Skill/Build Effectiveness?...

Method311

Pre-Searing Cadet

Join Date: Apr 2006

D/E

Hey. Welcome, and thanks for reading this.

I wanted to post this in "builds", but there's also a question in here somewhere. Any feedback is greatly appreciated.

Story:
This is an idea I had for a Mo/N build, which came to me after noticing a new faction elite skill (Cultist's Fervor) and playing with a sacrifice necro. The build (would be) as follows:

Stats:
Protection Prayers: 9+3
Divine Favor: 5+2
Blood Magic: 12
Death Magic: 8

Skills:
Reversal of Fortune (5 mana, .25 casting time and a 2 second recharge)
Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 67.

Draw Conditions (5 mana, .25 casting time and a 2 second recharge)
Spell. All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 22 Health.

Shielding Hands (5 mana, .25 casting time and a 25 second recharge)
Enchantment Spell. For 10 seconds, damage received by target ally is reduced by 15.

Dark Aura (10 mana, 1 casting time and a 10 second recharge time)
Enchantment Spell. For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 29 shadow damage to adjacent foes, and you lose 13 Health.

Cultist's Fervor (5 mana, 1 casting time and a 30 second recharge time)
Elite Enchantment Spell. For 17 seconds, your Spells cost -7 Energy to cast but you sacrifice 18 Health each time you cast a Spell.

The Point of this Build:
From casting Dark Aura and Cultist's Fervor, whenever you cast a spell, you cast it for -7 energy, sacrifice 18 health, deal 29 damage to adjacent foes, and lose 13 more health. My thought was to cast Shielding Hands, which would reduce both sets of sacrificed health to a total of 3 damage, and to spam Reversal of Fortune and Draw Conditions on allies, which heals the player through Divine Favor. The spells would be casted for little or no energy, and would deal 29 damage to surrounding players each time. One could even have life bond casted on an ally, and make him a tank, or maintain Life Attunement and gain even more through Divine Favor. The last few skill slots could go wherever the player wanted them to.

I think this could definately be dominant... but haven't heard it mentioned. Am I missing something? Let me know.

Danica Kalmar

Academy Page

Join Date: May 2005

Austria

afaik ROF doesn't trigger on Health sacs, tried it a few months ago and didn't work

btw, this should go into the build-forum, not the general one

Sekkira

Sekkira

Forge Runner

Join Date: Apr 2005

Canberra, AU

Shielding hands works for damage, not life sacrifice