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Old May 25, 2006, 03:21 AM // 03:21   #1
Ascalonian Squire
 
Join Date: Sep 2005
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Default 12vs12 Air Boon Prot

So I'm running this in Alliance Battles with my guild. On a four man team, when it's easy to keep track of where you put your Air, it works very nicely, and it typically takes either most of the other team or the occaisional perfect combinations of build and skill to stop me. It takes some finesse to make this work, but what doesn't? Whatcha think? (Bear in mind I'm talking about running this in 12v12; I've got my own opinions on how it functions elsewhere, and while I appreciate all input, I'm definitely looking for certain veins of discussion.)

Mo/Me

Divine Favor 14 (12+2)
Inspiration 3
Protection Prayers 14 (12+1+1)

Air of Enchantment (E)
Reversal of Fortune
Guardian
Prot Spirit
Mend Condition/Ailment
Inspired Hex
Divine Boon
Contemplation of Purity

Carting around the typical battery set and the full tats you get from a pvp-only character, in particular using a 20% enchant wrap on my staff.

So I get 10 second Air, 12 with the 20%, and on a 4 man team that means I can keep two people on it all the time. The first three skills are what I reach for first, with Prot Spirit working its way in when a Warrior uses Frenzy or when I'm flinging spam at an ally to keep them up. I'm stingy with the Condition and Hex removal, taking only what absolutely has to come off.

Pros: You can spam any single party member through almost anything, and you can get quite a few more spells off before depleting your energy than you can with the timed Mantra of Recall. Also, Air functions as a nice addition to the combination of fast, cheap Protection spells you want to stick with when you Boon.

Cons: Once you're out of energy, you're out of energy; make sure your team has a Blood Rit. Also, self defense can tap way on down into your battery set once in a while; make sure your team has some way of slowing whatever's giving you problems, you know, have them watch your back once in a while since you spend the entire time watching theirs.

Neat little tidbit: Run with empty hands, or if you're using your RPG toon use your minimum energy set as your primary, whatever so long as you crank your starting energy down as far as it will go. Once you hit zero, swap in your Insightful Staff of 20% enchanting for casting Air, then swap back out to your lower set, you're casting on the cheap. See, you get the cheap enchantments for free, and you won't be taxed the price of your Boon if you've got nothing to lose. You can theoretically maintain an infinite Air on someone this way so long as you refresh it on time, while still having another sack of energy to resort to before you even tap your negative-regen sets. Basically, you're hiding your energy from yourself, and in many situations you can get away with this for much too long. Convoluted explanation? Probably. Fun little trick in the heat of battle? Definitely.
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Old May 28, 2006, 04:50 PM // 16:50   #2
Frost Gate Guardian
 
Join Date: Jan 2006
Profession: Mo/Me
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Think the same build has crossed everyones mind when looking for uses for the new elites. Not to be defeatist but most people with sense will find the weakness in your build given time and this build has a big one. Endless healing would suggest you're relying on enchantments which would prompt people to split their efforts between your whole team. Although it has to be said there's plenty of dumb people playing AB right now.
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Old Jun 01, 2006, 06:05 PM // 18:05   #3
Ascalonian Squire
 
Join Date: Sep 2005
Default

Splitting effort is exactly how to beat me, actually. As far as that goes I just have to rely on my offense to be faster than their defense, which thankfully it tends to be. You're right about the people down in AB eh.
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