SYNERGIZES with the extra health. However this could potentially kill the user (although only attacks over 50 would trigger this).
  • Guardian Guardian - Nice because of its cheap cost. Even though the block effect is less useful than normal due to martial professions being less common on the luxon side, this CAN BE effective due to the synergy with: (1) Symbiosis (2) Air of Enchantment (3) Divine Boon.
  • Reversal of Fortune Reversal of Fortune Synergizes well with Air of Enchantment. Note that while it DOESN't synergize with Symbiosis, it effectively Only costs 2 energy and HEALS FOR 80 every time it is used due to Divine Boon!
  • Vigorous Spirit Vigorous Spirit - Lasts very long and is very cheap. Also heals some over time.
  • Dwayna's Sorrow Dwayna's Sorrow - Very weak effect, but is AOE, has long duration and cheap cost.
DOUBTFUL
  • Boon Signet Boon Signet -
  • Shield of Regeneration Shield of Regeneration -
  • Zealous Benediction Zealous Benediction
  • Vital Blessing Vital Blessing - No direct synergy, but fun because it adds even more health
  • Pensive Guardian Pensive Guardian - Easier to Maintain Than Guardian due to longer CD, but requires the opponents to be enchanted.
  • Essence Bond Essence Bond - [synergizing with Symbiosis] Can be tricky to use, but can be very effective if used right since:
    • The whole idea of the build is to go ALL IN to protect ONE SINGLE TARGET; since this target will be heavily focused,
    • It can potentially replace Air of Enchantment, freeing up an elite slot!
  • Balthazar's Spirit Balthazar's Spirit
  • Fertile Season Fertile Season - Nice because of extra hp and armor, BUT it costs 15 energy and only lasts 40 seconds.
  • Blessed Aura Blessed Aura - Great synergy with several skills such as Shielding Hands and Shield of Absorbtion, However drains alot of energy.
LOW Priority (They seem good at first, but actually are not)
  • Signet of Devotion Signet of Devotion - Is completely INFERIOR to Divine Boon. At 11 Divine Favor, Divine Boon + Divine Favor (which is not triggered by Signets) heals for 83, while this signet heals for 77. On top of this is the ACTUAL EFFECT of the spell, such as Guardian's blocking effect, or Reversal of Fortune's damage conversion. As a result, Signet of Devotion is of no practical value.
  • Holy Veil Holy Veil - Very useful since it doubles Hex Casting times and removes hexes, while Synergizing with Air of Enchantment and Symbiosis. HOWEVER it is quite energy-intense if maintained for a long period of time.
    • Deny Hexes is likely better since it removes 2 hexes (or maybe even 3 if Divine Boon is recharging) and doesn't require maintaining.

Examples[edit]

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Air of Enchantment.jpgElite
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Shielding Hands.jpg
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Guardian.jpg
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Vigorous Spirit.jpg
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  • Summary: Spams SIX cheap enchantments that basically cost no energy due to Air of Enchantment, resulting in:
    • The target gets healed five times by Divine Boon (around 250 hp) in addition to the healing from Divine Favor (about 150).
  • The 6 enchantments give over 600 health from Symbiosis from Symbiosis.
    • This happens in addition to the effects of the skills themselves.


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Boon Signet.jpgElite
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Life Bond.jpg
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Balthazar's Spirit.jpg
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Watchful Healing.jpg
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Spirit Bond.jpg
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Shielding Hands.jpg
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  • Useage: Balthazar's Spirit synergizes with Life bond, which should also give enough energy management to swap Air of Enchantment for Boon Signet. In addition, the build is balanced since it has:
    • Direct Healing throgh Divine Favor, Boon Signet and Watchful Healing.
    • Strong protection through
      • Spirit Bond (Very effective against high damage packets)
      • Shielding Hands and Shield of Absorption (Effective against small damage packets)
      • Life Bond (effective against all damage packets.
  • HOWEVER:
    • It has only 2 enchantment spells that ar maintainable on the target (Life Bond and Watchful Healing)
    • Has energy problems.


GENERAL USEAGE / Strengths
  • Spam protection prayers on a single target. The enchantments are many enough to allow for many enchantments to be applied, causing the target to get a ton of extra HP.

Healing Prayers[edit]

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Optionals
  • Cure Hex Cure Hex - Very useful for hex removal
  • Signet of Rejuvenation Signet of Rejuvenation - Probably NOT a good idea when using Healer's Convenant, since this is unaffected by that skill, and other skills such as Patient Spirit cost only 2 energy (while being affected by divine Favor).
  • File:.jpg [[]]
  • MAINTAINED Enchantments are likely a good idea to use since

Fort Aspenwood Kurz Rit[edit]

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Expel Hexes.jpgElite
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Pain (PvP).jpg
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Optional.jpgElite
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Vital Weapon.jpg
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Generous Was Tsungrai.jpg
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Spirit Light.jpg
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Mending Grip.jpg
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Fertile Season.jpg
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Life (PvP).jpg
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Pain (PvP).jpg
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Optionals
  • Weapon of Quickening Weapon of Quickening - Can be useful due to to high communing and because of the fact that players can use respawning as a form of energy management.
  • File:.jpg [[]]
Strategy
  • Use Vital Weapon on all kurz npc:s to make them harder to spike and take longer to kill.


Pure Beast Mastery & Communing[edit]

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Heal as One (PvP).jpgElite
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Scavenger Strike.jpg
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Heket's Rampage.jpg
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Brutal Weapon.jpg
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Fertile Season.jpg
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Charm Animal.jpg
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Strategy
  • Spam Vital Weapon and Fertile Season to boost the health of all kurz npcs
  • Survivability using Heal ans One
  • Use Hecket's Rampage + Brutal weapon with a Communing wand for damage

Builds for a Paragon Team[edit]

  • Empty Bar
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Optionals


Fort Aspenwood - Luxon Mesmer support[edit]

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Recurring Insecurity.jpgElite
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Conjure Phantasm.jpg
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Accumulated Pain (PvP).jpg
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Symbolic Celerity.jpg
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Signet of Devotion.jpg
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Signet of Rejuvenation.jpg
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Strength
  • Can heal the turtles
    • Singet of Devotion has good synergy with high fast casting.
  • Able to spam Recuring Insecurity, Conjure Phantasm and Accumulated pain (all having good synergy with each other).
  • Has an interrupt.
Weaknesses
  • No healing if Symbolic Celerity is removed (which is very easy to do)
  • Not outstanding damage.

Total noob build (for fun) - Warrior Healer (Kurzick Fort Aspenwood)[edit]

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Word of Healing.jpgElite
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Signet of Rejuvenation.jpg
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Cure Hex.jpg
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Purge Conditions.jpg
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Dolyak Signet.jpg
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"I Will Avenge You!".jpg
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Sprint.jpg
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Optionals
Useage
  • Word of Healing is the only skill consuming high amounts of energy. When using wand and focus the 40 energy that is available should make the user last quite long, although any energy denial would be devastating. When energy runs out, the warrior can easily come back to the battle with full energy after ressurection.
  • "I will avenge you" is very effective for survivial since there are often many dead allies in range.
  • Dolyak Signet and Signet of Stamina are very effective for survivial, allowing the warrior to get around 1000 max health permanently and 140 armor against almost all damage (120 armor against elemental damage if not using Sentinel's Insignia). This is great for tanking against the Siege Turtles. The drawbacks of the skills (slow movement and "ends on attack" are not a problem since the warrior will only be healing and not fighting).
  • Cure Hex and Purge Conditions are powerful spells with low energy costs. Their huge drawback is of course their cooldowns, but that is not a problem for the warrior since the energy would not allow them to use the spells that often.
  • Use Sprint to run amber.

Hammer Mastery[edit]

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Word of Healing.jpgElite
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Auspicious Blow.jpg
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Heavy Blow.jpg
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Crushing Blow.jpg
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Optionals