Build:D/Mo Mystic Regen Farmer

From GuildWiki

Jump to: navigation, search
test
Image:Warning.png On May 1, 2007, all articles in the GuildWiki build namespace will be deleted. After that date, no build articles may be posted to the GuildWiki in either the main or build namespaces before a new policy is decided on. Find the reasoning and the details behind this at GuildWiki:Builds wipe.


Contents

This build utilizes Mystic Regeneration in conjunction with two, "permanent," enchantments and other low-cost enchantments to keep up a high level of health regeneration for solo-farming medium to high level monsters.

[edit] Attributes and Skills

DervishMonkDervish / Monk Attribute Rank
Scythe Mastery 12
Earth Prayers 8 + 1 + 1
Mysticism 7 + 3
Smiting Prayers 8
Avatar of Balthazar

Avatar of Balthazar

Mystic Regeneration

Mystic Regeneration

Vital Boon

Vital Boon

Balthazar's Spirit

Balthazar's Spirit

Chilling Victory

Chilling Victory

Mystic Sweep

Mystic Sweep

Smite Hex

Smite Hex

Faithful Intervention

Faithful Intervention


[edit] Equipment

  • Max Armor, anything with + energy is good, as is anything that adds armor for enchantments (such as Windwalker Insignias)
  • Earth Prayers hood
  • Any good scythe, although better scythes are, quite obviously, better

[edit] Usage

Upon spawning in an area, promptly cast Faithful Intervention and Balthazar's Spirit. Before encountering and aggro'ing monsters, cast first Mystic Regeneration, and then Vital Boon. Keep those two enchantments up as necessary, letting Vital Boon fully run out for the health boost before recasting it if need be. Use Chilling Victory and Mystic Sweep alternately, in a roughly 1:2 ratio, to destroy groups of enemies at a time; try to position yourself so as to take advantage of the sweeping attack of the scythe, if possible. Use Avatar of Balthazar for the additional armor before confronting an abnormally large mob, or to escape; in the latter case, cast the Avatar, and then run a short distance, then recast first Mystic Regeneration, and then Vital Boon, especially if you're anticipating enemies further along the path of escape. Smite Hex can be used against enemies that periodically cast hexes (such as Soul Barbs) to simulataneously damage the mob as a whole for 50 damage (with a level 8 Smiting Prayers) and remove a single hex. If your health ever drops below half and Faithful Intervention is activated, simply recast it at the next available time, if for no other reason than to compliment Mystic Regeneration.

[edit] Counters

As this build relies almost completely on enchantments for survival, farmers should avoid monsters known for removing enchantments. Lower level Necromancer and Mesmer monsters should be ok, except in specific cases, but as a general rule, avoid, "pink-bar casters."

[edit] Notes

  • Smite Hex can be swapped out for another enchantment spell, possibly Healing Breeze, and the attribute points in Smiting Prayers moved to Healing Prayers (or any other desired area), for an even greater number of health regeneration pips.
  • With all the enchantments listed activated at a single time, a +15 health regeneration is possible, which is usually more than enough to handle most small groups of mid - high level monsters
  • With Smite Hex replaced by Healing Breeze, and all enchantments possible activated, a +24 health regeneration is possible, although continually recasting Healing Breeze will quickly drain your energy and make you less effective while fighting
  • With having Avatar of Melandru your health being increased by 150 you will be godlike. Edited by Clam Chowdaaaaa


Personal tools
Sponsors