For some reason I like fevered dreams, and love to use it in RA. I was thinking about how to use it on my Mesmer with some deadly arts skills. I came up with;
[skill]fevered dreams[/skill] [skill]shrinking armor[/skill] [skill]shadow fang[/skill] [skill]iron palm[/skill] [skill]entangling asp[/skill] [skill]signet of toxic shock[/skill] [skill]sadist signet[/skill] [skill]resurrection signet[/skill]
Skill tags do not work on these so here you go
Shadow Fang= 10 Energy ¼ cast 45 recharge Shadow Step to target foe. For 10 seconds, this Hex does nothing. When this hex ends, you return to your original location and that foe suffers from a Deep Wound for 5...17 seconds.
Shrinking Armor= 5 Energy 1 cast 8 recharge Armor Hex Spell. For 10 seconds, target foe suffers from -1...3 Health degeneration. When this Hex ends, that foe has Cracked Armor for 5...17 seconds.
Sadist Signet= 1 cast 8 recharge You gain 10...34 Health for each Condition on target foe.
Variations
Take out Resurrection and add [skill]Mantra of Inscriptions[/skill]
Or better yet a quick spike with [skill]Mantra of Signets[/skill]
Goal of build is to inflict conditions not to damage as you can see.
1. Hex
2. then cover hex
3. shadow step in
4. knock down
5. poison
6. shadow step away
7. Use signet for extra damage / healing.
Your thoughts?
Fevered Dreams Build
Painbringer
=DNC=Trucker
Maybe it would better to replace shadow fang with a lower-recharge shadow step (30 seconds is manageable but 45 is rough in RA), and add phantom pain for your DW. This way, you can apply -7 degen to your target, then after 7-8 seconds, apply fevered, shadow in (shadow walk) and perform the KD combo. This way all the conditions happen at once during your KD spike instead of 10 seconds after the iron/entangling/shock combo. Use a stance to get back out right away. I have used shadow fang in RA as a mesmer and its pretty bad waiting 10 full seconds for it to expire to get my squishy arse out of there.
Also, if the goal is to inflict conditions and not dmg it seems like a lot of hokey-pokey just to get poison (unless the iron/entangling is used as part of spike). I always have bad luck with fevered in PvP, often people are not clumped up enough for it to be worthwhile.
Also, if the goal is to inflict conditions and not dmg it seems like a lot of hokey-pokey just to get poison (unless the iron/entangling is used as part of spike). I always have bad luck with fevered in PvP, often people are not clumped up enough for it to be worthwhile.
Painbringer
Cracked Armor and Deep Wound is in there as well. 10 seconds is not too bad since your target will be knocked down 2 times. The 45 recharge is bad but you may not need to use it again. I thought about adding Phantasm/Nightmare to really get the targets bar moving, but the energy drain may not be worth it.