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Author: corkycls
1,878 Views
14 Comments
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Fragility Spiker Revised Version
Hi, this is corkycls and this is my first and hopefully not last guide. First off, I would like to say that i did not create this build. This is a revised version created solely by me.
Armor- The armor is full enchanters for energy with major illusion, major inspiration, superior vigor, and minor fast casting. The mask has the illusion mod. Put a minor domination rune on just in case you want to change to a build with Domination skills.
Attributes-
Weapon-
Skill bar-
Skills (in order on the skill bar)-
Note: Substitute drain enchantment for ressurection signet
or energy tap if you dont find many people with enchantments. This build works best in AB as your not always a big target and you can bring extra energy management in AB.
Method: In AB find your target with less healing than a monk as this is fast damage and monks have a chance to combat it, although it can kill monks.
Cast fragility followed by Conjure Phantasm. Follow up with accumulated pain but be cautious as you need 2 hexes for accumulated pain to work and it has a long recharge so dont blow it because you only have enough hexes that none can be removed. Now they will have a deep wound which is crucial to the builds success. The reason why: You need a condition on them to trigger Virulence. Also Deep Wound is very effective for spike builds. Here is the fun part. Cast Arcane Echo and use virulence on them for a quick 60 damage. My genius mind figured out that with 0 death magic it lasts 3 seconds so when it ends they take another 60 damage. Then use your Arcane Echo'd Virulence when the first one wears off for another 120 damage. Recast Conjure phantasm while the first virulence is on because if they dont die them they will have extremely low health which wanding plus the degen should kill them. Use Energy Tap when needed and drain enchantment for sometimes very effective enchantment removal plus 20 energy. Ether Feast when needed.
Counters- Although mend ailment and those types remove conditions they take dmg when they are removed :), The problem is if they removed the deep wound you are in trouble. Also hex removal of either hex won't trigger accumulated pain. If you find that removal skills are getting frustrating try power drain over an energy skill you like the least. Or since each hex has 5 seconds recharge you could re-hex them.
If you need help learning this just message me in-game at Lord Of Elona or C L S.
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