User:Namnatulco/builds/miniarch/Mo

=PvE=

Mo/D Vermin Farmer (User:Gobla)
Divine: 8+1 // Prot: 10+1+3 // Smithing: 11+1 // Earth Prayers: 6

Fleeting Stability / Shield of Absorption / Mystic Regeneration / Shield of Judgment / Balthazar's Aura / Essence Bond / Balthazar's Spirit / Blessed Aura

+20% enchanting, radiant armor.

Use
vid
 * Maintain Blessed Aura, Balthazar's Spirit, and Essence Bond at all times.
 * Gather as many vermin as you feel like, you can tank an infinite number if used right.
 * Keep Fleeting Stability and Shield of Absorption up at all times, I find it smart to follow SoA with FS.
 * Use Mystic Regeneration to counter the health degen of the vermin.
 * Use Shield of Judgment to damage the vermin, follow it up with Balthazar's Aura. The knockdown for SoJ will allow BA to deal lots of damage without scattering the vermin. Attack a vermin at all times so it keeps attacking you. Shreader should always be taken down first.

Mo/W Axe 55 (User:Girion)


Divine: 8+3 // Prot: 11+3 // Smithing: 8+1+3 // Axe: 9

Protective Spirit / Shield of Absorption / Lacerating Chop / Cyclone Axe / Shield of Judgment / Strength of Honor /  Balthazar's Spirit / Blessed Aura

Totem Axe, radiant armor. Headgears: Smithing, Divine.

Possibly SoA => Shielding Hands?

Use
(not from origional article)

Same as normal SoA, but use cyclone axe and lacerating to deal additional damage. On non-knockdown-able creatures, replace lacerating.

Mo/D Runner (User:Ninjatek)
Divine: 12+1+3 // Prot: 3+1 // Earth Prayers: 9 // Wind: 9

Enchanted Haste / Harrier's Haste / Fleeting Stability / Smite Hex / Mending Touch / Spell Breaker / Blessed Aura / Watchful Spirit

Totem Axe, +30hp//+5mp^enchanted divine offhand or +30//HSR 20% Divine offhand

Use
The power of this build comes from the long-lasting preventative action of Spell Breaker. At rest points, allow Spell Breaker to recharge while you heal yourself. Successful usage of this build is facilitated by smart gameplay; only use Spell Breaker when you (forsee you will) need it - do not try to keep it active all the time.


 * Begin your run by casting Blessed Aura. This constantly maintained enchantment will help to fuel your Enchanted Haste.
 * If desired, pre-cast Watchful Spirit so you may cancel it in the event of an emergency for a quick heal boost after taking damage. Although you do not need to stop to cancel Watchful Spirit, you will need to stop to recast for future uses.
 * Use Spell Breaker when passing through areas with casters. Even with an enchanting weapon and Blessed Aura, you cannot maintain this enchantment indefinitely. It should last around 25 seconds, so know your area and plan ahead for the 20 second downtime.
 * Use Enchanted Haste and then Harrier's Haste immediately after Enchanted Haste expires. With 9 points in Wind Prayers, you can run constantly and with no energy downtime while cycling through these skills. Note that both of these skills are stances and, as such, one will cancel the other.
 * Use Fleeting Stability just before entering a knockdown area. This is an enchantment and, as such, it will not interfere with your running stances. Beware of the self-knockdown effect after Fleeting ends.
 * Use Smite Hex as needed.
 * Use Mending Touch as needed.

Var
The build can be customized to conform to specific runs, enemies, and user preferences:


 * If knockdowns are not a concern, consider bringing Healing Touch instead of Fleeting Stability, lower your attribute rank in Earth Prayers to 0 and increase your attribute rank in Healing Prayers to 9. With your high rank in Divine Favor you will get 144 heal for 5 energy.
 * If knockdowns are not a concern, consider bringing Conviction for added armor.
 * If you choose to use conviction with this build, consider bringing Featherfoot Grace, as it is an enchantment running spell and will not conflict with your Conviction stance.
 * Watchful Healing can be used instead of Watchful Spirit, as a cheaper regen spell. Additionally, bring a "lose enchantment" skill to cancel Watchful Healing and gain its healing bonus.
 * Pious Restoration or Signet of Pious Light can be used to cancel Fleeting and Watchful Healing if you choose that skill as well.
 * If you're running with a team, consider using Dismiss Condition to assist your allies if needed.
 * If you are not concerned with hexes, replace Smite Hex with Signet of Devotion for self healing, ideally at rest stops or after breaking aggro.

Mo/R Shiverpeaks Runner (User:Luobailong)
Divine: 12+1+3 // WS: 12

Serpent's Quickness / Spell Breaker / Storm Chaser / Dodge / Purge Conditions / Smite Hex / Watchful Spirit / Blessed Aura

Possible armor: Acolyte/Wanderers (=+10 armor^enchanted/+10 armor vs ele) weapons: something with 20% enchant and HSR 20% divine (staff or totem axe+offhand)

Use
Maintain the following casting orders when running.

Enchantment Sequence
 * Activate Blessed Aura and Watchful Spirit (in this order).

Note: Watchful Spirit, though providing only a Health recovery of +2, can quick-heal you for 160 Hit Points (12 Divine Favor) or even 190 (Divine Favor of 16) when canceled by double-clicking on it. Recover your Energy bar after that. Therefore, in emergency situations (Avicara Rangers, Jade Bows) cancel this skill, if you need immediate health. Blessed Aura helps keep up Spell Breaker - your only insurance of not dying right away.

Running Sequence


 * Activate Serpent's Quickness, Spell Breaker, and Storm Chaser (in this order).

Note #1: With Serpent's Quickness you initate your running sequence. It will give Spell Breaker a minimal advantage to recover faster. Try to keep up Spell Breaker at any given moment. Blessed Aura (supported by your weapon with +20% longer enchantments), and Serpent's Quickness guarantee that Spell Breaker will get recharged within 18,5 secs or less if you delay the activation of Storm Chaser (which cancels Serpent's Quickness' Quick-Recharge-Skill ability) (See Bug: Serpent's Quickness under Specific Hints No. #6). Eventually, Storm Chaser will boost your speed for 18 secs, the same period of time Spell Breaker is being active (with Divine Favor of 16). If there aren't any Hex-casting enemies on your route, you, of course, are free not to use Spell Breaker.

Note #2: As soon as Spell Breaker fades away, recast it, and use Storm Chaser again. You can do the Running Sequence twice, without a gap between 2x Spell Breaker.

Var

 * It is possible to use Dryder's Defenses instead of Dodge in order to start aggroing multiple Rangers (Jade Bows, etc.) since Dryder's Defenses is one of the evasion stances that is not tied to Expertise unlike Dodge.
 * Zojun's Haste can replace Dodge, as it is a Factions duplicate skill.
 * Holy Veil can replace Smite Hex, as both are generally one-second cast Hex removal skills, and you will not have to stop to remove a hex if you pre-cast it where needed.
 * Divine Intervention for fatal situations can replace Smite Hex but be aware of the missing hex remover in emergency situations (unforeseen aggroing) where you simply aggroed enemies w/o Spell Breaker being active. Be aware of the long skill recharge of 30 secs.
 * Healing Touch can replace Smite Hex when in need of healing, but don't want to cancel Watchful Spirit. With 16 in divine and 3 in Healing Prayers, Healing Touch will heal for about 25+102 HP for the cost of 5 energy.
 * Dodge can also be replaced with other running skills, such as Storm's Embrace or Natural Stride.
 * For users with Nightfall, Purge Conditions can be replaced with Mending Touch.

Mo/W Forge Runner (User:Luobailong)
Divine: 12+1+1 // Tactics: 12 Divine Intervention / Sprint / "Charge!" / Balanced Stance / Purge Conditions / Smite Hex / Holy Veil / Watchful Spirit

Acolyte's armor, Gardock's Staff (#1), Totem Axe or Rajazan's Fervor with Grognar's Defender (#2)

Use
General

The Running Sequence provides an almost constant speed boost. It is not gap-less, that is to say, there is a short pause between one Sprint and "Charge!" cycle. The Divine Favor Cycle provides the best quick-healing, and the Hex-Countering Mechanism the best anti-hex measurements.

Running Sequence


 * Use Sprint, and "Charge!" for a speed boost of 25%. Sprint and "Charge!" together do stack for a total boost of 33%.
 * Use Balanced Stance to counter knockdowns by Frost Wurms, Ice Golems, Tundra Giants, and Azure Shadows.

Note: Balanced Stance cancels Sprint and vice versa, for they are both stances. Never use them simultaneously if you don't want to lose either of them. Balanced Stance should be used with "Charge!" instead. Balanced Stance will outlast "Charge!" by 8 secs. Use Balanced Stance, wait 4-8 secs and activate "Charge!". It is better to be quicker in escape than in approach due to the aggro/ deaggro behavior of the NPCs.

Divine Favor Cycle


 * Activate Watchful Spirit (WS) when entering a new area.
 * Cancel Watchful Spirit whenever instant healing is necessary. Try to recast Watchful Spirit after that.
 * Use Divine Intervention (DI) as backup healing.

Note #1: Depending on your running abilities it is advised to use DI first before canceling WS in order to be still under the effect of the +2 health pips by WS.

Note #2 Your high Divine Favor attribute allows you to heal you from spells like Purge Conditions, and Smite Hex, too. Though, it might not be much healing but in case of little healing it is much better than canceling Watchful Spirit

Hex-Countering Mechanism


 * Cast Holy Veil on yourself first as major hex-protecting mechanism.
 * Use Smite Hex as major hex-remover.

Note #1: Always use Smite Hex for removing a Hex before canceling Holy Veil. By not canceling Holy Veil first you make sure that the enemies still need twice as long to cast for their hexes.

Note #2: For an extra hex remover cast Holy Veil and wait for it to recharge. By canceling it, recasting, and canceling it again, you can remove up to two hexes only with Holy Veil.

Conditions


 * Use Purge Conditions for an all-in-one conditions clean-up.

Note: Beware traps set by Pinesouls that cripple you for quite a long time. It is not unlikely that two traps are behind each other. Go on running crippled to check whether a second trap is about to ignite; only then use Purge Conditions to reduce the chance of getting trapped twice to a minimum. Alternatively, Mend Ailment can replace Purge Conditions for countering multi-traps.

=PvP=

Blessed Escaper 
Divine: 12+1+1 // Heal: 8+1 // Prot: 8+1 // Shadow Arts: 7

Blessed Light / Gift of Health / Signet of Devotion / Reversal of Fortune / Dark Escape / Return / 2x Swapslot

Swapslots = Guardian, Protective Spirit, Shield of Absorption, Spirit Bond //// Mend Condition, Mend Ailment, Dismiss Condition, Holy Veil

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Shadow Arts RC Monk 
Prot: 10+1+1 // Divine:11+1 // Heal: 8+1 // Shadow Arts: 6

Reversal of Fortune / Restore Condition / Gift of Health / Shield of Absorption / Sig of Devotion / Holy Veil / Return / Dark Escape

SoA <=> PS

Holy Veil <=> other hex removers

SoD <=> Dismiss condition <=> Mend Ailment <=> Mending Touch

Weapon swap + Purge Signet can be effective.

Dark Escape <=> Dash <=> other runs

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Shadow Arts ZB 
See Shadow Arts RC Monk, but replace RC with ZB, and replace Gift of Health with another skill. Put Heal into Prot. Note that GoH can be used anyway.

Earth Prayers ZB Healer
Similar to Shadow Arts ZB, but use Conviction and Vital Boon for sin skills. Same variants and notes apply. Attribute spread is prot11/divine9/earthpray8/heal8 but heal can be moved to prot and divine when going without GoH.

Mo/D Mystic Protection
prot: 12+1+1 // Wind: 10 // Divine: 8+1

Zealous Benediction / Mystic Healing / Dismiss Condition / Reversal of Fortune / Protective Spirit / Shield of Absorption / Holy Veil / Swapslot

Swapslot = Featherfoot Grace, Vow of Piety, Lyssa's Haste

Blessed Aura can also be considered.

Deliverance Runner 
Divine:11+1+2 // Heal:11+2 // Air:8 // Divine:3+1

Light of Deliverance / Storm Djinn's Haste / Glyph of Lesser Energy / Aegis / Extinguish / Mending Touch / Shield of Absorption / Words of Comfort

Var

 * You may wish to switch Shield of Absorption with Protective Spirit.
 * Reversal of Fortune for extra healing and damage prevention.
 * Hex removal may be useful, but is rarely encountered when flagging. If you expect to encounter it, take Holy Veil to counter it.
 * If you want even more healing, take Heal Party as well.
 * Take Dismiss Condition in place of Mending Touch or in the optional slot for greater healing capabilities when removing conditions.
 * Healing Touch for a strong self heal.

SoD Grasping Monk 
Prot:12+1+1//Heal:8+1//Divine:9+1//Earthmagic:5

Shield of Deflection / Reversal of Fortune / Dismiss Condition / Gift of Health / Protective Spirit / Grasping Earth / Glyph of Lesser Energy / Holy Veil

Use

 * Cast Shield of Deflection on an ally under melee pressure or threat of spike
 * Use Reversal of Fortune, Dismiss Condition, and Gift of Health when appropriate
 * Use Protective Spirit to counters spikes and heavy damage from the enemy team.
 * Activate Grasping Earth when surrounded by foes, then kite away.
 * To counter Hexes, use Holy Veil.
 * Cast Glyph of Lesser Energy then SoD x2 or SoD + PS.

SoR Monk 
Prot:11+1+1//Divine:10+1//Heal:10+1

Reversal of Fortune / Gift of Health / Signet of Devotion / Dismiss Condition / Glyph of Lesser Energy / Shield of Regeneration / Holy Veil / Swapslot

Swapslot = Shielding Hands / SoA / Aegis / Guardian / Spirit Bond / PS / Mending Touch

Smite Hex <=> Holy Veil

Glyph ZB 
prot11+1+1//divine:11+1//heal:8+1

Reversal of Fortune / Gift of Health / Zealous Benediction / Dismiss Condition / Protective Spirit / Glyph of Lesser Energy / Aegis / Holy Veil

Diverted Support 
Divine:10+1//Prot:11+1+1//Inspiration:6//Heal:8

Reversal of Fortune / Gift of Health / Divert Hexes / Signet of Devotion / Dismiss Condition / Shield of Absorption / Protective Spirit / Channeling

Runes note: use sup vigor, divine, prot and 2 attunement

Inspiration Boon Healer 
Heal:12+1+2//Divine:10+1//Prot:2+1//Inspiration:8

Orison of Healing / Dwayna's Kiss / Ethereal Light / Healing Touch / Dismiss Condition / Channeling / Inspired Hex / Healer's Boon

RC Prot 
Prot:12+1+3//Divine:9+1//Inspiration:9

Shield of Absorption / Reversal of Fortune / Protective Spirit / Restore Condition / Inspired Hex / Holy Veil / Aegis / Channeling

GoH can be swapped in if prefered.

Zealous Prot
prot:12+1+1//heal:10+1//divine:8+1//domination:2

Reversal of Fortune / Gift of Health / Shield of Absorption / Spirit Bond / Holy Veil / Hex Breaker / Zealous Benediction / Dismiss Condition

Var

 * Dismiss Condition can be replaced with Mend Condition or Mend Ailment.
 * Shield of Absorption can be replaced with Shielding Hands.

Stanced LoD infuse
Heal:12+1+1//Divine:10+1//Prot:8+1//Tactics:2

Reversal of Fortune / Light of Deliverance / Infuse Health / Dwayna's Kiss / Spirit Bond / Holy Veil / Shield Bash / Balanced Stance

Note: Swap to a shield when using shield bash, or use it and then swap to a shield to help against critical skills.

Stanced ZB infuse
Prot:12+1+1//Tactics:6//Divine:6+1//Heal:10+1

Zealous Benediction / Reversal of Fortune / Shield of Absorption / Dismiss Condition / Gift of Health / Infuse Health / Shield Bash / Balanced Stance