User:Gelbrekt/Fort Aspenwood Builds
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Fort Aspenwood Poem[edit]
Here is a poem about the importance of the Siege Turtles in Fort Aspenwood (without them, the luxons are unlikely to win):
“If the Siege Turtles march and breach the wall,
The Kurzick stronghold is doomed to fall.
Yet if they’re crippled, stalled, or slain,
The Luxon force will strive in vain.— Luxon Priest, Oracle of the Luxons
- REASONS
Wen you think about it, it is very clear the the kurzicks have several huge advantages over the luxons if they are without the Siege Turtles.
- If there is a stalemate, the Kurzicks win
- Altough they are weak, the kurzicks have the fort defenders to their advantage, which would have given them a completely unfair advantage if the Siege Turtles weren't present.
- By the time the luxons breach the Green Gate, the remaining Gatekeepres and the Master Architect are very weak, HOWEVER at this point the Kurzicks have their resurrection shrine WAY CLOSER to the battle compared to the luxons.
Empty Bar[edit]
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- Optionals
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Fake Bar[edit]
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Amber Runner[edit]
- 14 Mysticism
- 9 Scythe Mastery -> Recommended to enable basic attacks against the luxon mines, but not required.
- SUGGESTION: Use the following skills to effectively run amber; Dash and Pious haste allows for nearly constant 50% speed boost.
- Top-prio
- Watchful Intervention - Great self heal which also allows healing allies.
- Heart of Holy Flame -> Great because mysticism is high due to Pious Haste, so this will be an effective damage dealer.
- Veil of Thorns - Great because it both provides damage against the mines, as well as tanking potential (which is especially suitable in Fort Aspenwood since spellcaster professions are favored due to the Kurz Necromancers and Elementalists).
- General skills
- Elite skills:
- Vow of Silence - Really powerful since spells are heavily favored. However vulnerable to the Turtle siege, BUT this can be managed by using this right after the turtle fires.
- Avatar of Melandru (PvP) - Great since it frees up a skill slot for condition removal (e,g Grebtg's fingers / Conviction). Also a great taking skill due to increasing armor and health. PROBLEM: Converts attack damage to earth damage, which isn't great vs rangers.
- Wounding Strike
- No elite skill -> Use "Meek Shall Inherit".
- Condition Removal:
- Grenth's Fingers -> Nice because it transfers conditions and deals some damage, however the damage is very low towards rangers with 100 elemental armor.
- Conviction - Nice because it provides much more survivability than Grenth's Fingers. Also, Earth Prayers is likely more suitable
- Imbue Health - Great since it allows healing allies.
- Scythe Attacks:
- Wearying Strike
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- Self-heals:
- Vital Boon - Great self-heal with is a great cover for turtle siege, but needs teardown.
- Signet of Pious Light - Great teardown that allows healing allies.
- Mystic Regeneration (PvP) - Great self-heal.
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- Wind Prayers (It is likely good to choose between EITHER wind or earth)
- Pious Restoration - Great hex-removal.
- Dwayna's Touch - Nice because it allows healing allies.
- Natural Healing - Decent self heal, but Earth Prayers are likely better in this regard.
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Build 1 - Earth Prayers[edit]
- Should be able to take the mines quickly through veil of thorns and Heart of Holy Flame. Notes on use:
- Can Holy Flame be used to convert the attacks to holy damage over Avatar of Melandru?
- Consider pre-casting Heart of Holy flame so that you can inflict burning right as the battle begins.
- Good because it has multiple heals, where Imbue health should be able to heal for the max 300 hp due to the increase health from melandru.
- Vital boon would be useful to use for self heal. Also lacks hex removal (so for example Backfire is devastating).
Build - XXX[edit]
Build that has minimum requirements[edit]
- Minimnum reqs:
- Condition Removal
- Hex Removal
- At least 1 offensive skill
- At least 1 heal to other allies.
BEST BUILD[edit]
- Strengths:
- Has 2 skills for capturing the mines: Veil of Thorns and Heart of Holy Flame. Pious restoration can be used to teardown Heart of Holy Flame, removing the need for e.g Wearying Scythe.
- Can heal other allies with Imbue Health, which synergizes with Avatar of Melandru.
- Can remove conditions with Avatar of Melandru, and has grealy increased armor.
Super Base-Attack ranger[edit]
- 11 Marksmanship
- 12 Wilderness Survival
- 11 Communing
- 1 (+1) Beast Mastery
- Optionals
- Scavenger's Focus - Excellent energy management which is useful since the build can't afford expertise.
- IAS
- Tiger's Fury / Bestial Fury - Can give permanent IAS for NO ATTRIBUTE INVESTMENT if using both skills, but requires heavy energy management such as Scavenger's Focus
- Hecket Rampage Hecket Rampage - IDEA: Since the build relies heavily on increased base damage, this can be used. It is superior to Righer's Fury with minor
- Vital Weapon - General very effective skill for fort aspenwood for making NPC:s more durable.
- Distracting Shot
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- BUILD IDEA-
- Heavily increased base-attack: +20+12 [Kindle Arrows + Brutal Weapon] on top of basic IAS.
- Many options open since the elite skill isn't needed for this.
Examples[edit]
Expert Focus arrow Spam[edit]
- IDEA
- At 13 Expertise, "Expert Focus" causes all 5-energy marksmanship skills to just cost 1 energy. Combine with IaS for extreme spam of skills.
- Additional idea: Since most damage comes from the skill bonus damage, Run the build with minimal (e.g 8+1 marksmanship)?
- Note that Flurry x is NOT a great skill here; it restricts the user to the warrior profession, is NOT affected by expertise, and Bestial Fury is ALMOST maintainable at only 3+1 Beast Mastery.
- Optionals
- ELITES
- Scavenger's Focus -> Scavenger's Focus is a SKILL so it does not prevent the stances. If combined with Expert Focus, this would give extremely good energy management allowing the use of very expensive skills.
- Magebane Shot
- MARKSMANSHIP:
- Prepared Shot - Epic for energy management
- Burning Arrow
- ELITES FROM OTHER PROFESSIONS:
- "Coward!" - Fun to use if the build contains many fast-activating skills, but I suspect Marksmanship Elites are likely better.
- Empathic Removal - Introduces hex removal, and frees up a slot since Antidote signet can be skipped.
- Grenth's Balance - Basically for trolling, but the idea is that this could give some survivability when all attribute points are taken up by Expertise & Marksmanship.
- "I Will Avenge You!" - Considering that IAS is needed AND the place contains lots of dead allies.
- MARKSMANSHIP
- TOP PRIO:
- Savage Shot - Non elite, short recharge interrupt.
- TOP PRIO:
- BRAINSTORM:
- Concussion Shot - Very useful IF ELITE SKILL is energy management.
- Debilitating Shot - Nice unconditional shutdown, however interrupts are likely better (since this can drain more than 10 energy)
- Arcing Shot - Can likely be BETTER than Point Blank Shot since this skill can hit the turtle using longbow.
- Hunter's Shot
- Sundering Attack (PvP)
- Needling Shot - If 100% focusing on Expertise & Marskmanship, this deals 45 damage (through bonus damage from Expert Focus and a Vampiric Bow). This can be very effective for taking out the turtles.
- BRAINSTORM:
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Pure Marksmanship & Expertise Focus[edit]
- BUILD 1
- Long range damage vs turtle (LONGBOW)
- BUILD 2
- High close-range damage (SHORTBOW)
- BUILD 3
- More energy-intense. Uses ZEALOUS shortbow, causing 5-energy skills to be FREE
- LIKELY THE BEST BUILD
- STRENGTHS:
- Has 3 interrupts, and energy management is NO ISSUE since the only skills that cost energy cost 4-1=3 energy when factoring in the reduction from Expertise
- IS ABLE to use longbow against the siege turtle, since the build has 3 interrupts, making it capable of interrupting Turtle Siege.
- WEAKNESSES
- No self-heal and no hex-removal
36 second Daze every 5 seconds[edit]
- 14 Expertise
- 13 Marksmanship
- 4 Beast Mastery
- STRENGTHS
- Concussion Shot is the only energy-intensive skill
- Potentially deals high damage with PBS and ZS.
- Concussion Shot applies Daze for 36 seconds, which is excellent since
- Most of the enemies in FA will likely be casters due to the Heavy anti-melee kurz npcs
- It can be INCREASED even further with a Silencing bow.
- Disabling targets in FA is better than killing them (due to fast respawn)
- Hunter's Shot inflicts bleeding for 42 seconds.
Smiting Mesmer[edit]
- 14 Illusion Magic (For Reccuring Insecurity)
- 11 Smiting Prayers
- 6 Fast Casting
'
- Optionals
- Vengence Vengence - Excellent for mesmers
- Epidemic - To spread Deep Wound
- Shrinking Armor - Cover hex that gives another condition to spread with Epidemic
- Reversal of Damage - For protection and damage
- Calculated Risk (PvP) - Against martial professions
- Strengths
- Recurring Insecurity and Scourge Healing are spammed. If Scourge healing isn't removed, Recurring Insecurity will deal 10*40 = 400 damage for 10 energy.
- These hexes also allows Accumulated Pain to be used, influcting deep wound on top of Scourge healing, making targets more difficult to heal.
- Good energy management with the 4 last skills.
Energy Drain Mesmer[edit]
- Build idea
- Since the luxons respawn constantly, draining their energy or disabling their skills could be an effective way of shutting them down.
- ALSO: Since the Kurzick npcs are heavily anti-melee, most enemies are typically casters, making Domination Magic skills very good.
- Optionals
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Pure Inspiration & Domination[edit]
- Advantages of heavy focus on these attributes: 1. Allows for self-healing and energy management. 2. Domination Magic allows for disabling skills.
- Disadvantage: Low fast casting means slower spell casting time, but this is less relevant if most skills have instant cast times.
- Suggested attributes:
- 12+2 Inspiration Magic (For great energy Management)
- 11+1 Domination Magic
- 6+1 Fast Casting.
- Strengths
- Has survivability with high inspiration magic & Drain Enchantment & Ether Feast.
- Every skill on the skill bar either interrupts, drains energy, or removes an enchantment.
- Optionals
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Arcane Languor[edit]
- Build idea
- Overcast is very powerful since it isn't removed upon death.
- Inspiration magic is used for Energy management, and because it has several useful shutdowns
- Optionals
- Spirit Shackles - Normally not seen often since high fast casting and inspiration is rare but EXCELLENT with high fast casting and Inspiration Magic since it is devastating against martian professions.
- Drain Enchantment - Nice self-heal
- Symbolic Posture - GREAT synergy with signet of Humility due to high inspiration magic AND fast casting, allowing you to disable several player's elites.
- Ether Phantom - Great cover for Ether Lord.
- Drain Delusions - GREAT energy management and energy drain at 14 Inspiration Magic
- Ether Lord - GREAT energy drain (which can't be prevented by energy hiding).
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Fort Aspenwood Life Attunement + Divine Boon Protector[edit]
- IDEA
- Insane build: When experimenting with Air of Enchantment, i found that it has extremely good synergy with Divine Boon and Life Attunement. At 12 Divine Favor, Divine Boon heals for [75+56=131] when targeting a foe enchanted with Life Attunement. The spell only costs 2 energy due to Air of Enchantment, which casts instantly, has a longer duration than recharge time, and costs only 5 energy (which it reduces to 1 when recasting it on itself). The result is that you now have a Protection Monk that heals for 131 health with spells that only cost 2 energy, in ADDITION to the benefits fom the protection skills themselves.
- Optionals
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Suggestion 1[edit]
- 12+2 Protection Prayers (Major or Superior rune has very limited impact here.)
- 12+1 Divine Favor
- USEAGE
- The sole purpose of this bar is to go all-in for protecting the Kurzick Necromancers in Fort Aspenwood, preventing the gates from being destroyed.
- Strengths
- Life Attunement affects ALL indirect healing (except for health regen), including Divine Boon, Life Bond, Divine Favor, Watchful Healing and Shielding Hands.
- With 13 Divine favor, Divine Boon + Divine Favor heals for 142 [80+62], on top of the effects of the skills. I remember when i thought Glimmer of Light was good because it could do the same thing; however in this case it is for only 2 energy in addition to casting an enchantment on them.
- Spirit bond heals for 127 health every time the target takes more than 50 damage.
- Air of Enchantment provides great energy management, enabling the build to be effective even with 2 upkeep enchantments. Only Spirit Bond drains a lot of energy, but this can be used sparingly since it has a long duration (and can be expected to heal a large amount in addition to Divine Boon's healing.
- Spirit Bond is great at dealing with large damage packets, while Shielding hands and Shield of Absorption deal with small damage packets.
- Deny Hexes removes 2 hexes every 12 seconds (if needed) while Watchful Healing is a great cover against enchantment removals (e.g from siege turtles).
- NOT vulnerable to enchantment removals due to the high amount of enchantments.
- Weaknesses
- Not effective at healing multiple targets. This is however not required as long as the necromancers survive.
- Has no condition removals. This is however not necessary for keeping the necromancers alive, since they can remove it from themselves. Also, the most devastating condition (Daze) is unlikely to be applied to the user as long as they are behind a gate, and can also likely be dealt with since the protection prayer skills have fast casting times.
- Vulnerable to Rend Enchantments and Gaze of Contempt; however these skills are less common in FA in my experience, since the Kurz side are disincentivized from using it due to the siege turtles.
Suggestion 2[edit]
Fort Aspenwood Symbiosis Protector[edit]
- 11+3 Protection Prayers - Major rune is WORTH HAVING since:
- 14 Protection Prayers is required for Air of Enchantment to last 10 seconds. At the same time. Major rune on Protection Prayers allows for Divine Boon to heal [35+48 = 83] instead of [29+42 = 71].
- You are supposed to stand behind a gate anyway, protecting the Kurz Necromancers for as long as possible, so a small reduction in health is not as problematic as it is in e.g Random Arenas where you have a warrior chasing you.
- 10+1 Divine Favor
- 10 Beast Mastery
- Lots of experimenting done below, but the above build is likely the BEST one.
- Strengths
- Air of Enchantment allows spamming a bunch of protective enchantments on a single target (Kurzick Necromancers are ideal, since they are present at most gates and can remove conditions from themselves).
- Divine Boon provides healing; about 80 health per spell when counting Divine Favor.
- Symbiosis grants a massive increase to HP, while the damage is significantly reduced through the protection prayers:
- Spirit Bond is excellent against high damage packets.
- Shield of Absorption and Shielding Hands are good against small damage packets.
- With Air of Enchantment, energy management is VERY strong.
- Deny Hexes is a strong Hex Removal, while the Kurz Necromancers use Plague Signet to cure themselves from conditions and as long as they live, the gate can't be destroyed.
- Weaknesses
- Air of Enchantment can only be cast on 1 target.
- Rend Enchantments or Gaze of Contempt is DEVASTATING. HOWEVER: Remember that these are the ONLY two skills that are effective against removing a very large amount of enchantments. Also, given that Siege Turtles remove enchantments, enchantments are less commonly used on the Kurz Side, in turn making enchantment removals them less common on the Luxon side.
Alternative versions:
- Reversal of Fortune - See reason below.
GENERAL: Protection Prayers[edit]
- NOTE: Protection Prayers are likely a better match than Healing Prayers for this build because:
- There is no direct synergy between healing and increased health, but there is obvious synery between increased health and increased protection
- Vigorous Spirit and Dwayna's Sorrow are effective even with low healing prayer since they provide more HP.
- Important: Use a staff of enchanting!
OPTIONALS[edit]
- High Prio;
- Spirit Bond - Expensive skill, but ENERGY MANGAGEMENT SHOULD BE FILE if Air of Enchantment works. Also useful because it heals, unlike manay protection prayers.
- Divine Boon - Since the build includes an unusually high useage of Protetion Prayer's Spells, this might be quite effective.
- Deny Hexes - Good since (1) It removes 2 hexes if Watchful Healing is used and (2) The build lacks hex removal, which is more important than condition removal, since the Kurzick Necromancers can remove conditions from themselves.
- Shielding Hands - Nice cheap damage reduction.
- Shield of Absorption - Very good and cheap protection for single targets
- Watchful Healing - Great cover enchantment due to its end effect. Also heals, which Protection Prayers lacks in general. However it might be worth SKIPPING DIVINE FAVOR since this will allow high protection prayers, causing Air of Enchantment to last longer and making the skills stronger.
- MEDIUM-PRIO
- Life Bond - VERY powerful damange reduction, which is what SYNERGIZES with the extra health. However this could potentially kill the user (although only attacks over 50 would trigger this).
- Guardian - Nice because of its cheap cost. Even though the block effect is less useful than normal due to martial professions being less common on the luxon side, this CAN BE effective due to the synergy with: (1) Symbiosis (2) Air of Enchantment (3) Divine Boon.
- Reversal of Fortune Synergizes well with Air of Enchantment. Note that while it DOESN't synergize with Symbiosis, it effectively Only costs 2 energy and HEALS FOR 80 every time it is used due to Divine Boon!
- Vigorous Spirit - Lasts very long and is very cheap. Also heals some over time.
- Dwayna's Sorrow - Very weak effect, but is AOE, has long duration and cheap cost.
- DOUBTFUL
- Boon Signet -
- Shield of Regeneration -
- Zealous Benediction
- Vital Blessing - No direct synergy, but fun because it adds even more health
- Pensive Guardian - Easier to Maintain Than Guardian due to longer CD, but requires the opponents to be enchanted.
- Essence Bond - [synergizing with Symbiosis] Can be tricky to use, but can be very effective if used right since:
- The whole idea of the build is to go ALL IN to protect ONE SINGLE TARGET; since this target will be heavily focused,
- It can potentially replace Air of Enchantment, freeing up an elite slot!
- Balthazar's Spirit
- Fertile Season - Nice because of extra hp and armor, BUT it costs 15 energy and only lasts 40 seconds.
- Blessed Aura - Great synergy with several skills such as Shielding Hands and Shield of Absorbtion, However drains alot of energy.
- LOW Priority (They seem good at first, but actually are not)
- Signet of Devotion - Is completely INFERIOR to Divine Boon. At 11 Divine Favor, Divine Boon + Divine Favor (which is not triggered by Signets) heals for 83, while this signet heals for 77. On top of this is the ACTUAL EFFECT of the spell, such as Guardian's blocking effect, or Reversal of Fortune's damage conversion. As a result, Signet of Devotion is of no practical value.
- Holy Veil - Very useful since it doubles Hex Casting times and removes hexes, while Synergizing with Air of Enchantment and Symbiosis. HOWEVER it is quite energy-intense if maintained for a long period of time.
- Deny Hexes is likely better since it removes 2 hexes (or maybe even 3 if Divine Boon is recharging) and doesn't require maintaining.
Examples[edit]
- Summary: Spams SIX cheap enchantments that basically cost no energy due to Air of Enchantment, resulting in:
- The target gets healed five times by Divine Boon (around 250 hp) in addition to the healing from Divine Favor (about 150).
- The 6 enchantments give over 600 health from Symbiosis from Symbiosis.
- This happens in addition to the effects of the skills themselves.
- Useage: Balthazar's Spirit synergizes with Life bond, which should also give enough energy management to swap Air of Enchantment for Boon Signet. In addition, the build is balanced since it has:
- Direct Healing throgh Divine Favor, Boon Signet and Watchful Healing.
- Strong protection through
- Spirit Bond (Very effective against high damage packets)
- Shielding Hands and Shield of Absorption (Effective against small damage packets)
- Life Bond (effective against all damage packets.
- HOWEVER:
- It has only 2 enchantment spells that ar maintainable on the target (Life Bond and Watchful Healing)
- Has energy problems.
- GENERAL USEAGE / Strengths
- Spam protection prayers on a single target. The enchantments are many enough to allow for many enchantments to be applied, causing the target to get a ton of extra HP.
Healing Prayers[edit]
- Optionals
- Cure Hex - Very useful for hex removal
- Signet of Rejuvenation - Probably NOT a good idea when using Healer's Convenant, since this is unaffected by that skill, and other skills such as Patient Spirit cost only 2 energy (while being affected by divine Favor).
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- MAINTAINED Enchantments are likely a good idea to use since
- Blessed Signet - Useful if using multiple maintained enchantments
- Mending - Nice because it continiously heals the targets
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Fort Aspenwood Kurz Rit[edit]
- 12 Communing
- 13 Restoration Magic
- 7 Beast Mastery (Not sure of exact amount
- Optionals
- Weapon of Quickening - Can be useful due to to high communing and because of the fact that players can use respawning as a form of energy management.
- File:.jpg [[]]
- Strategy
- Use Vital Weapon on all kurz npc:s to make them harder to spike and take longer to kill.
Pure Beast Mastery & Communing[edit]
- Strategy
- Spam Vital Weapon and Fertile Season to boost the health of all kurz npcs
- Survivability using Heal ans One
- Use Hecket's Rampage + Brutal weapon with a Communing wand for damage
Builds for a Paragon Team[edit]
- Empty Bar
- Optionals
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Fort Aspenwood - Luxon Mesmer support[edit]
- 14 Illusion Magic (For Reccuring Insecurity)
- 13 Fast Casting
- Strength
- Can heal the turtles
- Singet of Devotion has good synergy with high fast casting.
- Able to spam Recuring Insecurity, Conjure Phantasm and Accumulated pain (all having good synergy with each other).
- Has an interrupt.
- Weaknesses
- No healing if Symbolic Celerity is removed (which is very easy to do)
- Not outstanding damage.
Total noob build (for fun) - Warrior Healer (Kurzick Fort Aspenwood)[edit]
- 14 Strength
- 12 Healing Prayers
- Healing Prayers Wand and Focus (40/40).
- Either energy runes or Sentinel's Insignia
- Optionals
- Useage
- Word of Healing is the only skill consuming high amounts of energy. When using wand and focus the 40 energy that is available should make the user last quite long, although any energy denial would be devastating. When energy runs out, the warrior can easily come back to the battle with full energy after ressurection.
- "I will avenge you" is very effective for survivial since there are often many dead allies in range.
- Dolyak Signet and Signet of Stamina are very effective for survivial, allowing the warrior to get around 1000 max health permanently and 140 armor against almost all damage (120 armor against elemental damage if not using Sentinel's Insignia). This is great for tanking against the Siege Turtles. The drawbacks of the skills (slow movement and "ends on attack" are not a problem since the warrior will only be healing and not fighting).
- Cure Hex and Purge Conditions are powerful spells with low energy costs. Their huge drawback is of course their cooldowns, but that is not a problem for the warrior since the energy would not allow them to use the spells that often.
- Use Sprint to run amber.
Hammer Mastery[edit]
- Optionals
- [Questionable if any other healing prayer spells should be used due to limited energy.]
- Patient Spirit
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- Bonetti's Defense