Steroidway, or "how to turn PvE into a joke".

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

The Undeath MM is wasting a skill slot on Masochism, as it only gives energy on life sacrifice, not health loss. So unless he is using Blood of the Master, he gains no benefit from it. I always run Fiends and Vamps on an Undeath bar, as the Fiends attack better for the damage, but the Vamps help offset the health loss. True the Vamps have a longer recharge, but I found you want a 7-3 or 6-4 split in Fiend-melee anyway.

Shursh

Shursh

Lion's Arch Merchant

Join Date: Jul 2008

KaVa

N/

Nice team build, and i guess i'll throw in my 2 cents on the MM necro discussion:

As much as I like that wall of minions to trigger barbs, MoP, etc., i'm thinking that it probably isn't needed.

In it's place I would put another [assassin's promise] nuker with another copy of [ebon vanguard assassin support] for more targetable nuking, as well as an asuran summons like [summon ice imp] for aggro control with their [ice spikes] - that way you still gain large benefit from MoP even though you are losing a minion master. So instead of a MM, i would have a bar that looks something like this:

[assassin's promise][ebon vanguard assassin support][summon ice imp][finish him!][enfeebling blood][shadow of fear][mark of fury][rend enchantments]
~12 SR
rest in deadly arts & curses, leftover in blood for mark of fury.

anyway, the rest looks awesome, and good job on the discussion.

EDIT: wow, just noticed the casting time on the asuran summons....maybe drop finish him! for [mindbender] lol

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

I don't think that build would offer as much as the suggested OoU MM build. All that gives is a single melee attacker triggering MoP and Imp with AoE snare (which is useful to keep enemies balled up).

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Look like random imba bars thrown together rather than forcused teambuild, but whatever, it will roll pve.

My comments:

1: With Air, FGJ seems pointless. Either of them could go, I personally would rather take YMLAD. I would Debate GFTE and rather take Fallback (move faster from group to group, nothing else). Wolven provides IAS, you can loose yours for anything.
2: could use Finish Him! to make really, really, sure AP triggers. Guess you could add one asuran minion skill. while you are at it.
3: Frenzy? 2 provides IAS. I see pretty much anything else there. Body Blow? Distracting Strike?
4: Reckless is weird choice. I would go for good old enfeebling blood.
5: I would debate if its worth it with 2 physicals of which only one has AOE (wolf will spend little time swinging weapon)
6, 7: Too much heal area, too little aegis. I would find way to add erruption.
8: But if you want players to be MM ... sure, why not. I would give him Fallback too, just to alternate with para to get stuff done faster.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by zwei2stein
View Post
Look like random imba bars thrown together rather than forcused teambuild, but whatever, it will roll pve.

My comments:

1: With Air, FGJ seems pointless. Either of them could go, I personally would rather take YMLAD. I would Debate GFTE and rather take Fallback (move faster from group to group, nothing else). Wolven provides IAS, you can loose yours for anything.
2: could use Finish Him! to make really, really, sure AP triggers. Guess you could add one asuran minion skill. while you are at it.
3: Frenzy? 2 provides IAS. I see pretty much anything else there. Body Blow? Distracting Strike?
4: Reckless is weird choice. I would go for good old enfeebling blood.
5: I would debate if its worth it with 2 physicals of which only one has AOE (wolf will spend little time swinging weapon)
6, 7: Too much heal area, too little aegis. I would find way to add erruption.
8: But if you want players to be MM ... sure, why not. I would give him Fallback too, just to alternate with para to get stuff done faster. 1.
Why is FGJ worthless with Air? Air of superiority doesn't ever provide adrenaline and FGJ doesn't recharge skills. Your statement confuses me.
As for losing GFTE, I disagree. This synergises rather well with minions.
I agree that Aggressive Refrain is almost redundant with Volfen Bloodlust, but bloodlust is not maintainable and may suffer a lot of downtime if that player doesn't kill AP's target in time.

2.
This was discussed a bit earlier. Any quick finishing skills would work (they probably won't be necessary though). Finish Him seems like a good candidate, but the target will probably already have Deep Wound, so you won't spike for as much.

3.
Yeah Frenzy is weird. I suppose it's maintainable and can be used when bloodlust is down (and if Volfen doesn't recharged). I can't really help with war builds though.

4.
Reckless has a nice effect and provides a good cover hex should there be hex removal. I'd consider it interchangable with Enfeebling Blood.

5.
May or may not be worth it. Surely the volfen player would spend a fair bit of time swinging that scythe if they have an IAS? Only stopping for Volfen Claw (which ok, is fairly common). Then there's the case if they fail to kill on time and Volfen isn't recharged.

6.
Erm... nothing I can say here.

7.
Aegis... well physical attacks aren't likely to do much with SY! up. Still, probably more useful than Heal Area.

8.
Not sure where you would fit Fallback on there. Note that this character is one of two with a res. If you really insisted, I'd say remove either Bone Fiends or Masochism for Fallback and use Signet of Return for the res.

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

Quote:
Originally Posted by Moloch Vein
...a second hex removal skill might be necessary
I'd consider taking [[Convert Hexes] as needed on the ER bars.


Quote: Originally Posted by zwei2stein Reckless is weird choice. I would go for good old enfeebling blood. -
Quote:
Originally Posted by zwei2stein
Too much heal area, too little aegis.
[[Reckless haste] acts as a 12 sec [[Aegis (PVE)] at 14 curses. With a 12 sec recharge, it's more maintainable than a single ER running [[Aegis (PVE)].

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Moloch Vein View Post
I want Jeydra in here to offer suggestions on the Ether bars. I don't think I'm the best person to comment since I almost never play in such organized groups, instead making do with whatever my friends want to play with or simply H/H, but I'll give some opinions anyway ...

You have three Ether Renewal bars in the build. Start with the Ether Healer. You don't have Aura of Restoration (which in my opinion is too powerful to give up - it provides as much health gain as four enchantments). I'd say drop Extinguish for it. Reverse Hex isn't very good. Sure it casts fast and recharges decently but with the amount of energy you have as an ER healer why not use Convert Hexes? Same goes for the Ether Protector, with one more thing - Heal Area? Unless you're using that to heal minions (spam Blood of the Master imo) I don't see the point. I don't know for the Ether Orders bar since I've never played anything like that, but I doubt the usefulness of Plague Sending. Aside from Dazed (which is rare), none of the conditions out there threaten an Ether Renewal bar operating at 14 Energy Storage. You could drop Plague Sending for the other Ebon Vanguard Ward and free some room on the MM's bar, although I do wonder if the armor bonuses stack with the imbagon.

But that's somewhat beating around the bush. I see a huge problem with the bar, and that is the strong prots. They're normally invaluable, but you have an imbagon in the teambuild. Imbagons are fantastic damage reduction, and with that kind of reduction floating around I doubt Prot Spirit / Spirit Bond will trigger much. If you're going to use an imbagon, you might as well use a real Monk and concentrate on Aegis, Shield of Absorption and Seed of Life. After all, minus the prots the only thing ER Elementalists have that Monks don't is single-target powerheals from Infuse, and you can compensate with WoH + bring along a bunch of other prots an ER Elementalist can't use as effectively.

Alternatively, with the Imbagon, it might be possible to use only one ER healer and swap the other ER healer out for a defensive midliner with some cleanup. Probably steal one of the Infuse-spam builds for this bar (ER, Glyph of Swiftness, Aura of Resto, Infuse, Protective Bond, Life Attunement, some more skills, ask Elnore).

Other random comments:

1. Instead of Heal Party + Mindbender, it might be better to use three copies of Breath of the Great Dwarf spread across all thee ER Elementalists.
2. Quickening Zephyr, if it can be added, will free one slot on the ER Elementalists (can drop Glyph of Swiftness). I don't know what will happen to the MM though, maybe add Blood Ritual to the ER Orders guy or something?
3. What's the point of coming up with reasonably balanced builds when you can just AP / Cry of Pain your way through PvE?

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Jeydra View Post
Same goes for the Ether Protector, with one more thing - Heal Area? Unless you're using that to heal minions (spam Blood of the Master imo) I don't see the point.
Blood of the Master makes for a superior minion heal and is far more reliable mid-fight. I agree, Heal Area feels redundant.


Quote:
Originally Posted by Jeydra View Post
You could drop Plague Sending for the other Ebon Vanguard Ward and free some room on the MM's bar, although I do wonder if the armor bonuses stack with the imbagon. That would allow the MM to bring an extra energy management skill (signet of corruption comes to mind). That ward is more for the Bone Fiends though, which don't recieve an armour boost from Save Yourselves. It's also handy during any downtime with SY.



Quote:
Originally Posted by Jeydra View Post
But that's somewhat beating around the bush. I see a huge problem with the bar, and that is the strong prots. They're normally invaluable, but you have an imbagon in the teambuild. Imbagons are fantastic damage reduction, and with that kind of reduction floating around I doubt Prot Spirit / Spirit Bond will trigger much. Pre-protting is still useful and armour ignoring damage does occur.

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

this is a similar set-up to my 'balanced' team, except no [[volfen blessing] and real monk (heroes) healers. and also depending on the area, no mm. as well, i tend to bring interrupts of some kind. i dun really like the gimmicky names people attach to builds, unless it is really gimmicky. this one looks pretty normal/standard to me.


--paragon--
its either [focused anger] + [for great justice] or [focused anger] + [air of superiority]. theres no need for all 3 (they don't stack).

[theres nothing to fear] 10s duraction / 20s recharge will be pretty tight to upkeep [aggressive refrain] @ 22s. very doable...but tight.


--volfen blessing--
meh...not much to say when its a one-skill build. but scythe is not really important--it won't affect the volfen dmg dealing skills in any way. i'd actually use sword/daggers for faster triggers on [mark of pain]/[barbs].


--warrior--
[frenzy] with no (real) cancel stance? it can work with the teambuild...but may prove to be a problem.


--orders--
i'd recommend going necro primary for the extra attrib pts in blood magic. [cultist's fervor]+[masochism] should be enough e-management to maintain orders 24/7. plus it gives you a free condition for [plague sending]. (which reminds me, i still need to test of a hero can run this properly)


--mm--
i usually run [glyph of lesser energy] in this build, but since your running it with [volfen blessing] i'd have to recommend removing [animate bone fiend] instead. ias from [volfen bloodlust] is only nearby...so its not the biggest range. although, you could have a mix between the 2.

[ebon battle standard of courage]??? why? sure it may help minions, but i really don't think the energy will permit it, besides thats what [blood of the master] spam is for. just stand in within the ele's [heal area] and spam away. plus [animate bone horror] has decent armour, which i would recommend to use to synergize best with [volfen bloodlust]'s area of effect. not to mention easier on the energy.



i'm kind of under the impression that your just stickin in pve-skills just for the hell of it lol.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by snaek
View Post
--mm--
i usually run [glyph of lesser energy] in this build, but since your running it with [volfen blessing] i'd have to recommend removing [animate bone fiend] instead. ias from [volfen bloodlust] is only nearby...so its not the biggest range. although, you could have a mix between the 2.

[ebon battle standard of courage]??? why? sure it may help minions, but i really don't think the energy will permit it, besides thats what [blood of the master] spam is for. just stand in within the ele's [heal area] and spam away. plus [animate bone horror] has decent armour, which i would recommend to use to synergize best with [volfen bloodlust]'s area of effect. not to mention easier on the energy. Bone Fiends will still attack faster than horrors under bloodlust. It's not too difficult to maintain an army of about 5 fiends with 5 horrors, but keeping it up in long battle may be taxing without additional energy management.
[Ebon battle standard of courage] - I found this kept the fiends alive during the initial nukes. Prot > Heal and BotM just cannot be spammed fast enough to keep the fiends alive at the start of each fight. Casting this isn't hard on energy.
In areas where battles are much longer, just sticking to bone horrors may be a more efficient tactic.

In regards to the orders build, a primary necro would probably be better. That way, you can run a higher spec into blood magic, although you would have to actively counter the sacrifice (meaning the infusers have two people to really worry about).


And I'm confused as to why you shouldn't run [Focused Anger] with both [For Great Justice] and [Air of Superiority]. The two don't overlap and air has some nice benefits.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

I don't think that a primary necromancer would be as effective as the elementalist. The sacrifices if running Cultist's are huge, and it still will not have nearly as good energy management as the E. Doing this just for a few extra points in Blood doesn't seem worth it. Also if you slap on both Cultist's and Masochism you sacrifice both elite and another slot, just like the ele, but for less returns. The reason would be for putting extra utility, which makes the N better for lesser-size parties.

I would dearly love to find a way to get off Dark Fury so that a necromancer could take Order of the Vampire. This would be manageable with no problem and compress the bar considerably.

Hatchet Child

Hatchet Child

Frost Gate Guardian

Join Date: Mar 2007

Wales

No longer actively playing.

N/

[[mark of fury] might be an idea, But then your just swapping it with Dark fury. Maybe put it on someone else's bar?

.....or just screw [mark of fury].

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

By not having Dark Fury, the elementalists lose out on an enchantment that fuels ER.
I don't know how important Dark Fury is to the imbagon in building adrenaline, but perhaps you could replace with with Mark of Fury.

Pah, beaten. Makes a change.

Hatchet Child

Hatchet Child

Frost Gate Guardian

Join Date: Mar 2007

Wales

No longer actively playing.

N/

Well your post was more well wrote out and thought out. :P


I don't think the ele's would need Dark Fury. In experience of playing one it's nice to have [order of pain] and [dark fury] but it's not Required. I would say otherwise if it was a Hero running one of the ele's bars.


EDIT: The ele's bars would be gaining 12 energy with just [Order of pain]

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

The mark caller bar is extremely crowded and it might be better for an Order running OoV to grab mark of fury, in that case. Also he could pack Strip Enchantment since that skill hasn't been nerfed and removes two enchantments, which normally is enough.

Xenomortis

Xenomortis

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UK

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So...
[Build prof=N blood=12+1+3 soulr=12+1 Curses=3+1][Order of the Vampire][Mark of Fury][Masochism][Strip Enchantment][Great Dwarf Weapon][Ebon Battle Standard of Honor][Foul Feast][Plague Sending][/build] ?

Havn't really thought that out and I'm not sure what level blood rune to use.

Looking at that, you probably don't need masochism anymore. Mabye [Signet of Lost Souls] instead.

You could drop one SR rank and boost curses a bit, meaning you don't need a rune to reach the breakpoint for Plague Sending.

Xenomortis

Xenomortis

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Hmm... looking at Cultist's Fervor, it, along with Masochism would provide all the necessary energy. Unfortunatly, you'd need a way to counter the bleeding caused by CF and you'll still have the sac from the two orders to worry about. It's a shame blood renewal has such a high sacrifice.

Hatchet Child

Hatchet Child

Frost Gate Guardian

Join Date: Mar 2007

Wales

No longer actively playing.

N/

[Feel no pain] Could cover Bleeding effect at rank 6 norn->

Xenomortis

Xenomortis

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Hmm.
[build prof=N Blood=12+3+1 soulr=12+1][Order of Pain][Dark Fury][Cultist's Fervor][Masochism][Feel no Pain][Great Dwarf Weapon][Ebon Battle Standard of Honor][Foul Feast][/build]?

No Plague sending as I doubt you'll be affected by conditions much. Wasn't sure what I'd suggest to swap out for Feel no Pain.

I'd still prefer the OotV build or the original ER build, as they have less sac or built in heals respectively.

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

[cultist's fervor]+[masochism] is the same amount of bar compression as [glyph of swiftness]+[ether renewal]...except it also has attrib pt compression.

as for the sac cost...you stand in the eles [heal area]? constant bleeding is hardly something to worry bout imo.


the mm changes i suggested were mostly in regard to e-management. sure the op build looks nice--if you had infinite energy, but you don't.

Xenomortis

Xenomortis

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I've run the MM bar on the OP and it's not too bad. Maintaining 5 fiends and 5 horrors is doable.

The reason why I was commenting on the sac, is because I would have recommended losing Heal Area for something else. Besides, Heal Area won't necessarily cover it and that ele wants to be spamming Infuse. The odd Infuse should do fine, but it places what feels like, unnecessary stress.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

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After discussion with Jon I think we've come to the conclusion to skip the current Orders bar and have it replaced with a dual AP configuration. The normal Mark of Pain caller plus one Orders AP (aren't we creative!)

[build prof=N/A Curse=12+1+1 Soul=10+1 Deadly=8][mark of pain][barbs][rigor mortis][reckless haste][assassin's promise][ebon vanguard assassin support][by ural's hammer][mindbender][/build]
[build prof=N/A Blood=12+1+1 Soul=9+1 Deadly=9 Curse=3+1][order of pain][mark of fury][weaken armor][strip enchantment][assassin's promise][ebon vanguard assassin support][technobabble][mindbender][/build]

Exact tuning is up to debate.

Xenomortis

Xenomortis

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Is it really worth having AP on the orders bar? It'll recharge mindbender and the assassin skill, but is that worth the elite?
Oh, and you've lost out on some damage from [Ebon Battle Standard of Honor]. Because mindbender would be very useful on that bar, I'd look at swapping out Technobabble or the Sin support for it.

Hatchet Child

Hatchet Child

Frost Gate Guardian

Join Date: Mar 2007

Wales

No longer actively playing.

N/

We were just talking about Ebsoh and we were gonna put it on the MM bar.

Possibly changing the whole MM bar.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

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I think it's definitely worth the elite. AP will help manage energy on the Blood bar. It will also make it possible to run "offensive orders" rather than "slow shit orders". Mindbender is ftw on the bar and should always be up. Also you get the extra utility of being able to take both technobabble, ural's, enchant strip, dual ebon sins, etc.

Order AP will be much more fun to run than a normal Order bar.

Xenomortis

Xenomortis

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Yeah. Looking at Mindbender, it's too useful not to be able maintain constantly.
As for EBSoH on the MM: I suggest either replacing Masochism for it if the player is confident with energy, or only having one of the Ebon Standards (either Courage or Honor, preferably Honor).
Changing the entire MM bar seems a bit drastic and unnecessary as an OoU MM is already very powerful.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

Thing is this.

Losing E/N order to N/A order, you lose Foul Feast. I don't say you can't run it, it's just that you make the order into an offensive character with an assortment of proactive attack skills, and those are valuable and are candidates for AP-recharge (useless on FF). Means Foul Feast should go on the MM. Means MM turns more into a support role. I am not really sure if the effect of Order of Undeath is really, really worth the enormous energy tax, especially considering the omgwtf damage that's already slotted into the build.

Considering Empathic Removal.

Xenomortis

Xenomortis

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Hmmm. The thing about Order of Undeath, is that it'll trigger to its full effect where skills like Hundred Blades and Mark of Pain won't. Minions don't need enemies to all be within adjacent range of each other for OoU to do good amounts of damage.

With regards to the orders bar, I'm a little dubious of the worth of a second Ebon Sin. With three physical players (one with 100B) all under an IAS attacking your target (more if some casters are carrying a spear) and up to 10 minions running around and one Ebon Sin with a knockdown skill, a second one seems a little superfluous and it'll only trigger MoP more by a tiny fraction.
The other skills on the orders bar I agree with. If you're pushing for Foul Feast, I currently hold that the orders bar is the best place for it.

I think you'd have to do some tests with these builds to be conclusive.

Moloch Vein

Moloch Vein

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Join Date: Apr 2007

Reactive Hexing Sucks

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While I know you know this, the wonderful thing about the Ebon assassin is that it stays alive after the target is dead. This means that dual AP bars with these doesn't just mean that "there'll be two assassins instead of one", it means that the quantity will be doubled. This is a pretty good benefit.

As for Foul Feast on the Orders... no. Just no. I want to get away from the "Orders-b1tch" role that those builds have been relegated to.

I realize that there is nothing stopping you from switching between friendly and enemy targets, but there's something to be said for a build that's simple, straightforward and fun to play. Many teams can be made that are very effective, but if they're a pain in the butt or simply boring you stiff, most people won't bother playing them. One of the reasons why we never went Ursanway.

Moloch Vein

Moloch Vein

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Reactive Hexing Sucks

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I agree that the MM bar needs to lose some energy load but I'm not sure if the proposed bar would do more or less damage than an elite-less bar with Fiends replacing OoU given the proposed team configuration.

Xenomortis

Xenomortis

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The Bone horrors are likely to be affected by Volfen Bloodlust, granting a 33% IAS. This suffers downtime though.
Horrors attack once every 3.17 seconds. Fiends, once every 1.93 seconds.
Fiends are less likely to be affected by bloodlust.
With bloodlust up, horrors attack once every 2.12 seconds, fiends every 1.29 seconds. I've ignored downtime here.

Fiends attack about 60% faster than horrors and can attack at range. The real issue is does OoU grant minions an extra 60% or more in terms of damage? At 16 Death, it adds 17 damage to their attacks. Against high level foes, a minions attack is otherwise pitiful (so the answer to that question is almost definitly yes).
Also of note, is the Ebon Battle Standard of Honor. Fiends are much more likely to remain in it's radius and gain it's bonus. That can potentially add 15 damage to their attacks (but nobody likes grind).
Horrors are less likely to die.

What is the most important factor would you say? I would guess that the two builds are fairly close, but the non-OoU bar has the advantage of not having the sacrifice cost from OoU.

Moloch Vein

Moloch Vein

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Join Date: Apr 2007

Reactive Hexing Sucks

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I'm not sure. However with no Order of Undeath you can skip two skills (that and Signet of Lost Souls). So you could bring another elite.

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

[Build prof=N/A name="Draft" box death=12+1+3 soul=8+1 deadly=10][Assassin's Promise][Animate Bone Fiend][Animate Shambling Horror][Blood of the Master][Death Nova][Ebon Battle Standard of Honor][Mindbender][Signet of Corruption (Luxon)][/Build]

[Build prof=N/A name="Draft 2" box death=12+1+3 soul=8+1 deadly=10][Assassin's Promise][Animate Bone Fiend][Animate Shambling Horror][Blood of the Master][Ebon Vanguard Assassin Support][Ebon Battle Standard of Honor][Mindbender][Signet of Lost Souls][/Build]

Might be interesting alternatives to the current MM bar. I realize that it's hard for a human player to utilize [[Death Nova], however.

Xenomortis

Xenomortis

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With only 8 (or 9 with a rune) in Soul Reaping, you won't have the energy to raise and maintain an army composed of Fiends and Shambling Horrors, even with AP. I can see both of those bars being really pushed for energy.

Given what's been discussed for a MM bar so far, you also miss out on condition removal from Foul Feast.

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

[[Signet of Corruption (Luxon)] should prove useful in the nrg department against foes with [[Reckless Haste]; it also gets the recharge from AP. You could replace [[Death Nova] or [[Ebon Vanguard Assassin Support] with [[Foul Feast].