Talk:Armor of Sanctity

A cheap (if conditional), self only, maintainable Shielding Hands... hmm, lovely! Ubermancer 03:50, 12 September 2006 (CDT)

Awesome. Combine with Aura of Thorns for continuous protection against anything nearby. Arshay Duskbrow 07:38, 26 September 2006 (CDT)
 * Screw Aura, combine with Veil of Thorns. --Shattered Self 08:25, 26 September 2006 (CDT)

I thought of that as well, but the thing is, Veil requires you to be hit once before the cripple triggers, and if you were against multiple foes each would get their shot at you before it happened. Aura proactively causes conditions to all foes nearby, no need to take the damage first, and is half the cost and casts more quickly as well. If you use another skill to end Aura at the right time, you'd need to recast it less often of the two. Also, Aura affects foes not targeting you specifically. On the other hand, Veil would appear to work on ranged attackers. So I suppose it comes down to what you're facing. If it's a swarm of melee attackers, Aura. If you're up against ranged foes, Veil. They're both good, anyway. Arshay Duskbrow 08:57, 26 September 2006 (CDT)

Added a place to grab it early for those Dervs not quite to Gates of Torment yet --Rydrogan 20:15, 19 November 2006 (CST)

Is the amount correct, i have that at 12 it reduces by 17 dmg... could we double check? Baron 18:52, 5 December 2006 (CST)

the table is correct, wording is wrong. the wording has been taken from Anet's scaling, 0 to 15, so yes, 12 IS 17 damage, i'll fix that --My Name Is Not Dan 16:07, 8 December 2006 (CST)

I believe the Skill Trainer in Kamadan is incorrect. I went there to buy it, but I had to get on a toon that completed the game and buy it at the gate of torment before I could buy it from Kamadan.--209.112.221.9 10:25, 30 December 2006 (CST)

rv'd notes, veil is the only one worth listing &mdash; Skuld 13:49, 30 December 2006 (CST)

Does this reduce all damage? The reaso I ask is because I still took the same amount of damage from the Kournan Bowmen's Whirling Defense when I used it. Watch this screenshot: http://gw.gamewikis.org/wiki/Image:Gw467.jpg Yaki 10:25, 31 January 2007 (CST)

Armor of Sanctity + Protective Spirit
I was thinking if Armor of Sanctity would be able to work with Protective Spirit for a 55 build, but it absorbs the damage BEFORE the PS 10% mark comes in, so it won't do much. Just pointing that out.


 * Are you sure? Which did you use first? If I've got it right, enchantments takes effect in the order you apply them, so using PS first and then AoS would reduce the damage to 0. Yaki 10:22, 31 January 2007 (CST)
 * I tried both ways, neither worked. Too bad really, it's a lot easier to get off and maintain than SoA. 74.244.17.119 19:13, 9 April 2007 (CDT)

Do Damage reduction skills stack. 'Cause i was thinking of combining this with that skill (cant remember the name) from earth prayers for like 40 DR. Zan 21:59, 15 February 2008 (UTC)
 * You mean Stoneflesh Aura in the Earth magic line? Yes, it'll stack with that --Gimmethegepgun 22:02, 15 February 2008 (UTC)
 * yeah thats what i was talkin about. thanx. i gonna go work on teh new build ;) Zan 22:03, 15 February 2008 (UTC)

Related Skills
Shouldn't Shielding Hands be a related skill? S ora267  21:27, 5 March 2007 (CST)


 * Yes, as well as Shield of Absorption. I added them both to the page. - Lord Xivor 12:07, 19 March 2007 (CDT)

Critical Hits
While in Consulate Docks, against those Zealots, Malicious Strike and Critical Strike both did normal amounts of damge when they hit, despite this being up. So did Wild Strike when I notice the energy from a critical pop up. Anyone wanna test if this is ignored by crits? --Gimmethegepgun 16:11, 11 April 2007 (CDT)


 * Err, nvm, seems normal --Gimmethegepgun 16:13, 11 April 2007 (CDT)

Dervish Tank
I was just thinking that you could make a D/N with Enfeebling Blood and Armor of Sanctity, even though foes of choice would have to deal physical damage, but, in theory, you could tank almost infinitely. And even if that isn't enough to negate all the damage, use a few more enchantments and add in Mystic Regeneration/Mystic Vigor, because the combination of Armor of Sanctity and weakness would subtract a large chunk of the damage, which Mystic Regeneration (or Mystic Vigor) could easily recover.

I was kinda thinking AoS + Tainted flesh for physical tanking/farming. (68.63.233.200 12:55, 20 September 2007 (CDT)

Maybe a D/N AoS, Tainted Flesh, Enfeebling Blood, Conviction, Reap Impurities, Mystic Regneration/Vigor, Victorious Sweep, Chilling Victory and relative invulnerability xp. Hell I might try that out.--Cursed Condemner 12:32, 21 October 2007 (UTC)

Or you could use wounding strike and Epidemic and not gimp your bar, and do mass aoe degen.--66.192.104.13 18:20, 7 January 2009 (UTC)


 * Adjacent range != massive (and 3 degen is puny), and adjacent range is only slightly larger than what your scythe would hit anyways. Taking even just Epidemic is gimping your bar.
 * Also, the comments here were to get a sturdy derv using this skill, not for causing AoE degen. --- [[Image:VipermagiSig.JPG|Ohaider!]] -- (contribs) &emsp;(talk)  18:25, 7 January 2009 (UTC)

I find D/N curse "Tanks" to be fairly hamstrung by the fact that they can't effectively spread Blindness on their own. A D/Nec going heavy into Blood and Earth instead to take advantage of Grenth's Balance is bound to be more survivable in every possible way. And that goes double for a D/Ele that manages high Attribs in Earth and Air/Water magic... And somewhat ironically, I personally use Sanctity armor a lot more often for Running than I ever use it for "Tanking" --ilr(07,Jan.'09)

Ultrabuff
I'm predicting a huge wave of dervish healers sometime soon.-- Ikimono "My beard is thick."  03:22, 7 August 2009 (UTC)

Shit is so freaking overpowered. freaking every caster now is -/D and just lols at melee trying to kill them.--70.118.56.201 18:21, 8 August 2009 (UTC)

Defy Pain, Now available for ALL classes.-- Ikimono "My beard is thick."  16:15, 9 August 2009 (UTC)

Friggin overpowered!I really hate it! This skill means less wins for my warrior and derv in RA as almost all the Mo/W are Mo/D now -.- Stang 09:37, 10 August 2009 (UTC)
 * This skill's main weakness is that you can't cast it while knocked down, which means once you manage to KD the monk he's screwed. It also means hammer warriors have to get better at qknocks. Drag  nmn   talk cont  09:43, 10 August 2009 (UTC)
 * o rly? &mdash; Balistic


 * The ways to shut down physical attackers have gotten out of hand. Blocking meta was extremely powerful before, now this is an addition. While I prefer doing reduced damage to getting blocked greatly (because interrupts, adrenaline gain, etc still work), this is just too much all in all. I say nerf blocking for casters unless with drawbacks (Distortion), the kind of blocking by /W abusers (eg. add "this skill ends if you cast a spell") And let this be.
 * Oh and let's not forget A single, pretty easily applied (doesn't have harsh requirements like daze) condition that makes any physical attacker com-ple-te-ly useless --[[Image:Takisig.jpg]] Taki Fujiko  00:48, 11 August 2009 (UTC)


 * Completely useless, hmm. Adding an "ends if you cast a spell" clause doesn't fix anything except for Balanced Stance. They don't need to spam spells 24/7; they can wait for 3 seconds blocking most of your spike and then continue doing what they do second-best. --- [[Image:VipermagiSig.JPG]] -- (contribs) &emsp;(talk)  12:00, 11 August 2009 (UTC)
 * Physical attackers are easy to counter because they cut through casters like cheese.