Avatar of Dwayna
chuckles79
I don't have a build together with this, but am I alone in realizing how amazingly this will synergize with Minions and summons?
After all it affects allies as opposed to team members.
After all it affects allies as opposed to team members.
Kunder
I've been using:
Avatar of Dwayna/Sand Shards/Whirling Charge/Pious Assault/Balthazar's Rage/Conviction/Save Yourselves/Heart of Fury
You get amazing party healing (about 20 HP/s), IMS/IAS, Sand Shards as excellent AoE (a bit meh in HM, but works with EBSoH), extra adrenaline to spam SY (in case you can't hit 3 enemies per attack for loladrenaline), immunity to hexes and almost immunity to conditions.
Its working well. 2 of these basically makes your party invincible, you don't even need a dedicated healer except in HM to counter spike damage. I also tried running 3 MMs, relying just on AoD to heal minions since BotM would kill the Necro and it worked excellently. I'll probably change it up a bit, Conviction isn't that amazing and EBSoH would definitely work better in its place but my Derv doesn't have that yet.
Avatar of Dwayna/Sand Shards/Whirling Charge/Pious Assault/Balthazar's Rage/Conviction/Save Yourselves/Heart of Fury
You get amazing party healing (about 20 HP/s), IMS/IAS, Sand Shards as excellent AoE (a bit meh in HM, but works with EBSoH), extra adrenaline to spam SY (in case you can't hit 3 enemies per attack for loladrenaline), immunity to hexes and almost immunity to conditions.
Its working well. 2 of these basically makes your party invincible, you don't even need a dedicated healer except in HM to counter spike damage. I also tried running 3 MMs, relying just on AoD to heal minions since BotM would kill the Necro and it worked excellently. I'll probably change it up a bit, Conviction isn't that amazing and EBSoH would definitely work better in its place but my Derv doesn't have that yet.
LifeInfusion
Scroll down
http://www.guildwarsguru.com/forum/a...t10470297.html
11+1+1=13 scythe
11+1=12 Mysticism
8+1=9 Wind prayers
Avatar of dwayna
Whirling Charge (6 recharge flash enchant with easy non-microed removal)
Lyssa's Haste (33% faster recharge of enchants)/Rending Aura (not that great since it has no synergy)
Radiant scythe - use as a finisher akin to final Thrust
Aura Slicer/Victorious Sweep
Heart of Fury
Irresistible Sweep (break block stances...use at the cost of removing Lyssa's Haste)
Res sig / I am unstoppable (Conviction isn't all that great now)
my version is more attack skill heavy, rather than defensive with SY!. If you run a human dervish you want SY!, drop Res.
It's still in testing stages but yeh.
Quote:
Originally Posted by reaper with no name
http://www.guildwarsguru.com/forum/a...t10470297.html
11+1+1=13 scythe
11+1=12 Mysticism
8+1=9 Wind prayers
Avatar of dwayna
Whirling Charge (6 recharge flash enchant with easy non-microed removal)
Lyssa's Haste (33% faster recharge of enchants)/Rending Aura (not that great since it has no synergy)
Radiant scythe - use as a finisher akin to final Thrust
Aura Slicer/Victorious Sweep
Heart of Fury
Irresistible Sweep (break block stances...use at the cost of removing Lyssa's Haste)
Res sig / I am unstoppable (Conviction isn't all that great now)
my version is more attack skill heavy, rather than defensive with SY!. If you run a human dervish you want SY!, drop Res.
It's still in testing stages but yeh.
Quote:
No, you are not alone.
I've saw it's potential way back in the leaks. Of course, back then Vow of Piety was also doing the party heal thing. You can still can use Mystic healing, you just need enchants on everyone (Orders or ER ele).
I've saw it's potential way back in the leaks. Of course, back then Vow of Piety was also doing the party heal thing. You can still can use Mystic healing, you just need enchants on everyone (Orders or ER ele).
reaper with no name
No, you are not alone.
I've saw it's potential way back in the leaks. Of course, back then Vow of Piety was also doing the party heal thing.
In any case, as Kunder mentioned, Sand Shards and Pious Assault are your best options for maximum party heals. In fact, I had almost the exact same build idea.
An especially cool thing is the synergy with ST rits. One of the few weaknesses they have is that if they take too much damage, they die. But you'll be able to heal them with this kind of build.
I've saw it's potential way back in the leaks. Of course, back then Vow of Piety was also doing the party heal thing.
In any case, as Kunder mentioned, Sand Shards and Pious Assault are your best options for maximum party heals. In fact, I had almost the exact same build idea.
An especially cool thing is the synergy with ST rits. One of the few weaknesses they have is that if they take too much damage, they die. But you'll be able to heal them with this kind of build.
Kunder
Looks like a wonderful build for a hero to run, Life Infusion.
Quote:
Originally Posted by reaper with no name
Quote:
An especially cool thing is the synergy with ST rits. One of the few weaknesses they have is that if they take too much damage, they die. But you'll be able to heal them with this kind of build.
Yeah, the ST rit synergy is just amazing. I imagine 2 AoD dervs + ST rit could handle anything in PvE if they kept SY up. Quite possibly even without SY.
Yeah, the ST rit synergy is just amazing. I imagine 2 AoD dervs + ST rit could handle anything in PvE if they kept SY up. Quite possibly even without SY.
reaper with no name
I need to make a correction. Sand Shards is not the best thing you can use with it. I missed that they changed the recharge to 10 sec. Staggering Force and Dust Cloak are better to use. You want the flash enchantments with the lowest recharge you can get for AoD. There are also a couple in wind prayers with 6 recharge. They could also work.
LifeInfusion
http://www.guildwarsguru.com/forum/s...00&postcount=5
* Balthazar's Rage (+2 adrenaline) - 10 base recharge ... +2 adrenaline every 5 seconds isn't bad
* Eremites Zeal (minimum of +4energy and up to +16 energy) - 15 base recharge - insane energy management when used with Lyssa's...you're already stealing energy on end, this is overkill
* Zealous Renewal (+3ish energy, +1 per hit while up) - 10 base recharge
* Heart of Holy Flame (20ish holy damage, burning) - 10 base recharge
* Rending aura (cracked armor, crappy cold damage, remove enchants from knocked down foes using attack skills) - 6 base recharge (wind)
* Lyssa's Haste (interrupt, 33% recharge boost while up) - 15 recharge (wind)
* Dust Cloak (bad earth damage, blind)- 6 recharge (earth)
* Aura of Thorns (bleeding, cripple) - 10 recharge (earth) ... I feel this is terrible now that crippling sweep and crippling victory have been changed
* Staggering Force (bad earth damage, cracked armor) - 6 recharge (earth) ... aura slicer/rending aura is probably better
* Conviction (lame conditional +10 armor and minimal HP regen, 2 conditions removed on end) - 10 recharge (earth) ... I would rather use Harrrier's Grasp. It's guaranteed to remove one nasty condition, the other ones (weakness, blind possibly also)
* Enchanted Haste (25% IMS, 1 condition removed on end) - 15 recharge (mysticism)
* Grenth's Fingers (transfer 1-2 condition, crappy cold damage) - 10 recharge (wind)
* Mystic Corruption (disease, remove disease on party)- 10 recharge (mysticism)
I like Lyssa's Haste + Whirling charge because you don't need a teardown and 4 vs 3 seconds isn't a big deal. If you want to go nuts, Whirling charge + Lyssa's Haste + Rending aura. You get a teardown every 2 seconds. Your energy will cry unless running Avatar of Lyssa though.
* Balthazar's Rage (+2 adrenaline) - 10 base recharge ... +2 adrenaline every 5 seconds isn't bad
* Eremites Zeal (minimum of +4energy and up to +16 energy) - 15 base recharge - insane energy management when used with Lyssa's...you're already stealing energy on end, this is overkill
* Zealous Renewal (+3ish energy, +1 per hit while up) - 10 base recharge
* Heart of Holy Flame (20ish holy damage, burning) - 10 base recharge
* Rending aura (cracked armor, crappy cold damage, remove enchants from knocked down foes using attack skills) - 6 base recharge (wind)
* Lyssa's Haste (interrupt, 33% recharge boost while up) - 15 recharge (wind)
* Dust Cloak (bad earth damage, blind)- 6 recharge (earth)
* Aura of Thorns (bleeding, cripple) - 10 recharge (earth) ... I feel this is terrible now that crippling sweep and crippling victory have been changed
* Staggering Force (bad earth damage, cracked armor) - 6 recharge (earth) ... aura slicer/rending aura is probably better
* Conviction (lame conditional +10 armor and minimal HP regen, 2 conditions removed on end) - 10 recharge (earth) ... I would rather use Harrrier's Grasp. It's guaranteed to remove one nasty condition, the other ones (weakness, blind possibly also)
* Enchanted Haste (25% IMS, 1 condition removed on end) - 15 recharge (mysticism)
* Grenth's Fingers (transfer 1-2 condition, crappy cold damage) - 10 recharge (wind)
* Mystic Corruption (disease, remove disease on party)- 10 recharge (mysticism)
I like Lyssa's Haste + Whirling charge because you don't need a teardown and 4 vs 3 seconds isn't a big deal. If you want to go nuts, Whirling charge + Lyssa's Haste + Rending aura. You get a teardown every 2 seconds. Your energy will cry unless running Avatar of Lyssa though.
Kunder
Staggering Force / Dust cloak also have the problem of costing way too much energy without something big to fuel it. Just with the 10s recharge on Balthazar's Rage/Zealous Renewal / Sand Shards I'm walking a thin line, and zealous is giving back a lot of energy. I don't think you will be able to spam the 6s enchants more often and lots of the 10s ones have better synergy.
reaper with no name
If you're not going to use the party heals from AoD as much as possible, then why are you using the skill in the first place? That is the entire selling point.
Chthon
Quote:
Originally Posted by Kunder
Quote:
Quote: Originally Posted by Chthon
Wait... WHAT?!? It heals rit spirits? That's.... unbelievable...
I've tried it, and the downside is that your frontline is out of earshot of your backline ST rit more often then you would think unless you are linebacking. Not a problem with a human rit but heroes will definitely skulk in the back more then they should and not get the benefit.
Inspired Enchantment on any mobs in the area with Pious Renewal.
Best I can come up with. Anet isn't making this easy.
Quote:
Originally Posted by Xenomortis
Quote:
Use Arcane Echo on the 20th second of Mimicry, then reduce mimicry's recharge by 50% through any means available. 40s uptimes 10s downtime.
Yes, heroes are actually smart enough to run them albeit not as well as a human. They pump out roughly 15 HP/sec. That's almost 8 pips on the entire party. I'd low ball it and say you could count on about 6 reliably. Not too bad. I've already got plans to run one when the 7 heroes update goes live.
Hero Dervs are now on my 'must-run-with-7-heroes' list along with necros and rits as well. The melee hero update (when it comes...) would just be icing on the cake. In other news, AoD is hilarious in Vizunah Square/Unwaking Waters. Ran 2 of them + 4 OoU MMs, I think we set a record in mass healing. Had about 60 allies total, giving 3k healing per enchant use. Chthon
I tested this with SoS & recuperation and it did not seem to heal them. Can someone verify that Shelter & friends are healed?
------------------ Further thoughts: This is strong enough it might justify... Hang on, that idea is getting a thread of its own in a few hours.... Kunder
Damn, I could have sworn I was seeing it heal spirits before, and it heals all other allies in the game. Maybe all the minion numbers were getting in the way. Going by the skill description, not healing spirits is a bug.
Why?
it wouldn't surpise me if it did, but Anet decided it was one of the 'glitched' skills, and changed that when they changed buh.
Chthon
Idea I stole from Varda is to use flashes with variable durations that are near-zero at rank 0. Can also toss in sand shards because it ends after 1 hit at rank 0.
I think we can beat that by hybridizing in two of the 6-sec flashes along with Pious Assault to end them. So: Build variant: D/X, 16 Mysticism, 13 Scythe, 0 Earth, 0 WindAvatar of Dwayna Meditation Whirling Charge Mirage Cloak Fleeting Stability/Sand Shards/Harrier's Haste --------- I'm also depressed to report that I had forgotten that arcane mimicry can't copy forms until after I had designed a whole team build around abusing AoD+Pious Renewal. Seems pretty useless copying Pious Renewal because the downtime is going to be awful. Any clever ideas to make this combo happen? Kunder
Ahh, Meditation. I had not seen that skill before. Looks lovely. Looks to output about 35 HP/s assuming you can keep up Pious Assault constantly. 30 HP/s to be conservative.
I'm also depressed to report that I had forgotten that arcane mimicry can't copy forms until after I had designed a whole team build around abusing AoD+Pious Renewal. Seems pretty useless copying Pious Renewal because the downtime is going to be awful. Any clever ideas to make this combo happen?
Quote: |
Inspired Enchantment on any mobs in the area with Pious Renewal.
Best I can come up with. Anet isn't making this easy.
Quote:
15 in Myst (and possibly 14) puts the 10e enchantments down to 4e. With Meditation you get 4 energy at 13 Myst whenever an enchantment ends. On top of your energy regen, you simply shouldn't run out of energy.
Don't forget that for every time you use one of those skills you have to also use a 5e (no discount) removal on most of the 6s recharge skills. Meditation certainly changes things, though.
LifeInfusion
I don't see the point in having 0 spec in everything and 1 scythe attack (+19+27 damage=46 plus base damage) with 3 recharge? I think you are better off with AoHM than filling the entire bar with 6s flashes (seeing how you are in melee range), since pious will only strip 2 of the 6 recharges (Dust Cloak/Rending Aura/Staggering Force).
With flash enchants other than Pious renewal's self recharge (it acts like Assassin's Promise, I tested) you still have 1 cooldown due to disable, which is the same thing as 1/4 cast with 3/4 aftercast.
With flash enchants other than Pious renewal's self recharge (it acts like Assassin's Promise, I tested) you still have 1 cooldown due to disable, which is the same thing as 1/4 cast with 3/4 aftercast.
Kunder
5 enchants, 6s to cycle them all. You can definitely keep up the constant use of flash enchants even with the 1s downtime.
I can't say that I see AoHM being ever useful at all. 25 DPS, the absolute maximum for the skill (which you can't even reach without at least Pious Renewal) is negligible in Adjacent range. Swapping out one of our flash enchants would take about 5 HP/s off to give us some 12-17 DPS adjacent. That's honestly just horrible. If anything deserves to kick an enchant off its skill slot space, it would be SY.
I can't say that I see AoHM being ever useful at all. 25 DPS, the absolute maximum for the skill (which you can't even reach without at least Pious Renewal) is negligible in Adjacent range. Swapping out one of our flash enchants would take about 5 HP/s off to give us some 12-17 DPS adjacent. That's honestly just horrible. If anything deserves to kick an enchant off its skill slot space, it would be SY.
TalanRoarer
Quote:
Originally Posted by Chthon
I think we can beat that by hybridizing in two of the 6-sec flashes along with Pious Assault to end them.
So:
Build variant:
D/X, 16 Mysticism, 13 Scythe, 0 Earth, 0 WindAvatar of Dwayna Meditation Whirling Charge Mirage Cloak Fleeting Stability/Sand Shards/Harrier's Haste Pious Assault Dust Cloak/Rending Aura/Staggering Force Dust Cloak/Rending Aura/Staggering Force Usage: Maintain AoD and Medi. Spam flashes. Use Pious Assault on Dust Cloak/Rending Aura/Staggering Force. The other enchants will end almost immediately on their own.
---------
I'm also depressed to report that I had forgotten that arcane mimicry can't copy forms until after I had designed a whole team build around abusing AoD+Pious Renewal. Seems pretty useless copying Pious Renewal because the downtime is going to be awful. Any clever ideas to make this combo happen? Was ERing with V during the "Test". Xeno ran a bar with the flashes (no idea if it was similar to the one you posted, I wasn't paying that much attention).
However, the results were decent. Now that our sin DPS is down due to the AS/BuH results, the partyheal really kept the pressure off during hard mobs or one of Minion's Leroy attempts.
LifeInfusion
Quote:
Originally Posted by Kunder
5 enchants, 6s to cycle them all. You can definitely keep up the constant use of flash enchants even with the 1s downtime.
I can't say that I see AoHM being ever useful at all. 25 DPS, the absolute maximum for the skill (which you can't even reach without at least Pious Renewal) is negligible in Adjacent range. Swapping out one of our flash enchants would take about 5 HP/s off to give us some 12-17 DPS adjacent. That's honestly just horrible. If anything deserves to kick an enchant off its skill slot space, it would be SY. Well my point was to ditch one 6r enchant since Pious can only keep up with 2 of them. AoHM just seems like a logical substitute to make the 0 spec stuff do something other than maybe trigger fragility, but I'm sure there are other options.
edit: Nevermind, there's only 2 of them on your bar. I thought it was 3 but since it's 0 spec you only need to strip 2.
If Pious is just there to strip stuff, why not just forgo scythe attacks? 46/3=15.333 dps
OgChwyz7d+ig5uq30r5lcD
12+1+2 Mysticism , optional 13 scythe or 12 spear for midliner
Avatar of Dwayna, Meditation, Whirling Charge (1s), Mirage Cloak (1s), Fleeting Stability (2s, nets energy return), Guiding Hands (0 attacks, removes blind), Sand Shards/Harrier's Haste (4s) if using non-scythe, Attacker's Insight (3s)
I can't say that I see AoHM being ever useful at all. 25 DPS, the absolute maximum for the skill (which you can't even reach without at least Pious Renewal) is negligible in Adjacent range. Swapping out one of our flash enchants would take about 5 HP/s off to give us some 12-17 DPS adjacent. That's honestly just horrible. If anything deserves to kick an enchant off its skill slot space, it would be SY. Well my point was to ditch one 6r enchant since Pious can only keep up with 2 of them. AoHM just seems like a logical substitute to make the 0 spec stuff do something other than maybe trigger fragility, but I'm sure there are other options.
edit: Nevermind, there's only 2 of them on your bar. I thought it was 3 but since it's 0 spec you only need to strip 2.
If Pious is just there to strip stuff, why not just forgo scythe attacks? 46/3=15.333 dps
OgChwyz7d+ig5uq30r5lcD
12+1+2 Mysticism , optional 13 scythe or 12 spear for midliner
Avatar of Dwayna, Meditation, Whirling Charge (1s), Mirage Cloak (1s), Fleeting Stability (2s, nets energy return), Guiding Hands (0 attacks, removes blind), Sand Shards/Harrier's Haste (4s) if using non-scythe, Attacker's Insight (3s)
LifeInfusion
Quote:
Originally Posted by Chthon
The point of 0 spec is to end flashes quickly without needing a skill to remove them with. It also makes the heal more or less on-demand.
The point of Pious Assault is to insta-strip two 6-sec flashes, so you can replace two 10-sec quick-ending flashes with 6-sec flashes.
You can certainly run 2 more 10-sec in place of the 6-secs and AoHM in place of PA, you just lose some healing in exchange for some damage. My issue with that is that you don't lose anything from speccing in Wind prayers. It would be different if you were running Attacker's Insight, Harrier's Haste. Whirling charge will end in 1 attack. At a moderate 11 spec + enchanting weapon, you can also slot Lyssa's Haste to make all of them recharge 33% faster, which I feel is better than adding more enchantments that only trigger the heal.
You can then slot any adrenaline attack like Reap Impurities, which charges rather quickly (1-2 hits) and can be run on heroes because it doesn't require any thought to use whatsoever and does the same damage as pious assault. You aren't using the adrenaline anyhow.
So 11+1+3=15 Mysticism, 10+1 wind, 10+1 scythe/10+0 any non-scythe weapon, 0 earth... or 12+1+3=16 Mysticism, 10+1 wind, 8+1 scythe/8+0
Avatar of Dwayna
Meditation
Lyssa's Haste
Whirling charge (4 recharge) = 5s IMS with 4 cooldown --> 1 hit delay
Fleeting Stability (6.67 recharge) = net gain +2 energy --> 2s delay
Mirage Cloak (6.67 recharge) ... half useful due to block chance albeit only 1s
any non-teardown attack skill/Save Yourselves!/AoHM/etc.
Guiding Hands (remove blind every 6.67s, needs 1/4 cast though)/Sand Shards (which does a measly 10 earth damage and locks you to a scythe) --> 2 hit delay, anti-block
(1/15+1/4+1/6.67+1/6.67+1/6.67)^-1=~1.3
Effectively a heal every 1.3seconds, blind removal. The good thing I find is you're not locked to being melee, you can bring a spear if you are so inclined. By being in midline with a spear you can make sure you heal more people. Flash Enchants are disabled 1 second, so anything with 1/4 cast and 3/4 aftercast is the same.
With Pious Assault and Whirling Charge, Mirage Cloak, Fleeting Stability/Sand Shards/Harrier's Haste, Dust Cloak/Rending Aura/Staggering Force, Dust Cloak/Rending Aura/Staggering Force it's every 1.43 seconds...
Whirling charge, Sand Shards, Rending Aura, Staggering Force, Sand Shards are 10 damage at 0 and only Rending aura is armor ignoring ... 1s conditions are only good for Fragility.
(1/6+1/10+1/10+1/6+1/6)^-1=~1.43
Whatever bar you run, you're capped at 53HP/s @16 and [email protected], so the difference between 15 and 16 Mysticism is marginal since 14+Mysticism gives you free 10energy dervish enchantments (costs 4 at 14 and +4 return from Meditation at 13). You could even drop to 10+1+3=14 Mysticism, 10+1=11 Wind, 11+1 Scythe/weapon mastery if you take a hit and get 47HP/s. Meditation still is +4 return and as long as you don't get hit with weakness then 10 energy stuff costs 4 (5 if you get hit with weakness isn't exactly catastrophic since 1energy/sec is 3 pips).
EDIT:
@Kunder. This kind of build is not something I would ever run on a player. It doesn't abuse PvE stuff and all it does is spam 1-2-3-4-5-6-7-8. That's why I don't like Pious assault. It requires looking at the skill monitor to makes sure Meditation doesn't get stripped, so heroes can't run it at all. Even with Lyssa's and 6 recharge enchant, you still don't meet the 3s recharge of Pious assault. If you load up Lyssa's and drop Pious assault, Rending aura and staggering force/dust cloak you don't have a problem.
While 13 is breakpoint for 4 energy return on meditation, Mysticism at 15 allows for 10 energy enchants to be free, so you can run 5 energy attacks every 3.75seconds.
I have Melonni hero with a staff and 15 Mysticism, 11 wind, 6 blood pumping out dark fury every 6-7 seconds (http://www.guildwarsguru.com/forum/s...62&postcount=6)... I haven't noticed if Lyssa's Haste triggers 20% HSR on staff. There's no 36/36 dervish wand and focus items :P
EDIT2 : you could probably get away with D/E glyph of swiftness if you want to drop wind more to 8+1. Serpent's Quickness is too long of a recharge.
The point of Pious Assault is to insta-strip two 6-sec flashes, so you can replace two 10-sec quick-ending flashes with 6-sec flashes.
You can certainly run 2 more 10-sec in place of the 6-secs and AoHM in place of PA, you just lose some healing in exchange for some damage. My issue with that is that you don't lose anything from speccing in Wind prayers. It would be different if you were running Attacker's Insight, Harrier's Haste. Whirling charge will end in 1 attack. At a moderate 11 spec + enchanting weapon, you can also slot Lyssa's Haste to make all of them recharge 33% faster, which I feel is better than adding more enchantments that only trigger the heal.
You can then slot any adrenaline attack like Reap Impurities, which charges rather quickly (1-2 hits) and can be run on heroes because it doesn't require any thought to use whatsoever and does the same damage as pious assault. You aren't using the adrenaline anyhow.
So 11+1+3=15 Mysticism, 10+1 wind, 10+1 scythe/10+0 any non-scythe weapon, 0 earth... or 12+1+3=16 Mysticism, 10+1 wind, 8+1 scythe/8+0
Avatar of Dwayna
Meditation
Lyssa's Haste
Whirling charge (4 recharge) = 5s IMS with 4 cooldown --> 1 hit delay
Fleeting Stability (6.67 recharge) = net gain +2 energy --> 2s delay
Mirage Cloak (6.67 recharge) ... half useful due to block chance albeit only 1s
any non-teardown attack skill/Save Yourselves!/AoHM/etc.
Guiding Hands (remove blind every 6.67s, needs 1/4 cast though)/Sand Shards (which does a measly 10 earth damage and locks you to a scythe) --> 2 hit delay, anti-block
(1/15+1/4+1/6.67+1/6.67+1/6.67)^-1=~1.3
Effectively a heal every 1.3seconds, blind removal. The good thing I find is you're not locked to being melee, you can bring a spear if you are so inclined. By being in midline with a spear you can make sure you heal more people. Flash Enchants are disabled 1 second, so anything with 1/4 cast and 3/4 aftercast is the same.
With Pious Assault and Whirling Charge, Mirage Cloak, Fleeting Stability/Sand Shards/Harrier's Haste, Dust Cloak/Rending Aura/Staggering Force, Dust Cloak/Rending Aura/Staggering Force it's every 1.43 seconds...
Whirling charge, Sand Shards, Rending Aura, Staggering Force, Sand Shards are 10 damage at 0 and only Rending aura is armor ignoring ... 1s conditions are only good for Fragility.
(1/6+1/10+1/10+1/6+1/6)^-1=~1.43
Whatever bar you run, you're capped at 53HP/s @16 and [email protected], so the difference between 15 and 16 Mysticism is marginal since 14+Mysticism gives you free 10energy dervish enchantments (costs 4 at 14 and +4 return from Meditation at 13). You could even drop to 10+1+3=14 Mysticism, 10+1=11 Wind, 11+1 Scythe/weapon mastery if you take a hit and get 47HP/s. Meditation still is +4 return and as long as you don't get hit with weakness then 10 energy stuff costs 4 (5 if you get hit with weakness isn't exactly catastrophic since 1energy/sec is 3 pips).
EDIT:
@Kunder. This kind of build is not something I would ever run on a player. It doesn't abuse PvE stuff and all it does is spam 1-2-3-4-5-6-7-8. That's why I don't like Pious assault. It requires looking at the skill monitor to makes sure Meditation doesn't get stripped, so heroes can't run it at all. Even with Lyssa's and 6 recharge enchant, you still don't meet the 3s recharge of Pious assault. If you load up Lyssa's and drop Pious assault, Rending aura and staggering force/dust cloak you don't have a problem.
While 13 is breakpoint for 4 energy return on meditation, Mysticism at 15 allows for 10 energy enchants to be free, so you can run 5 energy attacks every 3.75seconds.
I have Melonni hero with a staff and 15 Mysticism, 11 wind, 6 blood pumping out dark fury every 6-7 seconds (http://www.guildwarsguru.com/forum/s...62&postcount=6)... I haven't noticed if Lyssa's Haste triggers 20% HSR on staff. There's no 36/36 dervish wand and focus items :P
EDIT2 : you could probably get away with D/E glyph of swiftness if you want to drop wind more to 8+1. Serpent's Quickness is too long of a recharge.
Kunder
What I'm liking:
Staggering Force/Dust Cloak/Rending Aura <- your only manual teardown enchant, 4s recharge w/lyssa
Pious Assault
Sand Shards 6s recharge w/lyssa
Fleeting Stability 6s recharge w/lyssa
Whirling Charge 4s recharge w/lyssa
Lyssa's Haste 15s recharge
Meditation
Avatar of Dwayna
Attribute distribution is a bit of a conundrum. You want high Wind for Lyssa's and high Mysticism for Dwayna, but high earth gets you good sand shards damage whose 4-hit breakpoint is at 10 Earth, which is so close and yet so far...
I think the best distribution is this:
Scythe Mastery : 8 + 1
Wind Prayers: 9 + 1
Earth Prayers: 9 + 1
Mysticism: 10 + 3/4
This gets you Lyssa's Haste @ 11s, with a +20% enchant mod that gets you 13s out of 15s recharge. The downside is that this bumps Whirling Charge up to a 5s length with a 4s rechage, so you have to hit something to get rid of it (which you have to do with sand shards anyway). Fleeting Stability w/+20% enchant ends literally the instant it recharges, so you have good anti-knockdown (remember: you can't cast flash enchants while knocked down!) and stacking movement rate buffs means there is little chance of getting snared and unable to hit stuff like you need to. Sand Shards hits its 4 attack breakpoint, so its pushing out decent damage. If you just wanted pure healing, you can drop Earth and Scythe to minimum, but this isn't going to get you more than a 10-15% increase and you lose all of your fairly decent damage. Sand Shards isn't a joke at all with the fast recharge, especially if you have cracked armor.
As to the selection of Staggering Force/Dust Cloak/Rending Aura, you can choose whichever condition you like to inflict best. Rending Aura is probably the best overall, since it doesn't change your damage type and Cracked Armor is always good (for your team and for Sand Shards). I'm not entirely sure, it may even remove an enchant when you use Pious Assault on a knocked down foe, but that's probably a pretty marginal benefit anyway. Dust Cloak can keep up near-constant AoE blind, which is cool. Staggering Force really has nothing going for it.
Overall healing rate: 40 HP/s while Lyssa is up (86% uptime). Probably about 35-37 HP/s overall, we can't know what you will be doing during the downtime of Lyssa in-battle and therefore its hard to measure, not to mention that juggling enchants constantly you will be having some lapses due to the 1s cooldown after each use. Can't help that.
An interesting note: since flash enchants might trigger HSR mods, all you would need to do is get 1 HSR on Lyssa and then you could chain it indefinitely, having a 10s recharge and a 13s length.
EDIT: tested and you can chain lyssa indefinitely. In theory you could drop wind 1 or 2 points further and boost your other points. Losing 1 wind would give you +1 mysticism, losing 2 wind would give you +1 scythe and +1 earth. (and take away the need to hit something with whirling charge to get rid of it). In a real battle situation I don't know if this is worth it, you want a bit of leeway to make sure you can use Lyssa's Haste again quickly enough to have it recharge itself. Dropping 2 points is almost certainly not worth it, but only 1 point might work if you are very careful.
Keep in mind, Lyssa not actually ending anymore means you are losing out on its heal, but it was very marginal before. Your expected healing drops about .5 HP/s when you take into account the increase in Mysticism you could get for AoD if you dropped wind by 1 points. Getting rid of that 14% downtime is probably the best move.
Amusingly, I can't even play this build well right now since buying a scythe mastery rune from someone in Kamadan for anything less then my balls just isn't happening. . Dropping scythe mastery entirely probably isn't a horrible idea against huge-armored mobs anyway, but it sucks for everything else (28-ish damage on average per hit at r9 scythe mastery against 60 armor if I'm calculating correctly). Figuring out the optimal attribute allocation with this build is really hard lol
Staggering Force/Dust Cloak/Rending Aura <- your only manual teardown enchant, 4s recharge w/lyssa
Pious Assault
Sand Shards 6s recharge w/lyssa
Fleeting Stability 6s recharge w/lyssa
Whirling Charge 4s recharge w/lyssa
Lyssa's Haste 15s recharge
Meditation
Avatar of Dwayna
Attribute distribution is a bit of a conundrum. You want high Wind for Lyssa's and high Mysticism for Dwayna, but high earth gets you good sand shards damage whose 4-hit breakpoint is at 10 Earth, which is so close and yet so far...
I think the best distribution is this:
Scythe Mastery : 8 + 1
Wind Prayers: 9 + 1
Earth Prayers: 9 + 1
Mysticism: 10 + 3/4
This gets you Lyssa's Haste @ 11s, with a +20% enchant mod that gets you 13s out of 15s recharge. The downside is that this bumps Whirling Charge up to a 5s length with a 4s rechage, so you have to hit something to get rid of it (which you have to do with sand shards anyway). Fleeting Stability w/+20% enchant ends literally the instant it recharges, so you have good anti-knockdown (remember: you can't cast flash enchants while knocked down!) and stacking movement rate buffs means there is little chance of getting snared and unable to hit stuff like you need to. Sand Shards hits its 4 attack breakpoint, so its pushing out decent damage. If you just wanted pure healing, you can drop Earth and Scythe to minimum, but this isn't going to get you more than a 10-15% increase and you lose all of your fairly decent damage. Sand Shards isn't a joke at all with the fast recharge, especially if you have cracked armor.
As to the selection of Staggering Force/Dust Cloak/Rending Aura, you can choose whichever condition you like to inflict best. Rending Aura is probably the best overall, since it doesn't change your damage type and Cracked Armor is always good (for your team and for Sand Shards). I'm not entirely sure, it may even remove an enchant when you use Pious Assault on a knocked down foe, but that's probably a pretty marginal benefit anyway. Dust Cloak can keep up near-constant AoE blind, which is cool. Staggering Force really has nothing going for it.
Overall healing rate: 40 HP/s while Lyssa is up (86% uptime). Probably about 35-37 HP/s overall, we can't know what you will be doing during the downtime of Lyssa in-battle and therefore its hard to measure, not to mention that juggling enchants constantly you will be having some lapses due to the 1s cooldown after each use. Can't help that.
An interesting note: since flash enchants might trigger HSR mods, all you would need to do is get 1 HSR on Lyssa and then you could chain it indefinitely, having a 10s recharge and a 13s length.
EDIT: tested and you can chain lyssa indefinitely. In theory you could drop wind 1 or 2 points further and boost your other points. Losing 1 wind would give you +1 mysticism, losing 2 wind would give you +1 scythe and +1 earth. (and take away the need to hit something with whirling charge to get rid of it). In a real battle situation I don't know if this is worth it, you want a bit of leeway to make sure you can use Lyssa's Haste again quickly enough to have it recharge itself. Dropping 2 points is almost certainly not worth it, but only 1 point might work if you are very careful.
Keep in mind, Lyssa not actually ending anymore means you are losing out on its heal, but it was very marginal before. Your expected healing drops about .5 HP/s when you take into account the increase in Mysticism you could get for AoD if you dropped wind by 1 points. Getting rid of that 14% downtime is probably the best move.
Amusingly, I can't even play this build well right now since buying a scythe mastery rune from someone in Kamadan for anything less then my balls just isn't happening. . Dropping scythe mastery entirely probably isn't a horrible idea against huge-armored mobs anyway, but it sucks for everything else (28-ish damage on average per hit at r9 scythe mastery against 60 armor if I'm calculating correctly). Figuring out the optimal attribute allocation with this build is really hard lol
LifeInfusion
Voodoo Rage
This build does such insane minion healing, it seems like we really need to build an entire team based on the concept of preserving a large minion army.
LifeInfusion
Quote:
Originally Posted by Voodoo Rage
This build does such insane minion healing, it seems like we really need to build an entire team based on the concept of preserving a large minion army.
Except there's a minion cap now so that is pretty pointless. In the days of 30+ minions maybe. 7 hero update? 3 necro + one dwayna dervish + fallback for minions that run faster and heal?
Voodoo Rage
Quote:
Originally Posted by LifeInfusion
Except there's a minion cap now so that is pretty pointless. In the days of 30+ minions maybe. 7 hero update? 3 necro + one dwayna dervish + fallback for minions that run faster and heal?
I'm just thinking that if you can run multiple MM and get a double or even triple minion army running, that's a hell of a lot of blue numbers flying up per Dwayna activation.
LifeInfusion
Actually this is the only thing that can heal sustained 20hp/s (10 degen) on allies (minions). It's not like you can spam 2 copies of Heal Area (or burst) and heal that...due to aftercast.
I just never bother with more than 1 MM, since casting the animate spells take 2 seconds.
I already get impatient with elementalist casts, aegis, and attunements...
I just never bother with more than 1 MM, since casting the animate spells take 2 seconds.
I already get impatient with elementalist casts, aegis, and attunements...
FoxBat
This is my compromise build on damage/SY pump/healing.
Rending Aura
Dust Cloak
Whirling Charge
Meditation
Pious Assault
Pious Fury
Avatar of Dwayna
Save Yourselves!
12+1+1 myst, 11+1 scythe, 5+1 wind 4 earth
3 6r enchants powered by meditation, between battles cycle up rending/dust cloak so you can start battle with fury + assault to strip them. Then you keep assulting cloak/aura off while ending whirling charge with basic attacks inbetween. If you somehow get ahead of the cycles you can fury off of a whirling charge.
Rending Aura
Dust Cloak
Whirling Charge
Meditation
Pious Assault
Pious Fury
Avatar of Dwayna
Save Yourselves!
12+1+1 myst, 11+1 scythe, 5+1 wind 4 earth
3 6r enchants powered by meditation, between battles cycle up rending/dust cloak so you can start battle with fury + assault to strip them. Then you keep assulting cloak/aura off while ending whirling charge with basic attacks inbetween. If you somehow get ahead of the cycles you can fury off of a whirling charge.
pingu666
you could start using some bone fiends? the ranged attackers, just need some good energy management, and a bit larger pool of energy if possible
Voodoo Rage