Build:Mo/Me Turtle Guard

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • not needed

Contents

This build is designed to heal the Luxon Siege Turtles in Fort Aspenwood. Since it has no gate to hide behind like Kurzick bonders, it is also designed to be fairly difficult to kill.

[edit] Attributes and Skills

MonkMesmerMonk / Mesmer Attribute Rank
Healing Prayers 12 + 3 + 1
Divine Favor 10 + 1
Domination Magic 6
Inspiration Magic 6
Healing Hands

Healing Hands

Heal Other

Heal Other

Healing Touch

Healing Touch

Orison of Healing

Orison of Healing

Healing Breeze

Healing Breeze

Mend Ailment

Mend Ailment

Inspired Hex

Inspired Hex

Hex Breaker

Hex Breaker

[edit] Equipment

[edit] Usage

  • Keep Hex Breaker up at all times. That plus Mend Ailment, Inspired Hex, and Healing Breeze should let you ignore almost any degen/hex based foes trying to take you down, and all but the most overkill degen hex builds going after the turtle. If you see the Hex Breaker icon disappear from your effects bar, recast it immediately.
  • Healing Hands plus Healing Breeze should let your turtle ignore most ranger/warrior/assassin foes.
  • Heal Other is mainly for dealing with spikes and touch rangers.
  • Unless you're fighting a foe who uses AOE spells, the safest place to stand is actually inside the turtle: most foes won't even realize you're around until you start healing the turtle. If a melee foe attacks you, it's fairly easy to keep the turtle between you and them since you can move through the turtle and they have to go around, plus the turtle will periodically shove them away with Carrier's Defense.
  • Since the turtle attacks from a considerable range, move forward to heal party members when no one is attacking it.
  • As long as you stay near the turtle, the NPC warriors that guard it will protect you as well. Keep them alive if possible, but your own health and the turtle's take priority.

[edit] Variants

  • Need more healing for the turtle and less for yourself? Swap Orison of Healing for Healing Seed.
  • Degen mesmers dropping too many hexes on your turtle? Swap Orison of Healing for Revealed Hex or Dwayna's Kiss.
  • Bonders keeping your turtle from making headway? Swap Orison of Healing for Inspired Enchantment.
  • Pesky rangers interrupting the turtle without really hurting it? Swap Healing Touch for Guardian and move most of your Divine Favor points to Protection Prayers.
  • Amber runners scampering past your turtle and guardian NPCs to repair gates? Swap Orison of Healing for Imagined Burden and move some points from Divine Favor to Illusion Magic.
  • NOTE: While the build doesn't have any spare attribute points normally, if you shift attributes around any leftover points should be dropped in Protection Prayers.

[edit] Counters

  • Interruptors, especially ones who can interrupt the turtle as well.
  • Knockdown warriors.
  • Bonders.
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