1: If with 16 Wilderness Survival, Quickening Zepher is cast, followed by Serpents Quickness, SQ can be upkept indefinately.
2: With 12 Water Magic, a +20% enchants mod and SQ; Mist Form lasts 18+3.6 seconds, has a cast time of 2 and recharges at 20 seconds. ie: can be renewed every 22 seconds and lasts 21.6 seconds.
3: Using Glyph of Concentration to protect MF, this amounts to approximately 53 energy every 70 seconds. (I do not think 3 pips covers this as tests hve shown a slow decrease in energy)
4: Troll Ungeunt can be upkept indefinately due to SQ and has a fairly high regen due to 16 WS, but also ends up adding a great deal of energy cost over time.
5: Shard Storm can be used to kill Dying Nightmares in one hit but requries line fo sight and also costs more energy. (cost: 10, cast: 1, recharge: 10)
6: Apply Poison can be used while MF is running to poison enemies, this also costs a great deal more energy to perform and upkeep.
This said, the build currently stands as follows:
R/E 20
Wilderness Survival: 12 + 1 + 3
Expertise: 3 + 1
Water Magic: 12
1: Troll Unguent
2: Serpents Quickness
3: Glyph of Concentration
4: Mist Form
5: Quickening Zepher
6: ???Shard Storm???
7: ???Apply Poison???
8: --Undecided--
Any comment and suggestions for improvements are welcome, as with ideas for energy management in particular. I hope some of you have as much fun toying with this build as i ahve had. (I also relise there is a great possiblity for spinoff builds which may come from this due to the fact that infinite SQ and all skills recharging at a 33% faster rate can be quite handy)
Good Luck with your findings.
