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{{mini skill bar|Mind Blast}} |
{{mini skill bar|Mind Blast}} |
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{{mini skill bar|Water Trident}} |
{{mini skill bar|Water Trident}} |
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− | {{mini skill bar|Guardian|Healing Burst| |
+ | {{mini skill bar|Guardian|Healing Burst|Shield of Absorption|Shielding Hands|Aura of Stability|Mend Condition|Cure Hex|Armor of Sanctity}} |
{{mini skill bar|Guardian|Word of Healing|Patient Spirit|Infuse Health|Signet of Rejuvenation|Dismiss Condition|Cure Hex|Armor of Sanctity}} |
{{mini skill bar|Guardian|Word of Healing|Patient Spirit|Infuse Health|Signet of Rejuvenation|Dismiss Condition|Cure Hex|Armor of Sanctity}} |
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{{mini skill bar|Spirit Light Weapon|Weapon of Warding|Wielder's Boon|Soothing Memories|Protective Was Kaolai|Life|Freezing Gust|Armor of Mist}} |
{{mini skill bar|Spirit Light Weapon|Weapon of Warding|Wielder's Boon|Soothing Memories|Protective Was Kaolai|Life|Freezing Gust|Armor of Mist}} |
Revision as of 06:49, 9 September 2009
GvG
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Tactics
- Escape and Mblast split from start. Force 1 healer back.
- Prage and/or Cripshot splits later, flagger/prot follows to keep split alive if need be. Force damage and more healers back.
- 1-2 Damage dealers collapse on stand team accordingly, since generally opponents countersplit by sending 2 defensive characters back at this point, usually a flagger and a monk, as well as possibly damage characters. Collapsing means forcing a wipe at stand with only 1 healer. WC Hammer makes sure the solo defensive character explodes.
- Cripshot and Escape prevents defensive characters in countersplit from supporting stand team.
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