Mursaat Tower (skill)
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Mursaat Tower
Spell. Removes any enchantments, damages players, drains 2 Energy per second, and causes -1 Energy degeneration.
- Concise description
Spell. Removes any enchantments, damages players, drains 2 Energy per second, and causes -1 Energy degeneration.
Notes[edit]
- The effects of Mursaat Tower are more complex than written in the skill description, and separated into two parts:
- The ward-like animation and 2 energy drain per second have a radius approximately 33% larger than cast range, whereas the other effects (enchantment removal, damage, -1 energy degeneration) have a slightly smaller range. You also will not see this skill in your effects monitor until the actual skill triggers (below).
- The other effects of this skill are applied once every 50 seconds, with the energy degeneration lasting for 10 seconds (seen in the effects monitor). The tower in Perdition Rock pulses 4 times as often, on a 12 and 13 second cycle.
- This skill deals 20 armor ignoring damage when it is applied.
- -2 energy per second is the equivalent of 6 pips of energy degeneration.
- There is a large ward-like effect which appears when someone is in range of the -2 energy effect.
- Combining Glyph of Lesser Energy with low-energy skills and using signet skills when possible can help a spellcaster function inside the tower's influence. Healers can use party area of effect spells and avoid entering the tower's influence. Flatbows and longbows can reach the Ether Seal while still out of the area of effect, as can offensive spirits (provided their owner attacks the ether seal from a distance with a bow so that the spirits begin attacking it too). Melee classes can effectively make use of adrenaline-based skills, zealous weapons or skills that provide energy on hit (e.g. Warrior's Endurance or Zealous Renewal) to counter the energy denial.