Kippyieh's Guide to Solo Mursaat Farming
kippyieh
Kippyieh’s Guide to Solo Mursaat Farming
As far as I know, this is the only solo mursaat farm build, please correct me if I am wrong. From a background perspective, I have been trying to do this off and on since before the Protective Bond nerf. My last attempt started about 3 weeks ago as an attempt at dual runs, but the Mursaat agro patterns proved too ‘non-traditional’ for lack of a better term.
Many thanks to:
Miteethor ~ For the first thread I saw on the 55 UW monk concept. As fate would have it, my monk was ready to ascend the day the post was first listed, and I followed the conversation. Cheap Superior Monk runes did not last long.
For all those that helped with the dual farming builds from friends to the random Ele and Nec waiting for a group for THK.
Hoorah for the Mesmer! Awesome class – and as far as I know, the only prof that can solo all the Mursaat. Given the new scythe and compatibility with Illusionary Weapon, the Mes may just become the new 55 monk...
This build is based on the 55 IW UW build and the initial part of the guide will probably be familiar to most solo farmers; I have included it for the folks just starting out. Basically Fast Casting and the relatively fast recharge on most of the skills helps mitigate interrupts. Energy regen is facilitated by maintaining only two enchants. This build actually makes the Mursaat farm, something I thought was completely impossible after every new build attempt, relatively easy.
Ok.
Attributes and Profession
Skills
Protective Spirit
Enchantment Spell. For 5...19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Spirit Bond
Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from a single attack or Spell, that ally is healed for 40...88 Health.
Sympathetic Visage (Illusion Magic)
Enchantment Spell. For 8...18 seconds, whenever target ally is hit by a melee attack, all nearby foes lose all adrenaline and 3 energy.
Illusionary Weapon (Illusion Magic)
lite Enchantment Spell. For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...34 damage.
Ancestor’s Visage (Illusion Magic)
Enchantment Spell. For 8...18 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all Adrenaline and 3 Energy.
Conjure Nightmare (Illusion Magic)
Hex Spell. For 2...12 seconds, target foe suffers -8 Health degeneration.
Balthazar’s Spirit
Enchantment Spell. While you maintain this enchantment, target ally gains adrenaline and energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
Essence Bond
Enchantment Spell. While you maintain this "Enchantment", whenever target ally takes physical or elemental damage, you gain 1 Energy.
A note on the skills. One of the Visages could be left out in favor of something else, e.g. Power Return. However, it is rare that a group of Mursaat will not include several mesmers with awesome interrupt skills. Interrupting may be minimized by good play technique, but invariably, a cast of Visage will periodically be interrupted. The second Visage facilitates overall faster monk killing by eliminating the interrupted down time and maintaining a constant Visage if required. It also has the additional benefit of stacking on top of the first cast, completely shutting down most casters and leaving open the opportunity for shutting down the monk in a single Jade Armor Mursaat group.
Weapon Slots
Since I don’t have the Nightfall pre-order and the included scythe, here is how I run my weapon slots, I would highly recommend the bases as a minimum, (I haven’t bothered changing the hilt on the sword and the string on the bow) but there is some room for creativity here.:
Armor
I have tested various combinations of runes and armor (nothing scientific), and found that 4 sets of Superior runes, resulting in a max health of 180, generally works best. This leaves enough health for any degen, even Life Transfer, if there are enough Jade Armors around (4, but if complimented by a few Jade Bows, 3 will suffice). The best armor of course would be the starter set (Armor level of 5), but that is going to be impossible for most existing mesmers. Another option would be to forego chest armor, but at a substantial decrease in energy. I would also recommend one extra set of leggings with a minor rune to offset dp. You will most likely only accumulate more than 15% dp if you are just learning the farm, otherwise dp has never been an issue. Here is what I use (from what I can determine, some wanding will instigate Spirit Bond healing):
Technique
I have used this build in both the Ring of Fire mission and Ice Floe. I have yet to try the Tower in the Ring of Fire mission but it is fairly easy to completely clear the entire intial group of Mursaat with a little bit of practice. One attempt was made at soloing Abaddon, but not enough damage was being done to the first tower. Swapping out Visage here may be an option. Ice Floe can be cleared of Mursaat, even bosses, if not mixed with the Ice Imps. The play technique outlined below is for Ice Floe, which requires slightly more tactic.
Mursaat are atypical in there agro response. The smaller agro groups generally come in two different varieties, either: 1 monk, 2 mesmers, and 1 Jade Armor, or 1 monk, 2 mesmers and 2 Jade Armors. The group may be widely spread over the map, indicating a controlled agro technique. An agro group of four may be defeated, but it will take awhile due to the one source of melee damage and resulting monk’s energy degen from Visage. Typically, it is best to avoid the groups of four for initial agro.
A third agro group generally consists of 7: 1 monk, 3 mesmers, and 3 Jade Armors. These present no problem except for the increased chance of interruption.
Preparation
After casting Balt’s Spirit and Essence Bond, locate the desired agro group. There will generally be an isolated agro group or two just outside of Thunderhead Keep, to the south or to the west. If there is no discernable group of 5 or 7, then try the alternative route (see the picture below).
Initiating Agro
Before agroing, cast Protective Spirit and Spirit Bond. As a general rule, agro should be limited to a single Mursaat. The Jades should come out immediately. It seems that the casters will generally agro and wand with the exception of one. I think there is a correlation with the caster agro’d and the response, i.e., agro’ing the monk first will cause him to wand, but I have not been able to determine for certain. Regardless, I generally pull the Jades back and bring the caster along. There is always a monk, if the monk has not responded to the agro, he will come out to heal once the damage to his agro group starts.
Keep Protective Spirit and Spirit Bond up, with the ¼ second cast time and Fast Casting, interruption on these casts is generally not a problem. If they do happen to get interrupted, the relatively fast recharge generally allows for a recovery cast.
Damage
Cast either of the Visages. Depending upon style of play, Essence Bond may be cast first as an interruption check. An alternative is to move outside of the mesmers casting range and cast Visage before they come back in. After one of the visage’s is up, move to the monk. Due to the possibility of another interruption, it is generally best to start damage on the monk with Conjure Nightmare. If it does get interrupted, then there is a relatively fast recharge. Cast Illusionary Weapon next and attack the monk, keeping Visage up. Attack the mesmers next, again keeping Visage up.
After the casters are all dead, allow the Jade Armors to follow you and move to the next agro group. If there is no discernable single monk group, use the long bow to pull one Mursaat, defining the agro group. Again, the monk will generally not separate till damage is being dealt.
Continue to kill casters off of agro groups, leaving the Jade Armors. As you move around the map, some of the Jades will abandon agro and return to the spawning location. When this happens I will generally mark the ones that abandon, re-agro and kill before moving on. But if you would rather, Jade armors can be dealt with one on one without any difficulty.
More often than not, in the larger spawns 2 monk groups will agro. If one monk is completely shut down and Conjure Nightmare and Illusionary Weapon are constantly up, the damage is generally too much for one monk to handle and they may be dealt with separately. The alternative is to maneuver around until they are grouped close enough for Visage to shut both down. Stacking Visage ensures that the monks will not be able to heal at all.
Cleaning Up
All the Jade Armors may be taken out after the first boss, in the location indicated below. You can continue on thru Ice Flow, avoiding the imps and following the same basic procedures after you encounter the next group of Mursaat. There is a large agro group close to Grotto that sometimes proves a little difficult.
Special Scenarios
Bosses
Bosses present no difficulty, use the same kill order.
Necromancers
Necromancers are not a problem if agro’d with 4 Jades or 3 Jades and at least 2 Jade Bows. Target them after the monks.
Loot
I generally expert salvage garments and anything that may result in steel, keeping the rare materials in storage. If I need room, I will normal salvage the wood items. Dropped items of potential value include, Mursatt Hornbows and Mursaat Hammers, and runes. All colored items get sold to the merchant, at least until that 15^50 req. 8 Mursaat bow and hammer drop =P Chests seem to have a better chance of opening as gold, but I got tired of chests everywhere else a long time ago and probably cannot make a good comparison. The Southern Shiver Peak run generally nets ~5-6k
The same basic procedure may be used in Ring of Fire, but it is generally a lot easier thanks to all the Jade Armors. To speed things up and prevent the big Mursaat Group from splitting up, wait till the Big Group leaves after Brechnar Ironhammer, then agro all the Armors and Bows, running to the point indicated in the second screenshot to block the Big Group from passing. The monks should be in that group. Start with them and work your way thru the rest of the casters.
Comments, suggestions and corrections all appreciated.
~peace
As far as I know, this is the only solo mursaat farm build, please correct me if I am wrong. From a background perspective, I have been trying to do this off and on since before the Protective Bond nerf. My last attempt started about 3 weeks ago as an attempt at dual runs, but the Mursaat agro patterns proved too ‘non-traditional’ for lack of a better term.
Many thanks to:
Miteethor ~ For the first thread I saw on the 55 UW monk concept. As fate would have it, my monk was ready to ascend the day the post was first listed, and I followed the conversation. Cheap Superior Monk runes did not last long.
For all those that helped with the dual farming builds from friends to the random Ele and Nec waiting for a group for THK.
Hoorah for the Mesmer! Awesome class – and as far as I know, the only prof that can solo all the Mursaat. Given the new scythe and compatibility with Illusionary Weapon, the Mes may just become the new 55 monk...
This build is based on the 55 IW UW build and the initial part of the guide will probably be familiar to most solo farmers; I have included it for the folks just starting out. Basically Fast Casting and the relatively fast recharge on most of the skills helps mitigate interrupts. Energy regen is facilitated by maintaining only two enchants. This build actually makes the Mursaat farm, something I thought was completely impossible after every new build attempt, relatively easy.
Ok.
Attributes and Profession
Skills
Protective Spirit
Enchantment Spell. For 5...19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Spirit Bond
Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from a single attack or Spell, that ally is healed for 40...88 Health.
Sympathetic Visage (Illusion Magic)
Enchantment Spell. For 8...18 seconds, whenever target ally is hit by a melee attack, all nearby foes lose all adrenaline and 3 energy.
Illusionary Weapon (Illusion Magic)
lite Enchantment Spell. For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...34 damage.
Ancestor’s Visage (Illusion Magic)
Enchantment Spell. For 8...18 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all Adrenaline and 3 Energy.
Conjure Nightmare (Illusion Magic)
Hex Spell. For 2...12 seconds, target foe suffers -8 Health degeneration.
Balthazar’s Spirit
Enchantment Spell. While you maintain this enchantment, target ally gains adrenaline and energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
Essence Bond
Enchantment Spell. While you maintain this "Enchantment", whenever target ally takes physical or elemental damage, you gain 1 Energy.
A note on the skills. One of the Visages could be left out in favor of something else, e.g. Power Return. However, it is rare that a group of Mursaat will not include several mesmers with awesome interrupt skills. Interrupting may be minimized by good play technique, but invariably, a cast of Visage will periodically be interrupted. The second Visage facilitates overall faster monk killing by eliminating the interrupted down time and maintaining a constant Visage if required. It also has the additional benefit of stacking on top of the first cast, completely shutting down most casters and leaving open the opportunity for shutting down the monk in a single Jade Armor Mursaat group.
Weapon Slots
Since I don’t have the Nightfall pre-order and the included scythe, here is how I run my weapon slots, I would highly recommend the bases as a minimum, (I haven’t bothered changing the hilt on the sword and the string on the bow) but there is some room for creativity here.:
Armor
I have tested various combinations of runes and armor (nothing scientific), and found that 4 sets of Superior runes, resulting in a max health of 180, generally works best. This leaves enough health for any degen, even Life Transfer, if there are enough Jade Armors around (4, but if complimented by a few Jade Bows, 3 will suffice). The best armor of course would be the starter set (Armor level of 5), but that is going to be impossible for most existing mesmers. Another option would be to forego chest armor, but at a substantial decrease in energy. I would also recommend one extra set of leggings with a minor rune to offset dp. You will most likely only accumulate more than 15% dp if you are just learning the farm, otherwise dp has never been an issue. Here is what I use (from what I can determine, some wanding will instigate Spirit Bond healing):
Technique
I have used this build in both the Ring of Fire mission and Ice Floe. I have yet to try the Tower in the Ring of Fire mission but it is fairly easy to completely clear the entire intial group of Mursaat with a little bit of practice. One attempt was made at soloing Abaddon, but not enough damage was being done to the first tower. Swapping out Visage here may be an option. Ice Floe can be cleared of Mursaat, even bosses, if not mixed with the Ice Imps. The play technique outlined below is for Ice Floe, which requires slightly more tactic.
Mursaat are atypical in there agro response. The smaller agro groups generally come in two different varieties, either: 1 monk, 2 mesmers, and 1 Jade Armor, or 1 monk, 2 mesmers and 2 Jade Armors. The group may be widely spread over the map, indicating a controlled agro technique. An agro group of four may be defeated, but it will take awhile due to the one source of melee damage and resulting monk’s energy degen from Visage. Typically, it is best to avoid the groups of four for initial agro.
A third agro group generally consists of 7: 1 monk, 3 mesmers, and 3 Jade Armors. These present no problem except for the increased chance of interruption.
Preparation
After casting Balt’s Spirit and Essence Bond, locate the desired agro group. There will generally be an isolated agro group or two just outside of Thunderhead Keep, to the south or to the west. If there is no discernable group of 5 or 7, then try the alternative route (see the picture below).
Initiating Agro
Before agroing, cast Protective Spirit and Spirit Bond. As a general rule, agro should be limited to a single Mursaat. The Jades should come out immediately. It seems that the casters will generally agro and wand with the exception of one. I think there is a correlation with the caster agro’d and the response, i.e., agro’ing the monk first will cause him to wand, but I have not been able to determine for certain. Regardless, I generally pull the Jades back and bring the caster along. There is always a monk, if the monk has not responded to the agro, he will come out to heal once the damage to his agro group starts.
Keep Protective Spirit and Spirit Bond up, with the ¼ second cast time and Fast Casting, interruption on these casts is generally not a problem. If they do happen to get interrupted, the relatively fast recharge generally allows for a recovery cast.
Damage
Cast either of the Visages. Depending upon style of play, Essence Bond may be cast first as an interruption check. An alternative is to move outside of the mesmers casting range and cast Visage before they come back in. After one of the visage’s is up, move to the monk. Due to the possibility of another interruption, it is generally best to start damage on the monk with Conjure Nightmare. If it does get interrupted, then there is a relatively fast recharge. Cast Illusionary Weapon next and attack the monk, keeping Visage up. Attack the mesmers next, again keeping Visage up.
After the casters are all dead, allow the Jade Armors to follow you and move to the next agro group. If there is no discernable single monk group, use the long bow to pull one Mursaat, defining the agro group. Again, the monk will generally not separate till damage is being dealt.
Continue to kill casters off of agro groups, leaving the Jade Armors. As you move around the map, some of the Jades will abandon agro and return to the spawning location. When this happens I will generally mark the ones that abandon, re-agro and kill before moving on. But if you would rather, Jade armors can be dealt with one on one without any difficulty.
More often than not, in the larger spawns 2 monk groups will agro. If one monk is completely shut down and Conjure Nightmare and Illusionary Weapon are constantly up, the damage is generally too much for one monk to handle and they may be dealt with separately. The alternative is to maneuver around until they are grouped close enough for Visage to shut both down. Stacking Visage ensures that the monks will not be able to heal at all.
Cleaning Up
All the Jade Armors may be taken out after the first boss, in the location indicated below. You can continue on thru Ice Flow, avoiding the imps and following the same basic procedures after you encounter the next group of Mursaat. There is a large agro group close to Grotto that sometimes proves a little difficult.
Special Scenarios
Bosses
Bosses present no difficulty, use the same kill order.
Necromancers
Necromancers are not a problem if agro’d with 4 Jades or 3 Jades and at least 2 Jade Bows. Target them after the monks.
Loot
I generally expert salvage garments and anything that may result in steel, keeping the rare materials in storage. If I need room, I will normal salvage the wood items. Dropped items of potential value include, Mursatt Hornbows and Mursaat Hammers, and runes. All colored items get sold to the merchant, at least until that 15^50 req. 8 Mursaat bow and hammer drop =P Chests seem to have a better chance of opening as gold, but I got tired of chests everywhere else a long time ago and probably cannot make a good comparison. The Southern Shiver Peak run generally nets ~5-6k
The same basic procedure may be used in Ring of Fire, but it is generally a lot easier thanks to all the Jade Armors. To speed things up and prevent the big Mursaat Group from splitting up, wait till the Big Group leaves after Brechnar Ironhammer, then agro all the Armors and Bows, running to the point indicated in the second screenshot to block the Big Group from passing. The monks should be in that group. Start with them and work your way thru the rest of the casters.
Comments, suggestions and corrections all appreciated.
~peace
White_Chaos
hmm Nice Build you got there
Do you think a Mo/Me could use it aswell?
Do you think a Mo/Me could use it aswell?
Legendary Shiz
You could it would just take longer.
You'd only be able to acquire 12 illusion instead of 16 like in this build. I'm sure it's possible though.
You'd only be able to acquire 12 illusion instead of 16 like in this build. I'm sure it's possible though.
kippyieh
Quote:
Originally Posted by White_Chaos
hmm Nice Build you got there
Do you think a Mo/Me could use it aswell? Probably. After the monks are shut down nothing else heals. Two monk agros would be impossible I think.
Do you think a Mo/Me could use it aswell? Probably. After the monks are shut down nothing else heals. Two monk agros would be impossible I think.
Slimster
Wow nice, it works really good and its easy to use, i've been waiting for a good mursaat solo to come out.
DeathandtheHealing
awesome!
nice job
nice job
ibex333
This can be done with a spirit bonder monk, and is easy as cake. Use IW+CN
You dont need anti-interrupt at all. Just dance around a bit before you aggro everyone and cast Visages in advance. You dont even need IW that much... CN owns them in 2 shots.
If anyone wants proof I can post a screenie. God.. I cant believe I didnt think of this earlier. lol.
The monks and mesmers should be avoided at all costs though.
I honestly cant understand how the creator of the thread deal with mesmers. They e-drain you like crazy. The only way to deal with them I can imagine is to pull jades and armors to them. this will allow you to get energy, but it requires some fancy dancing.
You dont need anti-interrupt at all. Just dance around a bit before you aggro everyone and cast Visages in advance. You dont even need IW that much... CN owns them in 2 shots.
If anyone wants proof I can post a screenie. God.. I cant believe I didnt think of this earlier. lol.
The monks and mesmers should be avoided at all costs though.
I honestly cant understand how the creator of the thread deal with mesmers. They e-drain you like crazy. The only way to deal with them I can imagine is to pull jades and armors to them. this will allow you to get energy, but it requires some fancy dancing.
osk
Hah ! I was actually trying this build day before you posted Mo/Me tho.
gav up as i find it slow....now i knw CN can help speed up the farm.. gd gd! ty!
/thumbs up!
gav up as i find it slow....now i knw CN can help speed up the farm.. gd gd! ty!
/thumbs up!
banditjin
whats CN ?
kratimas
@banditjin - I think it is Conjure Nightmare.
Conjure Nightmare (Illusion Magic)
Hex Spell. For 2...12 seconds, target foe suffers -8 Health degeneration.
Krat
*edit*
Forgot to say GJ, I will have to give this one a try. I too have always wanted to solo the Mursaat.
Thanks for sharing!
Conjure Nightmare (Illusion Magic)
Hex Spell. For 2...12 seconds, target foe suffers -8 Health degeneration.
Krat
*edit*
Forgot to say GJ, I will have to give this one a try. I too have always wanted to solo the Mursaat.
Thanks for sharing!
Karil The Tainted O
Do you think a 55 sheild of judgment could do it?
Nero
this is very very nice man, i will def try this when i make my mesmer


Harold
Cool, I always knew there was a reason why I saved my mesmer's presearing armor
Can't wait to try this.

ibex333
Hey guys.. here's another build for ya...
Spirit bonder with retribution and SOJ works perfectly!! And they all drop much faster. Just make sure you got as much life as possible.
Spirit bonder with retribution and SOJ works perfectly!! And they all drop much faster. Just make sure you got as much life as possible.
moenbase
Yikes. This is a nice one!
Though I wonder a bit how you deal with the Spectral Agony. Even at full infused they still do -3 health degen.
And with 5 superior runes that'll make your health around 105 or so (?)
Basicly they always make sure that your 'agonized' which is a constant -3.
It'll probably outhealed if there a couple of Jade's around. But when you meet the Necromancers with Life transfer then the degen would be around -7 or so.
Which I think is quite a lot (?)
And indeed the Mesmers trickery like Energy Surge and all to interupt your casting could be a real pain.
But I gotta try this one. I'm not familiar with the bonding thing at all, might as well try it. ^_^
Though I wonder a bit how you deal with the Spectral Agony. Even at full infused they still do -3 health degen.
And with 5 superior runes that'll make your health around 105 or so (?)
Basicly they always make sure that your 'agonized' which is a constant -3.
It'll probably outhealed if there a couple of Jade's around. But when you meet the Necromancers with Life transfer then the degen would be around -7 or so.
Which I think is quite a lot (?)
And indeed the Mesmers trickery like Energy Surge and all to interupt your casting could be a real pain.
But I gotta try this one. I'm not familiar with the bonding thing at all, might as well try it. ^_^
kippyieh
Quote:
Originally Posted by ibex333
Spirit bonder with retribution and SOJ works perfectly!! And they all drop much faster. Just make sure you got as much life as possible.
Quote:
I have been working on other things, but when I was doing this run it was not consistently enough to be a problem. Just follow them. Watch the -3's also - casters may move, but sv/av could still be in effect.
The weirdest problem I had was if aggroing too many Jades, the game all of a sudden wouldn't recognize player movement. I would move into the monks and the jades would still be wailing away at the spot I had been. Going back to that vicinity seems to reset it most of the time.
I would appreciate any improvements to the build, but I have a hard time seeing how a monk could be faster. The potential strength would be in smiting - both SOJ and Retribution can't be targeted.
The weirdest problem I had was if aggroing too many Jades, the game all of a sudden wouldn't recognize player movement. I would move into the monks and the jades would still be wailing away at the spot I had been. Going back to that vicinity seems to reset it most of the time.
I would appreciate any improvements to the build, but I have a hard time seeing how a monk could be faster. The potential strength would be in smiting - both SOJ and Retribution can't be targeted.
Quote:
^ Actually the casters drop both the hammer and bows.Seen it with my own eyes.
Same. I did get a req 8 Hammer from a caster, but it was purple. Saving it till we find out how the inscription salvage works. The only gold bow I have gotten has been from a chest. Don't bother opening the ones in imp vicinity.
Young Hero
Quote:
Originally Posted by kippyieh
I would appreciate any improvements to the build, but I have a hard time seeing how a monk could be faster. I've tried Mo with Ret and SoJ and it can take down the jades faster- that is if you can kill the monk.Which is impossible. I suggest you get rid of Superior runes that aren't need.All you need is 1 Sup Issusion and 1 Sup FS. And add a vigor rune to your chest.Gives you more health and makes a safer build when going against Mursatt necros and Jade Bows [hornbows shoot very slow] 11 FC 16 Illusion and 10 in Protection is all you need. A FFS with -10 armor while attacking and +20 enchanting helps with triggering SB.The HSR 10% kicks in more than I thought it would. Ive been having fun soloing Grenths Footprint with this build ![]() Looking forward to what you currently working on and thanks for sharing your build- it rocks! kippyieh
Quote:
Originally Posted by Young Hero
Ive been having fun soloing Grenths Footprint with this build ![]() Looking forward to what you currently working on and thanks for sharing your build- it rocks! Interesting - I tried Grenth's shortly after I posted this build and made it down to the first boss without any difficulty... but that is as much as I have tried. It would be awesome to get into SF - have you tried it? I don't know about the best fit for health. I suppose a guy could figure it out. I think I started 105 and just went up. I figured if I could take the necs w/o a prob it was probably golden. Thanks for the recommendation - I'll check it out after this weekend is over. This build works great with Sskai and Arrahhsh - just swap one of the visages out for ignorance. Aleks
When NF comes out would IW apply to a scythe? And if so, this build would be even more awesome! Imagine dealing -40 to adjacent foes! *Drools*
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