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twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

This build is designed to lock down a target permently. This build looks very weak alone but if you combine it with a migrane + conundrum mes its very powerful.

Dom 16
FC 10
Inspire 10

Psychic Distraction (E)
Blackout
Diversion
Arcane larceny (hope I spelled that right)
Arcane Thievery
Shame
Drain Enchant

Psychic disables all your other skills for 8 seconds but recharges in 2 seconds it self. When you interrupt a target that skill is disabled for 12 seconds. Notice that word skill right? You can interrupt anything and disable that includes res sig. Use thievery and larceny to steal 2 spells for 37 seconds. Great for stealing drain enchant off that r/mes If you can't afford distraction blackout will suffice until your energy comes back. This build is your worst nightmare for eles and necros as their spells tend to be easily interruptable.

Banebow

Banebow

Krytan Explorer

Join Date: Aug 2005

[KoA] Knights of the Alliance

Me/

Looks nice, only one thing I want to point out. Arcane thievery (and presumably arcane larceny) can steal the same spell twice. If the additional lock time is tacked on to the current time then great, this point doesn't matter. But if the new lock time replaces the old, you will suffer a slight drop in shutdown at random times when you steal the same spell.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by Banebow
Looks nice, only one thing I want to point out. Arcane thievery (and presumably arcane larceny) can steal the same spell twice. If the additional lock time is tacked on to the current time then great, this point doesn't matter. But if the new lock time replaces the old, you will suffer a slight drop in shutdown at random times when you steal the same spell. Don't use it on the same target. Know the targets before you use it. Like a w/e with a hammer probly has aftershock. r/mes use drain enchant for energy managment and removal but most likely the only spell on their bars Just know your target before you use it. Besides you can use them on 2 different targets.

Biggest flaw is dmg. There is none. I locked down many targets but it seems to be more of putting a bulls eye on your back. After the 3rd 4th interrupt your target seems to act kind of confused and then you see the whole team turn on you. I think this is going to be great in gvg for locking down players and bodyguards.