In this topic I will attempt to calculate what the maximum possible attainable HP is in Guild Wars. The character for which I am doing this with will be a W/N (Warrior/Necro). This character will have a 14 in Strength and a 14 in Blood Magic. Said character will also be equiped with a +60 health when hexed shield and a sword or axe of perfect fortitude (+30 HP), in addition to a Rune of Superior Vigor (+50 HP) This character will be part of an 8 man team. Stats of the team members will be listed later.
14 Strength comes from 12 Attributes, the Helmit, and a Minor Rune
14 Blood comes from 12 Attributes and Awaken the Blood (+2)
The following is a list of HP increasing skills, starting with those the main character has:
Defy Pain (Elite)
For 12 seconds you have an additional 90...258 Health and an additional +20 Armor.
(At 14 Strength, Defy Pain gives 286 Health.)
Endure Pain
For 7...16 seconds, you have an additional 90...258 Health.
(At 14 Strength, Endure Pain gives 286 Health.)
Demonic Flesh
Sacrifice 20% max Health. For the next 30...54 seconds, your maximum Health is increased by 80...176.
(At 14 Blood Magic, Demonic Flesh gives 192 Health.)
<>Other Characters<>
Vital Blessing (Monk Ally)
While you maintain this Enchantment, target ally has +40...168 maximum Health.
(At 17 Protection Prayers, Vital Blessing gives 221 Health.)
Fertile Season (Ranger Ally)
Create a level 1...8 Spirit. For creatures within its range, every creature's maximum health is increased by 50...290 and they gain +15 armor. This Spirit dies after 15..39 seconds.
(At 16 Beast Mastery, Fertile Season gives 370 Health.)
Symbiosis (Ranger Ally)
Create a level 1...8 Spirit. For creatures within its range, for each enchantment on a creature, that creature's maximum health is increased by 27...125. This Spirit dies after 30...126 seconds.
(At 16 Beast Mastery, Fertile Season gives 158 Health per enchantment.)
The Warrior/Necro Character has 480 Health Automatically. Factor in 60 from the shield, 50 from the superior vigor, and 30 from the fortitude mod. That's now 620.
Defy Pain(286) + Endure Pain(286) + Demonic Flesh(192) + Vital Blessing(221) + Fertile Season(370) = 1355
1355 + 620 = 1975
Here's a list off all the possible enchantments that can be placed on the Warrior/Necro. They are divided by class.
Mesmer:
Sympathetic Visage
Arcane Echo
Inspired Enchantment*
Necro:
Blood Renewal
Blood Ritual
Blood is Power (E)
Dark Bond
Dark Fury
Order of Pain
Order of the Vampire (E)
Dark Aura
Death Nova
Infuse Condition(2)
Tainted Flesh
Monk:
Aura of Faith (E)
Divine Intervention
Peace and Harmony (E)
Spell Breaker (E)
Watchful Spirit
Healing Breeze
Healing Hands (E)
Healing Seed
Live Vicariously
Mending
Vigorous Spirit
Aegis
Guardian
Life Attunement
Life Barrier (E)
Life Bond
Mark of Protection (E)
Protective Bond
Protective Spirit
Reversal of Fortune
Shield of Deflection (E)
Shield of Regeneration (E)
Shielding Hands
Balthazar's Aura
Balthazar's Spirit
Holy Wrath
Judge's Insight
Retribution
Shield of Judgment (E)
Strength of Honor
Essence Bond
Holy Veil
Succor
*Inspired Enchantment can be used to 'copy' an enchantment from an enemy. If you copy an Elite Enchantment that can be cast on another ally, it is as good as if the Mesmer had that enchantment. This can allow for 2 elites on a single character.
Below is a list of the skill sets for ALL 8 party memebers. The last two party members do not have 8 skills, as the ones they have are the only remaining skills useful to this endeavor. Skills marked with an 'x' before them are not enchantments.
Warrior/Necro
x Defy Pain (E)
x Endure Pain
Awaken the Blood
Demonic Flesh
Blood Renewal
Infuse Condition
Dark Bond
Death Nova
Monk/Mesmer **
Vital Blessing
Aura of Faith (E)
Divine Intervention
Watchful Spirit
Healing Breeze
Healing Seed
Sympatheic Visage
Inspired Enchantment (Tainted Flesh)
**(This Monk has a 17 in Protection because of 12 Attributes, a Defenders Scalp Design, a Rune of Superior Protection Prays, and a +20% of +1 in Protection Prayers. For the sake of this experiment, the +1 will be considered as if it were 100%.)
Ranger/Monk ***
x Symbiosis
x Fertile Season
Peace and Harmony (E)
Live Vicariously
Mending
Vigorous Spirit
Aegis
Guardian
***(This Ranger has a 16 in Beast Mastery from 12 attribute points, a Tamer's Mask, and a Rune of Superior Beast Mastery.)
Monk/Necro
Life Attunement
Life Bond
Protective Bond
Blood Is Power (E)
Blood Ritual
Dark Fury
Order of Pain
Dark Aura
Monk/Mesmer
Spell Breaker (E)
Protective Spirit
Reversal of Fortune
Shielding Hands
Balthazar's Aura
Balthazar's Spirit
Holy Wrath
Inspired Enchantment (Order of the Vampire)
Monk/Mesmer
Healing Hands (E)
Judge's Insight
Retribution
Strength of Honor
Essence Bond
Holy Veil
Succor
Inspired Enchantment (Shield of Deflection)
Monk/Mesmer
Healing Hands (E)
Arcane Echo (Echo Inspired Enchantment) (From Echoed Inspired Enchantment, steal Shield of Judgement)
Inspired Enchantment (Life Barrier)
Monk/Mesmer
Mark of Protection (E)
Inspired Enchantment (Shield of Regeneration)
This makes a total of 49 possible enchantments attatched to this character. As stated before, Symbiosis grants 158 health per enchantment on the warrior.
49 * 158 = 7742
1975 + 7742 = 9717
Now let's factor in the maximum morale boost attainable, 10%. (Thanks Goto!)
9717 * 1.1 = 10,688
Now, here are the circumstances under which this is possible.
1 The Warrior/Necro musst attain a 10% Moral Boost.
2. The Warrior/Necro must become Hexed to activate the +60 Health Bonus on the shield.
3. All Party Members with Inspired Enchantment must use this skill to obtain their assigned Elite Skill from the enemy that has it (and has activated it on themselves, of course)
3. All other skills must be used instantly and simultaneously.
Steps 1, 2, and 3 can be accomplished in a pvp settings if both sides are willing to participate and have thuroughly organized the event. Step 4, however, is impractical, as there are casting times, cool down times, and durrations might not last long enough. There are, I am sure, ways in which to arrange these listed enchantments so that it could be possible, at least, to attain an extremely high HP close to that of 10,688, but the fact is, I doubt reaching 10,688 HP in-game is even possible. Also, I am unsure whether the Arcane Echo -> Inspired Enchantment -> Shield of Judgement combo works.
My final conclusion is that 10,688 is the highest attainable HP in Guild Wars. If you see any mistakes or have found that I have left out an enchantment, please share.
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A study of Maximum HP
#3
Posted 22 April 2006 - 03:57 PM
Actually, I might be heading down the wrong path with W/N. I have to find out a comprehensive list of enchants that other people can cast on me. Then I need to know if there are enough Necro and Warrior self-enchanting only skills to cover all the extra slots. I'm probably on the right path, but there's a small chance I'm not.
Edit: Finished!
The final word is... 9717 HP!!!
Edit: Finished!
The final word is... 9717 HP!!!
Neraphym Archaeon

GWAMM

GWAMM
#9
Posted 23 April 2006 - 02:04 PM
Actually, even with that there is a way to get it even higher, but only in theory... If you were to make a W/Me and give it the Inspired Enchant and remove all time contraints (duration, cast time, etc.), you could get even more enchants on yourself (the ones that you can only cast on yourseft; example: fire attunement). Of course, if you factor durations in, 10,688 is a more realistic goal.
I'd like to see a group of people take this guide and try to actually attain this extremely high health level. Obviously DoA is not big enough to do this, but it could still be done.
I'd like to see a group of people take this guide and try to actually attain this extremely high health level. Obviously DoA is not big enough to do this, but it could still be done.
Neraphym Archaeon

GWAMM

GWAMM
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