User:AOTT121

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AOTT

 * User:AOTT
 * Communicate
 * Guild Leadership Theory
 * Followers Of Master Jack
 * Build Research
 * My Treasure Hunting

Guild Wars

 * Primary Character Alice Of The Twist
 * AKA All characters begin with prefix "AOTT"
 * Guild Followers of Master Jack

Links

 * Followers of Master Jack
 * Guild Wars Guru
 * Warrior elite skill locations
 * Ranger elite skill locations
 * Monk elite skill locations
 * Necromancer elite skill locations
 * Mesmer elite skill locations
 * Elementalist elite skill locations
 * Assassin elite skill locations
 * Ritualist elite skill locations
 * Dervish elite skill locations
 * Paragon elite skill locations
 * Collectors
 * Buried Treasure
 * Category: Abbreviations[]


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About me
Meet the ex Guild Leader of the now disbanded FOMJ.

My GW name is Alice of the Twist. Most often I am referred to as "AOTT" or "Alice." I can be found online.

When you're playing online, you may see me playing any one of my characters, which are all prefixed by "AOTT" with the exception of my primary character, Alice of the Twist. I use all of my characters in PvE and PvP. So much for my Survivor title. If I am unable to use a PvE character in PvP, I use AOTT Blue to fill in. That's what PvP characters are for.

I began playing around 7/5/05 and made my first Guild, Followers Of Master Jack [FOMJ] on 7/15/05. A lot of people came through my Guild. My guild has split off several seed guilds, which helped form the [FOMJ] Alliance. These guilds have been outstandingly successful for the most part. Recently I disbanded FOMJ for personal reasons, and I gave ownership of the Alliance over to my largest seed ally, [EMHW].

I began the [FOMJ] Alliance about 3 days after the release of Guild Wars: Factions as a way to expand the guild into a larger entity. Since then, several guilds have come and gone, and some have stayed. As the leader of the [FOMJ] Alliance, I quickly saw that there would be fanatics who would not rest until cities fell under their control; because of this, I did not ask guilds in the Alliance to maintain obsessively large faction counts; rather I let the guilds competitively amass faction for the sole reason of keeping enough faction to avoid scaring off recruits. Since I have now disbanded FOMJ, I no longer control the Alliance, and am no longer a part of the [EMHW] Alliance. I now reside in The Random Adventurers [TRA] as an officer.

Alice Of The Twist may be more difficult to contact than usual because of events in their personal life.

Luxons Vs. Kurzicks
Luxon FTW

When Factions first came out, I immediately favored the Luxons. I wanted to complete the goal of becoming an "Ultimate Luxon." To me, this task involved acquiring a Miniature Siege Turtle (done it,) 15k Luxon Armor (done it,) and eventually achieving the title of Savior of the Luxons. Unfortunate side-effects of being an ultimate Luxon included aversion to entering Kurzick territory for any reason other than to kill them. Since the release of NF and the disbanding of FOMJ, I have explored and finished the entire Kurzick storyline, mostly for the reason of acquiring the Skill Hunter title. I still don't like Kurzicks very much.

I'd like it if there was a KvL arena that you could choose all 12 people for your party. It would be a lot more organized. But for now we're stuck with 4 random groups being stuck together. You can syncronize entry into KvL and sometimes end up with 12 people working together as a 12 person build, but it doesn't always work out.

Ok, I'll admit I've been a little cruel to the Kurzicks lately. Ok, not just a little cruel. I developed a W/N build called the "Schoolyard Bully." And I've come up with some pretty cutting remarks regarding their culture. I'd suggest "can't we all just get along" except I'm not that kind of person. So I'll offer them a deal: they stop using all their faction to increase their Alliance reputation and instead spend it on Amber, and I'll stop ripping them open and spreading their entrails on sammiches.

PvP and PvE
I'm a balanced player when it comes to PvP and PvE. I get all my skills through PvE, and often I use my PvE characters in PvP (unless a build requires I use something with a different primary class).

When I play my necromancer, I often refer to myself as a "Siege Mistress." An interesting mix, that Necromancer. It's been proven in PvP as one of the better Necromancers out there. And I burn through PvE. Oh, I burn through it... I'm good at Necromancers.

My second favorite class to play is my Ranger, because it's so versatile that I can do just about anything with it. My ranger works best when I try to focus on an individual opponent, but I can cause enough disruption around me that I can escape from even a large group of people trying to kill me. I feel that the ranger is the best class for running, since they have more skills for it with more benefits than the Warrior. (And they're FAST, oh wow, they're FAST.) I also burn through PvE with my Ranger. I know several builds for Rangers that are devastating, the most powerful build I have is posted below.

My Warrior takes third place for play time. Even though it's not as old as my Monk. What can I say, it's a warrior. Not much to it.

Nerfs
Recently, ANet nerfed Soul Reaping, making my Necromancer much much weaker. For this, I intend to bug them until they remove the 5 second cool down. Well, they changed Soul Reaping again. It's actually quite annoying now. Soul Reaping will trigger three times within the space of 15 seconds, but if you're at full energy it does not trigger. Usually, I have my SR set to 10 (9+1.) I don't use many energy buffs, so my energy floats around 30-40 energy maximum. It's nice that SR won't trigger if I have max energy (removes that annoying SR trigger during special events when people are running around town with presents and whatnot getting exploded by Grentches or various other creatures) but let's just take a look at this for a second. (this will take more than a second.)

There are multiple play styles as a Necromancer. I will start by admitting that SR can easily echarge my energy back to full power, regardless of which style I am using, especially on a battlefield where I am throwing spells and attacks and various other nasty things that result in the inevitibale loss of life by my usually pathetically underarmed and underpowered opponents. Three times every 15 seconds is better than once every 5, because it can trigger multiple times at once, right? Sure, right, maybe in a fantasy world where I can't drain my entire energy buffer in say, 6 seconds or less. Look at the Minion Master. The Minion Master has been assaulted over the course of the GW update cycles in several different ways that "balances" it back out, mostly for PvP purposes. I don't really see the point, though. Minions aren't exactly the most resilient things in the universe. In fact, they're pretty easy to kill with AoE or even Whirling Defense or Gladiator's Stance. A 10 minion cap makes sense for PvP, but think about the PvE implications. The spell Animate Bone Minions animates two small, lower level versions of ye olde Bone Horror. Ordinarily, the capability to create multiple minions at once would be a good thing, right? Well, not so much with a minion cap of 10. Instead of 10 minons consisting of level 18 Fiends, Shambling Horrors, Vampiric Horrors, plus maybe one Golem (level 26,28?) you could instead have an army consisting of 9 level 14 Minions plus a golem. Ok. Back in the GOOD OLD DAYS, there wasn't a minion cap. There was this thing called a Minion Factory used in GvG and HA and PvE where you had a saccer who killed themselves over and over, and a rezmer who rezed them over and over with Unyielding Aura or whatever, and a MM who turned the saccer into a big nasty army of minions who then went out and tried their best to overrun the poor saps on the other side with the Undead. Oh, and that MM could sustain teh entire army easily using only Verata's Sacrifice, none of this Blood of the Master crap.

I'm getting back to Soul Reaping, I swear.

So, NOWADAYS, you've got a minion cap of 10. Verata's Sacrifice is ineffective at sustaining Minions for any amount of time. Ok. Minion Masters = MAJOR NERF. Maybe a Dev started a GvG or something and lost to a Minion Factory and developed a grudge, I don't know. Now, think about the COST of all those minions. Bone Horror=15, Bone Minions=25, Fiend=25. 25 energy a pop? That's like casting Rodgort's Invocation over and over! Even an elementalist would run out of energy pretty fast. So Soul Reaping is necessary to make those minons. Minion dies, you get energy to replace it. Person dies, you get energy to turn them into a minion. Even if you had your SR set to 16, (12+1+3) you'd still be paying for some of the spell's cost.

Now back to the resilience of Minions. I'll admit it's fair that summoned creatures ought to be a bit easier to kill than normal creatures, that's a given. The vulnerability to Holy damage makes perfect sense. Minions die pretty easy. In fact, in combat, minions die pretty fast, especially if you're fighting a comparably large force. so, miions die left and right, and you have to replace them, right? Enter Soul Reaping. As enemies die, you replace your minions as they fall. Technically, the SR would recharge you so you had no problem with energy.

In the GOOD OLD DAYS, SR triggered every time that something died within range (which is larger than the range to get XP for kills, I'm pretty sure) and there would be no problem gaining energy for minons. Well, NOWADAYS, you get 3 every 15 seconds. While writing this I accidentally argued myself into doing the math and I realized that under perfect conditions the energy gain and casting time relationship was actually pretty much the same as it used to be. So my complaint about MM's is pretty much just restricted to the Minion Cap and the Verata's Sacrifice Nerf. --- The other types of Necromancers. Blood Necromancers. Curse necromancers. I use these a lot. I run out of energy frequently, even pre-SR nerf. Moreso on the Curses necromancer on the Blood necromancer for some reason. This is because I am not casting a spell to do something with the recently deceased (as is the case with the MM, in which SR has triggered and given me the necessary energy to do my thing) but rather I am casting a spell in hopes of removing the source of my problem. Namely Kurzicks or PvE monsters. Now, unless I am fighting a 55 or specifically targeting previously assaulted victims who are already significantly low on health, there is no way I'm going to get a SR recharge after or before every spell. So I can launch my volley of spells in the hopes of overwhelming my enemy with damage, but what happens when my enemy suddenly and mysteriously does not die? I'm screwed, because I don't have any energy left to throw another "icy cold hand of life stealing death" at them. And then their buddies come and beat on me.

Opinion on the Factions classes
It's been a while since I really thought to look at this section of my Wiki. I have an assassin right now; I deleted my Ritualist in favor of a Mesmer. I have not used my Assassin for months. In PvP, I still consider them weak and ineffectual unless circumstances are perfect or their target has already been weakened. A simple "block/dodge" stance can render an assassin completely impotent.

My experience with Ritualists hasn't been particularly impressive. I have worked with them and fought against them, and they really lack primary defensive abilities. If they're not noticed, they can cause quite a bit of disruption with their spirit spamming. Their spells leave something to be desired. Still, they have had a slightly more formidable impact on battles than the Assassin, at least in my experience. It can be impressive to see a small army of spirits throwing so many projectiles at one opponent at once. Unfortunately, it's a short-lived impact.

So, I suppose right now the Factions classes are still regarded as a disappointment for me.

Opinion on the new Nightfall Classes
I have 2 Nightfall Characters. Dervish and Paragon, of course. I've played the Dervish more, and it does incredible amounts of damage, at least until the Devs get around to nerfing it so it's weak as a kitten. Which would not be cool, since I consider it an apology for the ineffectual pinpricks Assassins dish out. I'm sure we've all seen the impact of Dervishes on PvP, almost (but not quite) supplanting Warriors as the most powerful melee class. As I gather more skills for my own Dervish, I expect I'll be wreaking a lot more havoc as time goes on.

My Paragon hasn't seen as much action, however I have fought against them in the RA, and they're an absolute nuisance. I thought the assassins teleporting around and the Ritualists spirit spamming was annoying, but now I have to deal with these weak, almost environment-level effects from all their screaming. As a ranger-esque midliner, the Paragon fails to impress me with damage output. It's like the developers wanted to make a "leader" that would fall in a hail of bullets once it entered combat! Since so many players focus on using the shouts and party-support abilities, they forget to use the Paragon's self-sustaining abilities and potential to wreak havoc by itself. As I advance my Paragon, I hope to convince myself otherwise of the ineffectual attempts others have made as the best that a Paragon can do in PvP and PvE. It just seems to me that the Paragon has something more to offer than a shadowy background effect, and I've got to be the one to find it.

About [FOMJ]
[FOMJ] was an accident. I never intended the guild to flourish the way it did; I had expected other guilds to be so well-developed and well-known that my little stake in the battle isles would be ignored by all but the most newbie players. Well, FOMJ grew faster than I could have imagined, and it floated between 70-90 players at any given time with an average of about 15-20 officers by the end of its life. When Factions came out, and I heard about Alliances and the rumored ability to take control of cities, I had originally expected to be fighting for control of a city constantly in a siege-like 'round the clock stuggle for supremacy. I was actually fairly confident in my Guild's ability to hold such a siege, but alas; city ownership turned out to be a matter of how many faction points an Alliance could muster. Once Factions hit its peak, it dawned upon me that the only way to take control of even a minor outpost would be impossible to accomplish without sacrificing all other aspects of the game. So, I gave up the dream of owning Cavalon (which at present requites 24 million faction points to control, 1/7/07) and settled for having far more members in my guild and alliance than any of those alliances. Thanks to my impressive officer core and my own efforts, I'd say we did a pretty spiffy job.

FOMJ was disbanded on 1/15/07. The members were given to Allies within the [FOMJ] Alliance. The [FOMJ] Alliance guilds reformed under [EMHW]. I joined [TRA], which was kicked from the [EMHW] Alliance for low activity. [TRA] is still a lone guild at this point. [4/16/07]

Hard Data
AOTT is the original Guild Leader of the now disbanded guild, Followers of Master Jack [FOMJ]. She has been playing for 2 years and uses Prophecies, Factions, and Nightfall.


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A cell filled with quotes

 * For the love of everything on a turkey and mayonnaise sandwich, what was THAT!?-Crypto Scout
 * FALG STAND! FALG STAND!-AOTT
 * Y'know, we're totally Guild Leaders, and we totally give you permission.-AOTT
 * That and you're a total jackass.-DLM
 * Boing boing boing boing boing...-AOTT
 * I FEEL SO POWERFUL-AOTT
 * Go recruit Russians for me.-AOTT
 * Russians are awesome in PvP.-AOTT
 * I'm one of the more powerful Necromancers you'll come across-AOTT
 * I'm your Alliance Leader, what did you expect?-AOTT
 * You're doing a nice job toady.-AOTT
 * Be more cold and heartless like me. STOMP on the minions... reward the good ones with... NOT stomping on them... AOTT
 * How was your party, AOTT? Did you drink? Did you waer a toga? Did you get drunk, AOTT? Hey, AOTT, how was the party? Didja find a new boytoy, AOTT? Hey, AOTT.... Foxx Shadow
 * The verdict is... "Nah." That means no.  No, you can't come back.  BECAUSE YOU'RE ANNOYING. AOTT
 * Ok, review time: I'm AOTT, your Alliance Leader, aka GOD ALMIGHTY... AOTT
 * FREEEEEEEDOOOOOOOOMMMMMM!!!!!- AOTT, after disbanding FOMJ
 * Don't let me stand in the way of progress.- AOTT, when told that [TRA] was to be kicked from the Alliance
 * What do you mean, "I don't have that skill?" What are you, some kinda newbie?- AOTT
 * And now, I'm going to break your spirit by telling you the meaning of life.- AOTT
 * I like candy.- AOTT
 * Holy crap, it worked!- AOTT (this happens frequently)
 * The Kurzicks have never mobbed. They just have a lot of gay pride parades. -Vhagar Perivor
 * It takes five Kurzicks to kill one Luxon. -AOTT
 * So I've got to go back to Tyria, huh? I've done Tyria once already, gone through the mutated armies and elite constructs of an undead bodyguard, fought through through the Kournan armies only to get sucked into the Realm of Torment to fight an army of demons in order to kill an insane god.  Now you want me to go tunnel-crawling in Tyria?  Sure, I could use the vacation, lemme get my bags.-AOTT's reaction to GWEN


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Player Achievements

 * Aided in the war against the Kurzicks
 * Paid for almost half of all FOMJ Guild resources personally.
 * Paid for the creation of the Guilds TRA and NOMJ
 * Has coordinated Guild Events and Activities for FOMJ since the creation of the Guild.
 * Has developed Guild PvP Builds for FOMJ since the creation of the Guild.
 * Each build is individually capable of standing against at least 2 other Human players, resulting either in stalemate or victory.


 * Developed the Vile Archer
 * The Vile Archer is capable of sustaining a stalemate or victory against a force of 3 to 4 human players without outside help.


 * Developed a Blood Spiker independently of outside influence.
 * AOTT's blood spiker can sustain itself and a party while maintaining a stalemate or victory against 3 to 4 human players without outside help.
 * Caveat: The Blood Spiker is a spellcasting build, and is thus vulnerable to all the same things as any other spellcaster.


 * Develped a Bonder build independently of outside influence
 * AOTT's Bonder was developed for use in the Deeps, and is capable of sustaining a party of 12 under heavy fire (or 6 people who don't have any self-protection that do everything wrong.)


 * Theorized a condition-dependent build which remains "classified."
 * Due to the complexity of the build and the unorthodox skills used, AOTT was never able to test the build due to lack of skills on the part of Guild members. It was, needless to say, a disappointment.


 * Started the FOMJ Alliance
 * Disbanded FOMJ
 * Developed the first published GW political theory (to my knowledge.)


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FOMJ Stats
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 * DISBANDED*
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Characters
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Alice of the Twist
A primary PvE Necromancer, has switched between several secondary classes including Elementalist, Monk, and Mesmer, and recently Ritualist. {N/E/Mo/Me/Rt} Thus her skillset is very diverse. A quick thought on Necromancers:
 * I have always considered Necromancers to be the most powerful class in every game that I have played. The ability to turn enemies into undead allies, to manipulate the very life force of enemies and steal strength and vitality for myself has always made the necromancer my class of choice when it comes to just about any application.  In small encounters, a Necromancer is no more powerful than any other class, but under siege-like circumstances, where there are vast numbers of enemies and chaos everywhere, the Necromancer ends up on top, turning corpses into allies, turning the tide of any battle in the favor of the Necromnacer.  Whether I am creating wells or minions or exploding corpses like mines, The Necromancer has been more than a support class for me.  It is the ultimate expression and manifestation of power on the battlefield.

I cannot express how much the Soul Reaping nerf has angered me. I had a N/D build based off Soul Reaping, which is now useless.


 * Tyrian Character
 * 2,488,158 XP (1/3/07)
 * 265 Skill Points earned
 * All Tyrian Necromancer Non-Elite Skills
 * All Canthan Necromancer Non-Elite Skills
 * All Elonian Necromancer Non-Elite Skills
 * All Tyrian Elementalist Non-Elite Skills
 * All Canthan Monk Non-Elite Skills
 * All Tyrian Elites (Tyrian Skill Hunter Title)
 * All Canthan Necromancer Elites
 * All Elonian Necromancer Elites
 * All Canthan Monk Elites
 * All Canthan Elementalist Elites
 * All Canthan Mesmer Elites
 * All Elonian Dervish Elites


 * Ascended AND Weh No Su AND whatever the NF equivalent is.
 * Tyrian Master Cartographer (95.7%)
 * Canthan Pathfinder (77.2%)
 * Protector of Tyria (Defeated Prophecies)
 * Sunspear Castellan (rank 8)
 * Brave Lightbringer (rank 3)
 * Defeated Factions Campaign (Luxon side)
 * Defeated Factions Campaign (Kurzick side)
 * Defeated Nightfall Campaign
 * Wears 15k Necrotics (from Marhan's Grotto)
 * Wears 15k Luxon Armor (Mixed) (from Leviathan Pits)
 * Scar, Boneweave, Boneweave, Minion Master, Bloodstained Boots.


 * 2714 Deaths (1/3/07)
 * Owner of Miniature Siege Turtle

Attributes and Skills

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AOTT Hippie
A primary PvE Ranger, has switched between being a Mesmer secondary and a Necromancer secondary. At one point she was a Monk secondary, but it only lasted a day. Currently a R/N. (Not playing as a toucher for those of you who are immediately drawing that assumption. Something far, far nastier.) My thoughts on Rangers:
 * The Ranger is the most versatile of all classes.


 * Tyrian Character
 * All Tyrian Ranger Non-Elite Skills
 * All Canthan Ranger Non-Elite Skills
 * All Tyrian Mesmer Non-Elite Skills
 * All Tyrian Ranger Elites
 * All Canthan Ranger Elites
 * Ascended AND Weh No Su
 * Tyrian Trailblazer
 * Defeated Prophecies Campaign
 * Defeated Factions Campaign
 * Owner of Miniature Whiptail Devourer

Vile Archer

Attributes and Skills
SKILL TEMPLATE CODE: ACRRJvMeyZ8YLj41gZULcfD


 * This is my personal build. Since I am now posting it on GuildWiki, I am aware that it may end up in any form of PvP and that there will, undoubtably, be multitudes of plagiarists.  However, I feel the need to get it out there.  Since my page is frequented most often by my ex-Alliance, perhaps some of them will find the build useful or learn to counter it.
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AOTT Almighty
A primary PvE Monk, has switched from a Mesmer secondary to a Warrior secondary. While still missing a few skills, AOTT Almighty has proven to be a decent bonder. Currently fighting through the Factions campaign.
 * Tyrian Character
 * Ascended
 * All prophecies Non-Elite Monk Skills
 * All Factions Non-Elite Monk Skills
 * Defeated Prophecies Campaign
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AOTT Pandora Panic
A primary PvE Warrior.
 * Tyrian Character
 * All Tyrian Non-Elite Warrior Skills
 * All Canthan Non-Elite Warrior Skills
 * All Tyrian Warrior Elites
 * All Canthan Warrior Elites
 * Ascended/Weh No Su
 * Finished Prophecies Campaign
 * Canthan 1.5k Beserker's Armor
 * Canthan 1.5k Legionnaire's Armor

I'm not really sure about all of Pandora Panic's stats right now.


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AOTT Armageddon
A primary Assassin, has switched from being a Necromancer secondary to a Monk secondary. Unfortunately, I was being pathologically cheap and she also rides the short bus with AOTT Almighty.
 * Factions Character
 * Weh No Su


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AOTT Rose Red
Primary Mesmer
 * Factions Character
 * Weh No Su
 * Has traveled back to Ascalon City.
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AOTT Silvershine
Primary Paragon
 * Nightfall Character


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AOTT Legend
Primary Dervish
 * Nightfall Character
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AOTT Blue
A PvP Character. She can be anything.
 * PvP Character
 * Ally of the Luxons (550,000 Luxon Faction donated)
 * All Tyrian N/E/Me/R/W/Mo skills unlocked
 * All Canthan Necromancer Skills unlocked
 * 27 fame (Rank 1) (I don't get to Heroes' Ascent often.)
 * All Tyrian Runes unlocked
 * Probably more that I'm too lazy to remember.
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Treasure Hunting Record
last treasure run: 4/28/07 (I need to learn how to draw a table before I can really deal with this.) N-1,2,3,4,5,6,7,8,*,10,*,12 W R Mo Me D P


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