Unholy Degen

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Build: Unholy Degen
Class: N/Me
Use: Primarily Alliance Battles, but works in other PvP formats & PvE

Attributes:
Blood 14 (10 + 1 + 3)
Death 13 (12 + 1)
Soul Reaping (rest)

Statistics:
ACC: 9.2857
ACT: 1.25
ART: 8.625
ASP: 15%
SSC: 3


Skills:Life Siphon (Blood) 10,2,2 Vile Miasma (Blood) 10,1,15 Signet of Agony (Blood) 10% -,3/4,15 Plague Sending (Curses) 10% 10,1,5 Virulence (Death) 5,1,15 Blood Renewal (Blood) 25% 5,1,10 (optional) Well of Blood (Blood) 15,2,2 Epidemic (No Attribute) 10,¼,5

Runes:
Sup Blood
Any Vigor
Sup Death (optional)


Armor:
Ragged Scar Pattern (+1 Blood)
Revenants Set (recommended)
Blood Stained Boots (recommended)

Concept:
Apply such an unholy degen to the enemy that they have a -18 stacked against them.


Skill Explaination:Life Siphon (Blood) 10,2,2
Your first degen. This serves to heal you because you will be sacrificing in a moment. It's a good lead and cover attack.

Signet of Agony (Blood) 10% -,3/4,15
Well, you want to hurt them bad. What better way to do it than have them bleeding for 25 second. Sure you sacrifice, but it's the best way to have a lasting bleeding with a necromancer primary.

Plague Sending (Curses) 10% 10,1,5
You can't carry the bleeding too long, so send this condition to your enemy. If you use this right after Signet of Agony, you sacrifice 20% of your health, but the bleeding on them is worth it.Plus, with life siphon in effect, you can recover some of this back.

Virulence (Death) 5,1,15
Punish them for being stupid enough to take conditions. Stack Disease, Poison, and Weakness on the enemy. This is a dangerous move, since in PvP Disease can affect you as well, but you can use this as a nice way to apply loads of degen from multiple conditions in 1 blow. Vile Miasma (Blood) 10,1,15
Wait until the conditions hit. Once you apply your first condition,

Epidemic (No Attribute) 10,¼,5
You know how they always seem to have the tell a friend feature on websites? Why not curse a friend? When in proximity of other enemies, hit epidemic so the disease, poison, and bleeding is shared between the enemy and his friends.
Blood Renewal (Blood) 25% 5,1,10 (optional)
Although not always on my skill bar, I'll sometimes use this before I start sacrificing. The +6 regen (from lvl 13 blood) works very nicely to cover the sacrifices. Especialy if this follows life siphon.


Well of Blood (Blood) 15,2,2
This is more for your protection than anything. Give back to your allies with a well here and there. Plus, standing in a well does wonders for your HP. Espeically when you're looking for a new target. At lvl 13, it's 18 seconds of +5 regen, so this ain't half bad.


Weaknesses:Purge/Convert Monks
Convert Hexes will strip all hexes from the target. Purge Conditions will remove all conditions. Any monk with both on their skill bar will be able to kill the effects in seconds.
Super Spike Healing
I've noticed that Healing Signet can push back the timing on this. Most monk skills can't push it back very well. Essentially, you need to be healing 20hp per second to make up for the difference. With Healing signet, that's 120 or better every 6 seconds. From experience, most monk builds can prolong the the duration by healing, but they can't necessarily combat it or turn the tide.
Condition Transfers
Just like you can send conditions, enemies can use plague touch and other skills to send conditions back at you. It's a sad state, but it happens. Make sure Virulence is the last condition applied. This way, if they transfer anything, there's a better chance of receiving weakness over a degen like bleeding or poison.
No direct damage
Except for Signet of Agony, you perform zero in direct damage. Everything is damage over time. Once up to -10 degen
, it's 20 hp/sec damage
. That's more than some warriors can do. But the fact remains that you're doing this as damage over time. Fans of Diablo realize that over time damage is more long term thinking and not immediately resolving the problem infront of you.
Carrying the blood
A dangerous move, but if you're not careful with your target, you can carry the bleeding. At this point, you are degening at 6hp/sec (-3 pips). Carry it too long, and you can bleed to death. It's a good idea to stand in a well when using this. Make sure that you cast plague sending IMMEDIATELY after you cast signet of agony, otherwise you're going to carry the blood.

Strengths:SERIOUS Degen
Life Siphon (-3) + Bleeding (-3) + Poison (-4) + Disease (-4) + Vile Miasma (-4) = -18

Even a Healing Breeze at lvl 12 can't compete with this. the +8 Regen doesn't stack against the -18. The hidden -8 more than compensates for all monk regen skills.
Sharing in the pain
Epidemic allows you to spread the conditions across enemies. This way you can infect groups with a -11 degen (Bleeding + Poison + Disease). Plus, plague sending allows you to share bleeding with target and all adjacent foes. So, when you are targetting just 1, you have the added bonus of hitting multiple with at least bleeding.
Fevered Dreams
Not build specific, but if you have a mesmer on teh team with Fevered Dreams, this makes the build a whole lot more effective. Just choose a target, then condition him for defeat. With Fevered, that target will share his/her pain automatically with their allies.
Tainted Turtle Takedown
This build can take down the seige turtles of Aspenwood (Kurzick) fairly quickly. The build was designed primarily for this usage, but was found to have value elsewhere.


Legend:ACC - Average Casting Cost ACT - Average Casting Time ART - Average Recharge Time ASP - Average Sacrifice Percent SSC - Sacrificial Skill Count

Testing History:
Alliance Battles - Saltspray, Aspenwood (Kurzick)
Skirmishes - against varrying builds
PvE - Unwaking Waters (primarily) & random parts of cantha



Credit: myself

Mr_eX

Mr_eX

Frost Gate Guardian

Join Date: Dec 2005

Ice Tooth Cave

Opt and Niho Private Chat [lulz]

N/Me

Very nice build. You may also consider throwing in Phantom Pain in order to add Deep Wound to the mix...20% health reduction + less benefit from healing + -18 degen = death

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Yes, but phantom pain (part of original build) diversified the attributes a bit too much. I wanted to keep higher soul reaping for a wash, rinse, repeat manner of applying hexes and conditions.

Still, not a bad idea to add Deep Wound into the mix.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

I understand the concept of going past the -10 degen (to counter other regen spells), but to me this is just a little bit overkill.

To me, if there is a condition I want to start the trigger happy fest over, I would pick deep wound.

I have long run the very popular Phantom Pain/Shatter Delusions/Virulence build, which causes a deep wound and then starts degening them like a madman. Combine that with your lead attack (Life Siphon), and that's -10 degen + the deep wound out of four spells, instead of the -18 degen caused by your four spells. I'd rather have the 1st option, honestly.

The other spell that would really make your combo lethal is Fragility, which is almost picture perfect for Virulence and Epidemic. I find that Fragility/Epidemic really cause the spell chain to take a bit longer than I normally like (longer spell chain = better chance to remove/interrupt), so I normally keep away from those unless I know I won't be targeted.

Overall a very nice concept!

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Jetdoc.. you fail to realise something about me. I'm a huge fan of overkill. I find it's better to overkill than not kill.

Although it makes sense to use your method, I just find that mine works well to stack degen against regen healers. That's what it was built to combat.

Hmm... looking further at your suggestion, I'll have to try that sometime. It sounds like it's more than worth a look.

With unholy degen, I'm just stacking degen upon degen. The -18 that ensues is basically a max, but the key is that degens wear off, so you apply them in tandum.This way, it's a battle for the enemy to keep their energy stable.I'll probe with life siphon, then step to the Sig of Agony/Plague Sending combination. After they're bleeding for a second or two, I apply Virulence. Virulence lasts only 13 seconds (@ lvl 12), so as poison and disease are wearing off, I need something to back it up. Vile Miasma hits. At this point, Life Siphon is wearing off in 5-6 seconds (depending on how much I procrastinate.) Reapply Life Siphon, then repeat sacrifices. It's a constant degen. When it comes to key targets, then I expend it all at once. (IE: Seige Turtles). I did play with using Deep Wound on them, but that didn't work as well as I'd hoped. Monks would just remove deep wound then healing breeze. The stacked Degen just seemed (in testing) more functional.

I will have to try your build again. Perhaps there is a variation of this that can be used more effectively than in my testing.

Thanks, Jetdoc.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Just stating two spells that Xenoranger didn't have and one was already mentioned. Phantom Pain (mention several times by others) and Parasitic Bond. Both do almost 0 health degen (1 may be 2 at most) but have a nice after effect. Phantom Pain once removed or ends, inflicts Deep Wounds (a condition). Once Parastic Bond is removed or ends, gives you massive health.

Since this is an "Unholy Degen" build, the purpose isn't so much as conditions, but the degeneration of someone's health. Why not drop Death Magic and pickup Illusion instead? You can use Conjure Nightmare (-8 health degen), Illusion of Pain (-3 to -9 health degen, then inflicts deep wounds), Images of Remorse (-1 to -3 health degen, but if foe attacks suffers 10-44 damage). As an elite, Recurring Insecurity lasts only 10 seconds and does -1 to -3 health degen, but each time you cast another hex, it renews itself for another 10 seconds. This would allow you to have this spell on your foe until death.

But as Jetdoc had already said, if you prefer doing conditions, then fragility would be very good. If you fear disease coming back to you, drop Virulence and get Tainted Flesh. I would say get Feavered Dreams, but I don't think its necessary for you to use instead of Tainted Flesh or Virulence.

Just spouting other options to your good build Xenoranger.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by Pick Me
Just stating two spells that Xenoranger didn't have and one was already mentioned. Phantom Pain (mention several times by others) and Parasitic Bond. Both do almost 0 health degen (1 may be 2 at most) but have a nice after effect. Phantom Pain once removed or ends, inflicts Deep Wounds (a condition). Once Parastic Bond is removed or ends, gives you massive health.
Parasitic bond is worthless in this build b/c there are no levels in curses. I know I have plague sending up there, but consider its description. It just sends the condition. It requires absolutely nothing in curses to use. Originally, I started this build with a Curses/Death necro, but that failed b/c I couldn't inflict anything worth while on them. Vile Miasma was the move to blood. Then there was the little issue of reducing Virulence time. I have a build called Near Perfect Degen (it's in the necro forums somewhere). It used Phantom Pain and such (I think) but the degen wasn't perfect enough. I was going to call this one "Perfect Degen", but it's not quite. (plus, I'm not that conceited =p)


Quote: Originally Posted by Pick Me Since this is an "Unholy Degen" build, the purpose isn't so much as conditions, but the degeneration of someone's health. Why not drop Death Magic and pickup Illusion instead? I tried that but used domination to hit ignorence against warriors. The problem was teh recharge on Virulence and the effect time. I wanted Virulence to stick for a bit longer with as little time as possible between casting and ending fo the condition.


Quote: Originally Posted by Pick Me You can use Conjure Nightmare (-8 health degen), Illusion of Pain (-3 to -9 health degen, then inflicts deep wounds), Images of Remorse (-1 to -3 health degen, but if foe attacks suffers 10-44 damage). As an elite, Recurring Insecurity lasts only 10 seconds and does -1 to -3 health degen, but each time you cast another hex, it renews itself for another 10 seconds. This would allow you to have this spell on your foe until death. Yeah...
I'll play with that a bit more. It'd great ideas, but I'm kinda at a loss for energy management and stat balancing. I want certain stats and certain durations. That's what I have to balance in this build.


Quote:
Originally Posted by Pick Me
If you fear disease coming back to you, drop Virulence and get Tainted Flesh. Actually, I considered Tainted. But then knocked it back b/c it was only 1 condition. The concept of stacking 3 degen conditions is that if they remove 1, they still have the other 2 to worry about. Hence the reason it's virulence instead of say... plague signet or something else elite that is condition management.



Quote: Heh... not to worry. I typically jump into whichever side is short on players. If I go to Luxon and find I'm waiting a ton I'll go over to Kurzick and play.

The other thing I was thinking about is Consume Corpse... So many times there's an opposing MM with a little army. CC is one of the best anti-MM skills around since it's got a fast cast and works well as energy management and corpse denial all in one. If you wanted to go more towards degen then Necrotic Traversal is nice for the poison effect.

Here's my spin (yet again):

Luxon:
Signet of Agony
Plague Sending
Virulence {E}
Vile Miasma
Life Siphon
Blood Renewal
Well of Profane
Consume Corpse/Necrotic Traversal

Kurzick:
Signet of Agony
Plague Sending
Virulence {E}
Vile Miasma
Life Siphon
Blood Renewal
Well of Blood
Consume Corpse/Necrotic Traversal

I might drop Blood Renewal in favor of something else if I used Consume Corpse since the hp and energy gain is decent with the spec in Death that this build has. Maybe Well of Suffering for added degen.

If you go with Necrotic Traversal then stick w/ Blood Renewal since you may not always get a well up.

P.S. I listed the skills in the order I like to apply them.

dgb

Jungle Guide

Join Date: Sep 2005

Mo/Me

A good monk will get the bleeding off before virulence can hit once they see you do the combo once, aside from that it makes sense.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

I'd like to see this "good monk" you speak of =p

Seriously, that's never been a problem. I find that even when I cast it on a monk, mostare too busy healing others and seem to neglect themselves.

Plus, it's a 1 sec casting time for Virulence. You're working on psychology at this point. It takes people about a second or so to realize that they're bleeding. B/c of the reaction time (and the time it takes them to target self in most cases), you can apply both rather quickly. Only the AI catches on and heals b/c it doesn't fumble with a keyboard.

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

I agree here. Very few will realize they are bleeding until it's too late. I've had some "repeat" customers in a few matches that tend to catch on to what's about to happen. However, most of them are not that savvy. The thing you have to watch out for is the W/Mo with Purge Conditions and the Plague Touching */N players. They can be problematic. Imagined Burden handles the Plague Touchers. However the W/Mo are best handled by putting on Bleeding followed by Vile Miasma and Life Siphon. Then when they purge the bleeding you're just about ready for another round of Agony+Sending+Virulence. Their Purge won't be ready for quite some time and you'll do a lot of degen in that period.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

That's actually about the order I've been using lately. Vile + Siphon adds -7 degen. I've been doign that math, and that's about 14dmg/sec. But, it only lasts for 10 sec. The max you can get is 20dmg/sec in degen. This whole build does help soften a bit.

I find endure pain and healing sig are more problematic. Unless you have teammates on the target, healing sig seems to recover at a rate of about 120 (avg for most) every 6 seconds. That means that even at a degen of 10, they can recover. It's kinda sad, but IMO, Healing Sig is a little overpowered. Not b/c of this build, but b/c a warrior can do so much free healing in 2 seconds. They should either increase the time or something b/c Healing Sig should not be able to recover a warrior faster than they can degen (IMO). A monk should be required to counter degens and such.

The prob with Endure Pain is the HP bump warriors get. Just makes them last a little longer while under the effects of unholy degen.

Munanko Roha

Frost Gate Guardian

Join Date: Jan 2006

KoH

W/E

Reading of your build I was thinking about a 2 men spiking build like this:

Mesmer/Necro

Illusion of Haste
Phantom Pain
Shatter Delusions
Fragility
Signet of Agony
Plague Sending
Virulence

Earth Ele/Mesmer
Fevered Dreams
Crystal Waves
Teinai's Crystals
Immolate

These are the important skills for the 2 charachters playing this build:

the mesmer starts casting Illusion of Haste outside combat and waits till it ends; cast Fragility, Phantom Pain, Shatter Delusions on the target, then Plague Sending; in the meantime the Earth Ele casts Fevered Dreams; back to the Mesmer who casts Virulence followed immediatly by Ele's Immolate and Crystal Waves.

The trick is stacking and healing conditions in a very short amount of time maxing damage given by Fragility (so the Mesmer must max out Illusion and have high value in Fast Casting and the rest in Domination) and Crystal Waves (so Ele must max out Earth and the rest in Illusion for Fevered Dreams).

I have no idea if this could work well 'cause it's just a not tested build and it would require a lot of cohordination, but I like how it sounds.


Like very much the high degen build posted in this topic too, i'll give a try.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

yeah, that works, but consider that you have two people focussed on stacking degens and conditions on a single target. The drawback to there is that you have two focussed on 1 target. Your concept is sound, but remember that it's a max of -10 degen. Any higher, and it won't affect the target's degen (although, the added will be hidden and count against them should they attempt a regen skill).

Although, with Fevered Dreams, you could (theorhetically) apply the degen to a group. Only problem there is proximity, otherwise you're wasting 2 party slots.

hmm.... your proposed dual build sounds interesting. Fesible, but conditional.

dgb

Jungle Guide

Join Date: Sep 2005

Mo/Me

Quote:
Originally Posted by xenoranger
I'd like to see this "good monk" you speak of =p

Seriously, that's never been a problem. I find that even when I cast it on a monk, mostare too busy healing others and seem to neglect themselves.

Plus, it's a 1 sec casting time for Virulence. You're working on psychology at this point. It takes people about a second or so to realize that they're bleeding. B/c of the reaction time (and the time it takes them to target self in most cases), you can apply both rather quickly. Only the AI catches on and heals b/c it doesn't fumble with a keyboard. Maybe the average RA monk. Anyone who has played infuser succesfully in HA would laugh at the 1.75s gap that you have for them to slide in a mend. Seriously when you're used to catching spikes, getting conditions off before a virulence is easy.

ALso even if they can't get it off, mend ailment eats anything with Virulence in it for breakfast.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by dgb
ALso even if they can't get it off, mend ailment eats anything with Virulence in it for breakfast. True, but they still have the hex degen to remove as well.

It's hitting one two levels. That's what makes it effective.

Sure, convert hexes can remove this, but still, people don't usually carry skills that remove multiple hexes at once.

Psychology based gamble.

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

CoP boon prot monks would easily destroy your build if you're using it on them. And they are more than common. And if not, the spike heal from mend ailment reduces your build effectiveness a lot.

The true danger behind this build is more Epidemic than the other skills. Instead or in addition of Well of Blood, I'd use Well of Suffering for unavoidable mass degen on Alliance stand points.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Oddly enough, I've never run into a CoP monk. But, I did site them as possible problems.

Still, Martyr and monks who can pull all conditions quickly are a danger.

And yes, epidemic was used (in a previous build) but found not tobe as effective. Will have to try it again in further usage.

dgb

Jungle Guide

Join Date: Sep 2005

Mo/Me

Quote:
Originally Posted by xenoranger
True, but they still have the hex degen to remove as well.

It's hitting one two levels. That's what makes it effective.

Sure, convert hexes can remove this, but still, people don't usually carry skills that remove multiple hexes at once.

Psychology based gamble. Mend ailment + boon will heal for 250+ health the first time it hits. 200+ the second, and 150+ the third (if the degen is still going by then). That seems more than enough to counter the degen from hexes and conditions. Then one holy veil and all your degen is looking rather weak. Standard issue boon prot skills are looking like countering it reasonably easily. Just making sure you're aware of the problems with this.

Sacho

Academy Page

Join Date: May 2006

Mo/Me

I've been switching mend condition for mend ailment on my monk lately, as it totally owns condition-spammed pressure.

Same for your build

You're not looking at the costs of these skills.

Your main combo, plague sending + virulence gives a target 25 seconds of bleeding and 13 seconds of poison/disease. If a monk doesn't tend to them at all, that means 150 damage from the bleeding, and 208 damage from the poison/disease(Won't factor in that this is a total of 11 degen, which means one pip will be lost due to the cap) A total of 358 damage, for 15 energy - decent efficiency for degen, as long as they all sit through their max recharge - but this will happen after 25 seconds, during which the monk has ample time to act(sig of devotion ftw).If you're lucky, a monk would only drop one mend condition on your target, probably cutting off 50-60 damage(not counting the healing). If you're really unlucky, the monk would just drop mend ailments whenever the target is low, resulting in total ownage.

Basically, the reason why I don't like pure degen, is that it's too slow. Especially in AB, you really don't want "slow". You want to deal with your opponents fast, so you can focus on capping points.

With that in mind, I think you should consider another "unholy" type of build - with discord. It is almost as efficient as degen, except that it can deliver damage much faster. You would have to add some curses spec to make it work, unless you can think of another way of delivering conditions(ie through a second profession). Basically, you would still cast a life siphon(and some cover, preferrably parasitic but you could cover with vile miasma, though that's costly), then hit the target with a condition(furthering degen), then spam the crap out of discord. It would free up one slot(from the signet of agony-plague sending combo, assuming you could deliver conditions with one skill), and also, warriors on your team that produce conditions would cover the fragile part of your build(1 condition, unless again you can think up a way to produce many conditions on your target). It not only features degen(life siphon + parasitic is 4 degen, + possible degen from a condition), but spammable damage to further pressure the opponent's monk.

It would be something like this:

Life Siphon
Parasitic Bond
(Condition apply, for example enfeeble)
Discord
(4 Optional Slots for AB)

In these optional slots you could include further hexes, self healing, more condition applying skills, perhaps some off-monk healing/hex removal, etc. It leaves alot of flexibility. You could for example include more spammable degen hexes, as Virulence's 15s recharge doesn't make the previous build very spammable(Unless your opponents are bunched up for epidemic, but that's really adding a rather conditional extra skill to make it work)

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

See Disobedience:
http://guildwarsguru.com/forum/showthread.php?t=3055397


Works better for spike dmg and I built that one after capping Discord.
Skills: Discord (Death) {E} 5,1,2 Enfeeble (Curses) 5,1,5 Parasitic Bond (Curses) 5,1,2 Arcane Echo (No Attrib) 15,2,30 ==Option== Putrid Explosion (Death) 10,1,5 Soul Feast (Death) 10,1,- Rez Sig

Dmg from Disobedience is much higher than Unholy Degen. Unholy Degen was meant for taking down Turtles in Aspenwood, but also worked fairly well in AB.

Disobedience does 52 dmg/sec (54 dmg/sec when you factor in para bond) while Unholy Degen does only 20 dmg/sec (max). Yes, there are far better builds in term of dmg/sec. Unholy Degen just works best if you're softenning and applying conditions
Originally Posted by Pick Me
Just spouting other options to your good build Xenoranger. Yeah, and they're great ideas. Just gotta figure how I can work them in to variations of Unholy Degen.

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

I've used this build in Aspenwood and found it to be a lot of fun. As a Luxon one change I did make was to drop Epidemic for Well of Porfane. It just makes getting through gates so much easier when there's a bonder monk bonding the NPC at the gate. You can use your degen on the bonder who will be hard pressed to outheal it. Then hit the NPCs with a dose of degen as well. Eventually you will crack through. This build also works fine against Kurzick Mine Cleansers.

When I play the Kurzick side with this build I drop Well of Profane and use Well of Suffering instead.

The other thing I've done is messed around with Imagined Burden. You can put a few points into Illusion Magic at the expense of SR. This build makes a very mean Touch Ranger killer. Typically you have to be careful to hit the ranger with Bleeding + Vile Miasma when they are away from other foes so they can't touch it off. Then as the close in on you or someone else you Burden them and hit them w/ Virulence + Siphon. This only works if you don't have retarded teammates that stand there willingly as the Touch Ranger touches off all the conditions.

I may pick up Ethereal Burden and Kitah's Burden to play around with these as energy management. They would be a nice double slow for touchers as well.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

What???
I'm kurzick. Keep your luxon paws off my build =p

Seriously...
Adding well of profane was a nice touch. Just a little bit expensive, but it works.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

It does indeed seem like Overkill, can't argue with that I see your reasons for it, like continueing the degen on after Virulence has worn off, but if you really need to counteract a Healing Breeze/Shield of Regen, Strip Enchantment works just aswell, plus gains you back some of the health you just sacrificed.

I wouldn't advise using Illusion of Pain without Mantra of Persistance. Causing degen is all good, but having it end in 10 seconds and do effectively nothing helps no-one. Throw an Illusion of Pain that lasts near 19 seconds, then you see a difference.
I have been tempted to try this sorta thing using Conjure Nightmare and Glyph of Energy, leaving you enough to throw points in for a PPain/SDelusions. Sadly i'll have to wait till Factions comes to do that

MelechRic

MelechRic

Desert Nomad

Join Date: Jun 2005

RA

[ODIN]

N/Mo

Quote:
Originally Posted by xenoranger
What???
I'm kurzick. Keep your luxon paws off my build =p

Seriously...
Adding well of profane was a nice touch. Just a little bit expensive, but it works.