Post by karl on Aug 29, 2009 18:30:46 GMT -5
Posting this up quickly with templates so we can get more playing time in.
sole sin ganker + balance at the stand.
sin build could be replaced by an AOD bar if preferred.
Balanced stand team runs around in circles at the flagstand killing things whilst the sin ganker snipes npc's and harasses flagger.
Cripshot can be used to assist gank if needed, otherwise supports flagteam.
Feel free to play around with the builds, this is just a guideline to get us started.
Note: GWfreaks is outdated, some of the skill descriptions below have changed....for the better.
Gankbot
Assassin/Warrior
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Critical Strikes: 8 (7+1)
Dagger Mastery: 12 (10+2)
Shadow Arts: 12 (11+1)
Deadly Arts: 8 (7+1)
Shadowy Burden (Shadow Arts)
For 13 seconds, target foe moves 25% slower and while target foe has no other Hexes, that foe has 20 less armor against your attacks.
Energy:10 Cast:0.25 Recharge:15
Beguiling Haze [Elite] (Shadow Arts)
Shadow Step to target foe. That foe is interrupted and becomes Dazed for 8 seconds.
Energy:15 Cast:0.25 Recharge:20
Jagged Strike (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 17 second(s).
Energy:5 Cast:0 Recharge:1
Fox Fangs (Dagger Mastery)
Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +25 damage if it hits.
Energy:5 Cast:0.5 Recharge:8
Death Blossom (Dagger Mastery)
Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +40 damage and all adjacent foes take 40 damage.
Energy:5 Cast:0 Recharge:2
Impale (Deadly Arts)
Must follow a dual attack. Target foe is struck for 65 earth damage and suffers from a Deep Wound for 13 seconds.
Energy:5 Cast:1 Recharge:15
Feigned Neutrality (Shadow Arts)
For 9 seconds, you have +7 Health regeneration and +80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
Energy:5 Cast:0.25 Recharge:25
Dash (Assassin None)
For 3 seconds, you run 50% faster.
Energy:5 Cast:0 Recharge:8
Cripshot
Ranger/Monk
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Expertise: 14 (12+2)
Marksmanship: 10 (9+1)
Wilderness Survival: 10 (9+1)
Protection Prayers: 3
Lightning Reflexes (Expertise)
For 11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.
Energy:4.4 Cast:0 Recharge:30
Crippling Shot [Elite] (Marksmanship)
If Crippling Shot hits, your target becomes Crippled for 6 second(s). This attack cannot be blocked.
Energy:4.4 Cast:0 Recharge:2
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 15 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.2 Cast:0.5 Recharge:10
Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +23 damage.
Energy:4.4 Cast:0.5 Recharge:5
Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 11 seconds.
Energy:6.6 Cast:2 Recharge:12
Mending Touch (Protection Prayers)
Touched ally loses 2 Conditions and is healed for 24 Health for each Condition removed in this way.
Energy:5 Cast:0.75 Recharge:6
Natural Stride (Wilderness Survival)
For 6 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.
Energy:2.2 Cast:0 Recharge:12
Resurrection Signet ( )
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Dev Hammer
Warrior/Elementalist
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Strength: 14 (12+2)
Hammer Mastery: 14 (12+2)
Flail (Strength)
For 14 seconds, you attack 33% faster but move 33% slower.
Adrenaline:4
Devastating Hammer [Elite] (Hammer Mastery)
If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 19 seconds.
Adrenaline:7
Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +19 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 19 seconds.
Energy:5 Cast:0 Recharge:10
Hammer Bash (Hammer Mastery)
Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
Adrenaline:6
Bull's Strike (Strength)
If this attack hits a moving foe, you strike for +28 damage, and your target is knocked down.
Energy:5 Cast:0 Recharge:10
Enraging Charge (Strength)
For 14 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 4 strike of adrenaline.
Energy:5 Cast:0 Recharge:20
Warrior's Cunning (Strength)
For 11 seconds, your melee attacks cannot be blocked.
Energy:10 Cast:0 Recharge:60
Resurrection Signet ( )
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
MB
Elementalist/Mesmer
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Energy Storage: 9 (8+1)
Fire Magic: 14 (12+2)
Illusion Magic: 10
Mind Blast [Elite] (Fire Magic)
Target foe is struck for 57 fire damage. If you have more Energy than target foe, you gain 8 Energy.
Energy:5 Cast:1 Recharge:2
Immolate (Fire Magic)
Target foe is struck for 71 fire damage and is set on fire for 3 second(s).
Energy:10 Cast:1 Recharge:3
Rodgort's Invocation (Fire Magic)
Target foe and all nearby foes are struck for 113 fire damage and are set on fire for 3 second(s).
Energy:25 Cast:2 Recharge:8
Meteor (Fire Magic)
Target foe and all adjacent foes are struck for 105 fire damage and knocked down. This Spell causes Exhaustion.
Energy:5 Cast:2 Recharge:30
Distortion (Illusion Magic)
For 4 seconds, you have a 75% chance to block attacks. Whenever you block an attack this way, you lose 2 Energy or Distortion ends.
Energy:5 Cast:0 Recharge:5
Aura of Restoration (Energy Storage)
For 60 seconds, you are healed for 301% of the Energy cost each time you cast a Spell.
Energy:10 Cast:0.25 Recharge:5
Fire Attunement (Fire Magic)
For 58 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic.
Energy:10 Cast:2 Recharge:45
Resurrection Signet ( )
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
VoR
Mesmer/Ritualist
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Fast Casting: 8 (7+1)
Inspiration Magic: 11 (10+1)
Domination Magic: 14 (12+2)
Restoration Magic: 4
Visions of Regret [Elite] (Domination Magic)
For 10 seconds, target foe and adjacent foes take 85 damage whenever they use a skill.
Energy:10 Cast:1.48 Recharge:20
Diversion (Domination Magic)
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.
Energy:10 Cast:2.22 Recharge:12
Empathy (Domination Magic)
For 14 seconds, whenever target foe attacks, that foe takes 38 damage.
Energy:10 Cast:1.48 Recharge:10
Backfire (Domination Magic)
For 10 seconds, whenever target foe casts a Spell, that foe takes 133 damage.
Energy:15 Cast:2.22 Recharge:20
Power Drain (Inspiration Magic)
If target foe is casting a Spell or Chant, the Skill is interrupted and you gain 23 Energy.
Energy:5 Cast:0.18 Recharge:20
Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 15 Energy and 99 Health.
Energy:5 Cast:1.48 Recharge:20
Mantra of Concentration (Inspiration Magic)
For 28 seconds, the next time you would be interrupted while performing a Skill, you are not interrupted.
Energy:5 Cast:0 Recharge:30
Flesh of my Flesh (PvP) (Restoration Magic)
Lose half your Health. Resurrect target ally with your current Health and 9% Energy.
Energy:5 Cast:2.96 Recharge:10
Flagger
Elementalist/Ritualist
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Energy Storage: 14 (12+2)
Air Magic: 4 (3+1)
Restoration Magic: 12
Ether Prism [Elite] (Energy Storage)
For 3 seconds, all damage you take is reduced to 0. When this enchantment ends, you gain 19 Energy.
Energy:5 Cast:0 Recharge:15
Energy Blast (Energy Storage)
Target foe takes 2 damage for each point of Energy you have (Maximum 130 Damage)
Energy:10 Cast:2 Recharge:20
Wielder's Boon (Restoration Magic)
Heal target ally for 51 points. If that ally is under the effects of a "Weapon Spell," Wielder's Boon heals for an additional 63 Health.
Energy:5 Cast:0.25 Recharge:4
Weapon of Warding (Restoration Magic)
For 9 seconds, target ally has a Weapon of Warding that grants target ally +4 Health regeneration and a 50% chance to block.
Energy:10 Cast:1 Recharge:5
Resilient Weapon (Restoration Magic)
For 17 seconds, target ally has a Resilient Weapon. while suffering from a Hex or Condition, that ally gains +5 Health regeneration and +24 armor .
Energy:10 Cast:1 Recharge:4
Protective Was Kaolai (Restoration Magic)
Hold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 70 Health.
Energy:10 Cast:1 Recharge:15
Recuperation (Restoration Magic)
Create a level 8 Spirit. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 39 seconds.
Energy:25 Cast:3 Recharge:45
Storm Djinn's Haste (Air Magic)
For 14 seconds, you move 25% faster. Each second that you are moving, you lose 1 Energy.
Energy:5 Cast:0.25 Recharge:10
P&H Protbot
Monk/Dervish
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Divine Favor: 13 (12+1)
Protection Prayers: 14 (12+2)
Earth Prayers: 3
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 76.
Energy:5 Cast:0.25 Recharge:2
Mend Condition (Protection Prayers)
Remove one Condition from target other ally. If a Condition is removed, that ally is healed for 66 Health.
Energy:5 Cast:0.75 Recharge:2
Guardian (Protection Prayers)
For 5 seconds, target ally has a 50% chance to block attacks.
Energy:5 Cast:1 Recharge:4
Shield of Absorption (Protection Prayers)
For 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment.
Energy:5 Cast:1 Recharge:10
Peace and Harmony [Elite] (Divine Favor)
Target ally loses 8 conditions, and 8 hexes. For 4 seconds, conditions and hexes expire 90% faster on that ally. All your Smiting Prayers are disabled for 20 seconds.
Energy:5 Cast:1 Recharge:10
Aura of Stability (Protection Prayers)
For 8 seconds, target other ally cannot be knocked down
Energy:5 Cast:0.25 Recharge:12
Shielding Hands (Protection Prayers)
For 8 seconds, damage received by target ally is reduced by 17.
Energy:5 Cast:0.25 Recharge:15
Armor of Sanctity (Earth Prayers)
For 10 seconds, you take 8 less damage from foes suffering from a Condition.
Energy:5 Cast:0.25 Recharge:5
WoH Infusebot
Monk/Dervish
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Divine Favor: 8 (7+1)
Healing Prayers: 14 (12+2)
Protection Prayers: 11 (10+1)
Earth Prayers: 4
Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 134% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0
Patient Spirit (Healing Prayers)
For 2 Seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 114 Health.
Energy:5 Cast:0 Recharge:8
Word of Healing [Elite] (Healing Prayers)
Heal target ally for 122 Health. Heal for an additional 94 Health if that ally is below 50% Health.
Energy:5 Cast:0.75 Recharge:3
Guardian (Protection Prayers)
For 5 seconds, target ally has a 50% chance to block attacks.
Energy:5 Cast:1 Recharge:4
Dismiss Condition (Protection Prayers)
Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 59 Health.
Energy:5 Cast:0.75 Recharge:3
Spotless Mind (Healing Prayers)
For 14 seconds, target other ally loses a Hex every 5 seconds
Energy:5 Cast:0.25 Recharge:12
Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:12
Armor of Sanctity (Earth Prayers)
For 10 seconds, you take 9 less damage from foes suffering from a Condition.
Energy:5 Cast:0.25 Recharge:5
sole sin ganker + balance at the stand.
sin build could be replaced by an AOD bar if preferred.
Balanced stand team runs around in circles at the flagstand killing things whilst the sin ganker snipes npc's and harasses flagger.
Cripshot can be used to assist gank if needed, otherwise supports flagteam.
Feel free to play around with the builds, this is just a guideline to get us started.
Note: GWfreaks is outdated, some of the skill descriptions below have changed....for the better.
Gankbot
Assassin/Warrior
OwBk0te23Oajt7j5wYYHsEYaWAA
Critical Strikes: 8 (7+1)
Dagger Mastery: 12 (10+2)
Shadow Arts: 12 (11+1)
Deadly Arts: 8 (7+1)
Shadowy Burden (Shadow Arts)
For 13 seconds, target foe moves 25% slower and while target foe has no other Hexes, that foe has 20 less armor against your attacks.
Energy:10 Cast:0.25 Recharge:15
Beguiling Haze [Elite] (Shadow Arts)
Shadow Step to target foe. That foe is interrupted and becomes Dazed for 8 seconds.
Energy:15 Cast:0.25 Recharge:20
Jagged Strike (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 17 second(s).
Energy:5 Cast:0 Recharge:1
Fox Fangs (Dagger Mastery)
Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +25 damage if it hits.
Energy:5 Cast:0.5 Recharge:8
Death Blossom (Dagger Mastery)
Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +40 damage and all adjacent foes take 40 damage.
Energy:5 Cast:0 Recharge:2
Impale (Deadly Arts)
Must follow a dual attack. Target foe is struck for 65 earth damage and suffers from a Deep Wound for 13 seconds.
Energy:5 Cast:1 Recharge:15
Feigned Neutrality (Shadow Arts)
For 9 seconds, you have +7 Health regeneration and +80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
Energy:5 Cast:0.25 Recharge:25
Dash (Assassin None)
For 3 seconds, you run 50% faster.
Energy:5 Cast:0 Recharge:8
Cripshot
Ranger/Monk
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Expertise: 14 (12+2)
Marksmanship: 10 (9+1)
Wilderness Survival: 10 (9+1)
Protection Prayers: 3
Lightning Reflexes (Expertise)
For 11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.
Energy:4.4 Cast:0 Recharge:30
Crippling Shot [Elite] (Marksmanship)
If Crippling Shot hits, your target becomes Crippled for 6 second(s). This attack cannot be blocked.
Energy:4.4 Cast:0 Recharge:2
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 15 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.2 Cast:0.5 Recharge:10
Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +23 damage.
Energy:4.4 Cast:0.5 Recharge:5
Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 11 seconds.
Energy:6.6 Cast:2 Recharge:12
Mending Touch (Protection Prayers)
Touched ally loses 2 Conditions and is healed for 24 Health for each Condition removed in this way.
Energy:5 Cast:0.75 Recharge:6
Natural Stride (Wilderness Survival)
For 6 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.
Energy:2.2 Cast:0 Recharge:12
Resurrection Signet ( )
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Dev Hammer
Warrior/Elementalist
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Strength: 14 (12+2)
Hammer Mastery: 14 (12+2)
Flail (Strength)
For 14 seconds, you attack 33% faster but move 33% slower.
Adrenaline:4
Devastating Hammer [Elite] (Hammer Mastery)
If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 19 seconds.
Adrenaline:7
Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +19 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 19 seconds.
Energy:5 Cast:0 Recharge:10
Hammer Bash (Hammer Mastery)
Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
Adrenaline:6
Bull's Strike (Strength)
If this attack hits a moving foe, you strike for +28 damage, and your target is knocked down.
Energy:5 Cast:0 Recharge:10
Enraging Charge (Strength)
For 14 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 4 strike of adrenaline.
Energy:5 Cast:0 Recharge:20
Warrior's Cunning (Strength)
For 11 seconds, your melee attacks cannot be blocked.
Energy:10 Cast:0 Recharge:60
Resurrection Signet ( )
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
MB
Elementalist/Mesmer
OgVDEqyMO+5fRvYXsAoF4CBA
Energy Storage: 9 (8+1)
Fire Magic: 14 (12+2)
Illusion Magic: 10
Mind Blast [Elite] (Fire Magic)
Target foe is struck for 57 fire damage. If you have more Energy than target foe, you gain 8 Energy.
Energy:5 Cast:1 Recharge:2
Immolate (Fire Magic)
Target foe is struck for 71 fire damage and is set on fire for 3 second(s).
Energy:10 Cast:1 Recharge:3
Rodgort's Invocation (Fire Magic)
Target foe and all nearby foes are struck for 113 fire damage and are set on fire for 3 second(s).
Energy:25 Cast:2 Recharge:8
Meteor (Fire Magic)
Target foe and all adjacent foes are struck for 105 fire damage and knocked down. This Spell causes Exhaustion.
Energy:5 Cast:2 Recharge:30
Distortion (Illusion Magic)
For 4 seconds, you have a 75% chance to block attacks. Whenever you block an attack this way, you lose 2 Energy or Distortion ends.
Energy:5 Cast:0 Recharge:5
Aura of Restoration (Energy Storage)
For 60 seconds, you are healed for 301% of the Energy cost each time you cast a Spell.
Energy:10 Cast:0.25 Recharge:5
Fire Attunement (Fire Magic)
For 58 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic.
Energy:10 Cast:2 Recharge:45
Resurrection Signet ( )
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
VoR
Mesmer/Ritualist
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Fast Casting: 8 (7+1)
Inspiration Magic: 11 (10+1)
Domination Magic: 14 (12+2)
Restoration Magic: 4
Visions of Regret [Elite] (Domination Magic)
For 10 seconds, target foe and adjacent foes take 85 damage whenever they use a skill.
Energy:10 Cast:1.48 Recharge:20
Diversion (Domination Magic)
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.
Energy:10 Cast:2.22 Recharge:12
Empathy (Domination Magic)
For 14 seconds, whenever target foe attacks, that foe takes 38 damage.
Energy:10 Cast:1.48 Recharge:10
Backfire (Domination Magic)
For 10 seconds, whenever target foe casts a Spell, that foe takes 133 damage.
Energy:15 Cast:2.22 Recharge:20
Power Drain (Inspiration Magic)
If target foe is casting a Spell or Chant, the Skill is interrupted and you gain 23 Energy.
Energy:5 Cast:0.18 Recharge:20
Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 15 Energy and 99 Health.
Energy:5 Cast:1.48 Recharge:20
Mantra of Concentration (Inspiration Magic)
For 28 seconds, the next time you would be interrupted while performing a Skill, you are not interrupted.
Energy:5 Cast:0 Recharge:30
Flesh of my Flesh (PvP) (Restoration Magic)
Lose half your Health. Resurrect target ally with your current Health and 9% Energy.
Energy:5 Cast:2.96 Recharge:10
Flagger
Elementalist/Ritualist
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Energy Storage: 14 (12+2)
Air Magic: 4 (3+1)
Restoration Magic: 12
Ether Prism [Elite] (Energy Storage)
For 3 seconds, all damage you take is reduced to 0. When this enchantment ends, you gain 19 Energy.
Energy:5 Cast:0 Recharge:15
Energy Blast (Energy Storage)
Target foe takes 2 damage for each point of Energy you have (Maximum 130 Damage)
Energy:10 Cast:2 Recharge:20
Wielder's Boon (Restoration Magic)
Heal target ally for 51 points. If that ally is under the effects of a "Weapon Spell," Wielder's Boon heals for an additional 63 Health.
Energy:5 Cast:0.25 Recharge:4
Weapon of Warding (Restoration Magic)
For 9 seconds, target ally has a Weapon of Warding that grants target ally +4 Health regeneration and a 50% chance to block.
Energy:10 Cast:1 Recharge:5
Resilient Weapon (Restoration Magic)
For 17 seconds, target ally has a Resilient Weapon. while suffering from a Hex or Condition, that ally gains +5 Health regeneration and +24 armor .
Energy:10 Cast:1 Recharge:4
Protective Was Kaolai (Restoration Magic)
Hold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 70 Health.
Energy:10 Cast:1 Recharge:15
Recuperation (Restoration Magic)
Create a level 8 Spirit. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 39 seconds.
Energy:25 Cast:3 Recharge:45
Storm Djinn's Haste (Air Magic)
For 14 seconds, you move 25% faster. Each second that you are moving, you lose 1 Energy.
Energy:5 Cast:0.25 Recharge:10
P&H Protbot
Monk/Dervish
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Divine Favor: 13 (12+1)
Protection Prayers: 14 (12+2)
Earth Prayers: 3
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 76.
Energy:5 Cast:0.25 Recharge:2
Mend Condition (Protection Prayers)
Remove one Condition from target other ally. If a Condition is removed, that ally is healed for 66 Health.
Energy:5 Cast:0.75 Recharge:2
Guardian (Protection Prayers)
For 5 seconds, target ally has a 50% chance to block attacks.
Energy:5 Cast:1 Recharge:4
Shield of Absorption (Protection Prayers)
For 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment.
Energy:5 Cast:1 Recharge:10
Peace and Harmony [Elite] (Divine Favor)
Target ally loses 8 conditions, and 8 hexes. For 4 seconds, conditions and hexes expire 90% faster on that ally. All your Smiting Prayers are disabled for 20 seconds.
Energy:5 Cast:1 Recharge:10
Aura of Stability (Protection Prayers)
For 8 seconds, target other ally cannot be knocked down
Energy:5 Cast:0.25 Recharge:12
Shielding Hands (Protection Prayers)
For 8 seconds, damage received by target ally is reduced by 17.
Energy:5 Cast:0.25 Recharge:15
Armor of Sanctity (Earth Prayers)
For 10 seconds, you take 8 less damage from foes suffering from a Condition.
Energy:5 Cast:0.25 Recharge:5
WoH Infusebot
Monk/Dervish
Owok0wPK0tSEJRDoGhAxmGEYNx6F
Divine Favor: 8 (7+1)
Healing Prayers: 14 (12+2)
Protection Prayers: 11 (10+1)
Earth Prayers: 4
Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 134% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0
Patient Spirit (Healing Prayers)
For 2 Seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 114 Health.
Energy:5 Cast:0 Recharge:8
Word of Healing [Elite] (Healing Prayers)
Heal target ally for 122 Health. Heal for an additional 94 Health if that ally is below 50% Health.
Energy:5 Cast:0.75 Recharge:3
Guardian (Protection Prayers)
For 5 seconds, target ally has a 50% chance to block attacks.
Energy:5 Cast:1 Recharge:4
Dismiss Condition (Protection Prayers)
Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 59 Health.
Energy:5 Cast:0.75 Recharge:3
Spotless Mind (Healing Prayers)
For 14 seconds, target other ally loses a Hex every 5 seconds
Energy:5 Cast:0.25 Recharge:12
Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:12
Armor of Sanctity (Earth Prayers)
For 10 seconds, you take 9 less damage from foes suffering from a Condition.
Energy:5 Cast:0.25 Recharge:5