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Fragility Spiker Revised Version

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corkycls Profile

Author: corkycls
View Profile of corkycls

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14 Comments

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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User Comments
  Jtbishop on 10/14/06 22:42

This is..... BRILLIANT. Even if someone is already suffering from a condition arcane echoing that virulence can whip out 240 damage in a couple of seconds. I'll definetly try this out with my mesemer!

  hayashi on 10/14/06 22:48

First thing that popped into mind is the lack of anti melee. Being a frag spiker once you unleash your spike, you have a good 20 seconds b4 your accumulate pain recharges. So thats 20 secs you gotta keep your ass standing. I would replace energy tap with distortion because tap's whopping 3 second cast time. Distortion also helps prevent you from getting interrupted because accumulate pain has a 2 sec activation time. Res sig would be nice too...

The archane echo is a clever idea but I think it might be overkill. Its recharge time doesnt sync with the rest of your hexes and 15 energy is a big large. One spike should be enough to kill a 60AL.

In my personal frag "spike" build I put a few pts into death magic and have virulence last a bit longer for the additional damage. Since virulence recharge is small, I can also virulence the foes teammates conditioned.

I also didnt put in that much in inspiration magic because when Im not spiking im kiting and gaining energy. So a whopping 20 energy gain with drain enchant might not be needed.

Nice guide tho, I like the unique idea.

  corkycls on 10/14/06 23:24

i was afraid that with distortion too much Energy loss would hinder effectiveness although it truly depends on the enemies choice of who to attack. also virulence without arcane echo COULD kill a 60 al assuming they dont heal in time. trust me arcane echo on virulence is an easy way to finish em off. 30 second recharge goes by very fast in a good AB. thanks for an honest review.

  hayashi on 10/15/06 00:32

Sry I didnt catch you specifying that its an AB build.

In that case you might be able to pull off some nice MM kills amongst the chaos.

The build might have trouble in fast paced games like TA and RA. Its also a bit too slow for HA and GvG since everyone can see that spike coming after your first few hexes.

=D

  corkycls on 10/15/06 06:54

yea since it has good power to kill but takes all your offensive skills chaned to do its not best for GvG/Ha as they do see it coming but in AB no one is constantly watching you unless the hold a grudge :p

  SirShaitan on 10/15/06 17:26

Well done I like it :)
AT first I didn't see how it would work, I didn't see the deep wound.
Grats nice build


  corkycls on 10/15/06 18:25

ty also to pull off a guaranteed kill have a sin go with jagged strike and temple strike to add fragility dmg plus screwin casties over.

  Charlotte The Harlot on 10/19/06 03:28

I'm not seeing this build doing enough damage, even wiht deep wound. The virulence wiht 0 death magic is a common enough thing, but the 120 dmg over 3 seconds simply isn't that impressive. Any decent monk could heal the damage easily. With deep wound on a target they still have 400-240 is 160 life you'd have to degen which would mean 8 seconds without any form of healing (if they had 500 life base). Fragility spike as a stand-alone class really doesn't work after frag nerf.

  lupennerkvein on 10/27/06 03:57

i like it but dude, my GREAT mind, wow your so amazing

  martatar on 10/30/06 15:20
 
this build works.... works really nice, especially at RA... got 3 glad points (in 3 tries) with this build. It's really hard to overcome the dmg.

@Charlotte - any decent monk will outheal the dmg, but oh god, this means there are no decent monks at RA!! (maybe sometimes a BL is very good against any virulencers). Mostly monks don't overheal, and at RA, teams are rarely working together, no calling of fragility etc, makes monks to look carefully when on who etc it is cast. anyway. it's still 21 (dw) + 21 + 21 + 21 (virulence ehh?) + 21 + 21 + 21 + degen. (and that goes in 2 "thrusts", kinda annoying really).
When u add other hex like ethereal burden, enemy is slowed + u get some of energy used back. U can combine it with someone that bleed/daze and u get another some dmg

whatever ^^, no offence, build is nice, annoying, easy to use

  Lance Wrongbow on 11/11/06 16:02

Hmmm, I would have a back up Condition applier. If Accumlated Pain gets interrupted, your build is useless.

  Abdhul Molajamed on 12/08/06 21:43

Replace Arcane Echo with hypochondria, saves energy

  trace_phage on 11/20/07 13:11

deleted?

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