Cultist's Ferver????

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Cultist's Ferver
For 5..17 seconds, your spells cost -7 Energy to cast, but you sacrifice 30..18% Maximum Health each time you cast a Spell.


I'm trying to figure this one out. The -7 casting cost is nice, but the sacrifice is a little high (IMO). Any thoughts about how to use this in a build? It just seems to me that sacrificing while you cast for 17 seconds may not be a good idea, since necros are casters by nature.

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

Minor usefulness with Heal Party spamming, with 2 sup runes you might be able to keep your health level. I agree, too much sacrifice.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Yeah... it just seems pointless.

Sacrifice to cast. Now, if it could eliminate exhaustion or enable you to steal % of damage delivered, it might work more efficiently (IMO).

Hmm....

miraaz

miraaz

Ascalonian Squire

Join Date: Nov 2005

Estonia

Spike In Three Two [Wee]

You can use this spell with health stealing spells too ya know...

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

That's the only way to use it though. I'm thinking Vamp Gaze, Life Siphon and such.

But the sacrifice means you need high blood or you're only killing yourself. At best, with most life stealing, you're breaking even.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

16 Blood and spam Vamp Gaze, Vampiric Swarm, Shadow Strike and Lifebane Strike.

Retribution X

Retribution X

Desert Nomad

Join Date: Nov 2005

Check behind you again.

N/

You can pretty much spam Vamp gaze with this skill, as it'll only cost 3 energy.

This works wonders with low cost spells too. It works awsome wonders...

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by Xasew
16 Blood and spam Vamp Gaze, Vampiric Swarm, Shadow Strike and Lifebane Strike. K... Prob there is that you're not offsetting your lifestealing skills very well. You're loosing HP (still) even though you're stealing (with Vamp Swarm as an exception).


you can and can't spam vamp gaze.
I was just noticing that the recharge on it makes it a bit difficult to "spam" (per say), since you can only cast it once every 6 seconds. If you have Kole's Torment or a blood recharge reducing item, then it's concivable, but with a 5sec recharge and 1 sec casting, I've just found this combination a little less effective. But, I can cast parasitic bond for free (woot woot... I guess).

HP needs to be low to use Cultist Ferver, otherwise even at 400HP, you're Vamp Gaze is still costing a little more than the sacrifice for CF.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

On a character with 485 health, you lose 69 health every time you cast. Vamp Swarm will probably give you health back because of the AoE, with Vamp Gaze you lose 6 health and with SS&LS you lose 19 health. 6 and 19 health is absolutely nothing. No one gives a damn if you lose those amounts of health if at the same time you're spamming spells that do damage. 1 Heal Party every now and then from some teammember will heal you back to full easily without pressuring your own Monks at all.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

What AOE? Vamp Gaze targets a single foe.

VSwarm targets 3 and Unholy Feast targets 1-4. Problem is recharge on UFeast & casting on VSwarm. With VGaze, you're only able to offset the sacrifice by 63pts. HP Pending, at about 480, I end up sacrificing 67.2hp. This means a sacrifice of 5.2 every 3 seconds. Not bad math, but you NEED a life stealing skill to make the sacrifice worth while, otherwise the nrg management portion of it just isn't worth it.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Quote:
Originally Posted by xenoranger
What AOE? Vamp Gaze targets a single foe.
Eh my bad, I meant Vamp Swarm of course. *fixed*

Quote:
Originally Posted by xenoranger
Not bad math, but you NEED a life stealing skill to make the sacrifice worth while, otherwise the nrg management portion of it just isn't worth it. Yes, well I'm not exactly saying anything else, am I? All the skills I listed steal enough health so that the overall amount of health lost is extremely small. -7 energy on every spell would be extremely overpowered if they lowered the sacrifice %.

Raiin Maker

Raiin Maker

Wilds Pathfinder

Join Date: Oct 2005

England

Blood On The Worlds Hands

W/

this skill rocks with a monk, your skills costalmost 0 energy(orison and WOH), and when you get low on health, just use healing touch on yourself. also doing this you can forget worrying about e denial mesmers, and your skills will be free.

xenoranger

xenoranger

Wilds Pathfinder

Join Date: Nov 2005

Quote:
Originally Posted by Raiin Maker
this skill rocks with a monk,
Holy... I didn't think about that. Good call man.


Quote:
Originally Posted by Xasew
Yes, well I'm not exactly saying anything else, am I? All the skills I listed steal enough health so that the overall amount of health lost is extremely small. -7 energy on every spell would be extremely overpowered if they lowered the sacrifice %. Yeah, that's true. It's just a shame when you look at this skill how it requires a high sacrifice for better nrg management. I think I might try it on a PvP Monk though with high Divine and healing. WE'll see how well it works.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Quote:
Originally Posted by Raiin Maker
this skill rocks with a monk, your skills costalmost 0 energy(orison and WOH), and when you get low on health, just use healing touch on yourself. also doing this you can forget worrying about e denial mesmers, and your skills will be free.
WoH is an elite, so that doesn't work. Also, even with 12 in Blood (which is the max you can get for a Mo/N), you sacrifice 18% of your health. That's just way too much. If someone gets spiked and you have to heal him 3 times, that's already 54% of your health, which makes you easily killable afterwards.

Quote: Originally Posted by xenoranger Holy... I didn't think about that. Good call man. Not really, it just doesn't work on Monks.

Quote:
Originally Posted by xenoranger
Yeah, that's true. It's just a shame when you look at this skill how it requires a high sacrifice for better nrg management. I think I might try it on a PvP Monk though with high Divine and healing. WE'll see how well it works. I'll make a simple scenario: 2 allies are taking damage, you heal both of them and lose 36% of your health. Big bad hammer warrior comes and kills you in 3 hits and you can't do a thing about it. This skill will probably be in some weirdo gimmick build and a N/X with life-stealing skills, but that's it.

Farmer

Banned

Join Date: Jun 2005

Cultist's Ferver is acutally one of the best, if not the best, new necro elite from factions. It makes me feel it's overpowered somehow when it's used correctly. Here's an example:

In PvE or GvG, when an order necro can hide behind safe, he can do a 55 build with cultist's ferver. All he needs to do it to cast vigorous spirit on himself and spam order and heal party, no need for self healing at all. If he invest all points into blood and healing prayer, he can even use awaking the blood to boost your order damage output. Heal party, of couse, can be replaced by Aegis, which depends on the situation. This build works wonderful in Tomb PvE and GvG.

Apok Omen

Krytan Explorer

Join Date: Jun 2006

Commence Aggro [BaMf]

Mo/E

Lets do the math: at 16 blood, CF sacs 10% health. 10% of 55 = 5. Now, AtB boosts blood by 2, maing it 18. At 18 blood, CF sacs 6% health. However, AtB makes you sac +50% of original sac from spells. 6 divided by 2 is 3, and 6+3=9. 9% of 55 is 4, i think. Now, losing 4 health, even to a 55monk, is pretty funny. If you have 16 blood and 12 healing, heck, even 8 healing, all you have to do is place mending on yourself and no probs.

Dang, nice find, man. I mean, that is great thinking. I think you may have invented a new orders necro. Congrats.

Farmer

Banned

Join Date: Jun 2005

well, the situation is acutally better than you expected in fact. As one of the recent skill update adressed, Vigirous Spirit has been buffed, and for some reason, if I invest full points into blood and healing, the cost of blood sacrifice (with awaking the blood) and the healing from vigirous spirit perfectly cancel each other out. that means, your health will cap at somewhere around 44 and stay there forever. I personally don't like using mending, because it takes your energy. Without mending, yes, you can spam order and heal party over and over without almost no stoping. Of course, 20% enchant mod is used.

Apple

Apple

Desert Nomad

Join Date: Dec 2005

N/Mo

Cultist's Fervor is bugged. Me and my guildmate discovered that the skill decription is bugged. It is in fact BETTER than it should be : Not ONLY do YOUR skills cost 7 less energy to cast, the skills OTHER PEOPLE USE ON YOU cost 7 energy less (and NO saccing). Do with that what you will.

art_

art_

Jungle Guide

Join Date: Dec 2005

I dont think farmer invented this, iQ were running a similar cultists fervour flag-runner fairly recently.

Nyxa Nightwing

Nyxa Nightwing

Ascalonian Squire

Join Date: Apr 2005

upstate NY

Necrotic Dragon [ND]

E/Me

Can any of you possibly tell me where I can cap this skill??? I'm guess by the discussion that you have gotten it. I just dont know where to llok to find it. Thanks in advance.

Wrath Of Dragons

Wrath Of Dragons

Burninate Stuff

Join Date: Aug 2005

New Mexico

E/Mo

http://www.xennon.co.uk/eliteskills/#necro

Defiled The Dark

Ascalonian Squire

Join Date: May 2006

Portugal

[Trib] Tribal Clan

W/Mo

biyuvuibibkknkbklnklbbvpçnivoolnolbpçpn0çp0mçç0nçn ççbçnç.bnççnçjçºb-nºnñºnºnºmººnºnºº

Innocent

Frost Gate Guardian

Join Date: Jun 2006

Mo/

Quote:
Originally Posted by Xasew
WoH is an elite, so that doesn't work. Also, even with 12 in Blood (which is the max you can get for a Mo/N), you sacrifice 18% of your health. That's just way too much. If someone gets spiked and you have to heal him 3 times, that's already 54% of your health, which makes you easily killable afterwards.
Just a thought, negating the 4% of course, this is roughly the same as an infuse health. Depending on the situation, it might be worth it. ~340HP healed for 9 energy (Heal Other * 3). Vs, Infuse Health at ~350 (Depending on your current HP) for 10.

:P Just a thought.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

Quote:
Originally Posted by Defiled The Dark
biyuvuibibkknkbklnklbbvpçnivoolnolbpçpn0çp0mç� �0nçnççbçnç.bnççnçjçºb-nºnñºnºnºmººnºnºº Exactly?

Seems to me this skill only excels at low-health levels...B/P anyone?

medulla

medulla

Ascalonian Squire

Join Date: Jun 2006

-

N/A

IMO fervor could be used in an aggro-controlled environment with an E/N.
Attributes:
Energy Storage: 8 + 3
Element: 10 + 4
Blood Magic: 12

Skills:
Cultist's Fervor {Elite}
Attunement (element of your choice)
Aura of Restoration
Res Sig
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)

The idea would be to have Aura of Restoration cure the sacrifice and Attunement round out the 10 energy costs. At level 11 Energy Storage, it'll heal for 33 for a spell costing 10. This means your health needs to be about 180. lol. Once again, I'm trying to think of a controlled aggro use for this. Anyhow, your spells will cost 7 less and your attunement will return you 3, so there will be no shift in energy nor health. Of course, you can't have fervor on forever (but an enchantment staff would help). This isn't a bad thing. When it's off, this is when you'll actually reach into your energy storage while still receiving the return from attunement. Put it back on ASAP, and you'll be in infinite mode again. As your energy isn't shifting during this time, your natural 4 regen will help cure the energy spent without fervor.

Personally, I think the sacrifice shouldn't be from maximum health.

Dark Tykane

Wilds Pathfinder

Join Date: Nov 2005

Cult Unseen

N/Me

Quote:
Originally Posted by medulla
IMO fervor could be used in an aggro-controlled environment with an E/N.
Attributes:
Energy Storage: 8 + 3
Element: 10 + 4
Blood Magic: 12

Skills:
Cultist's Fervor {Elite}
Attunement (element of your choice)
Aura of Restoration
Res Sig
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)

The idea would be to have Aura of Restoration cure the sacrifice and Attunement round out the 10 energy costs. At level 11 Energy Storage, it'll heal for 33 for a spell costing 10. This means your health needs to be about 180. lol. Once again, I'm trying to think of a controlled aggro use for this. Anyhow, your spells will cost 7 less and your attunement will return you 3, so there will be no shift in energy nor health. Of course, you can't have fervor on forever (but an enchantment staff would help). This isn't a bad thing. When it's off, this is when you'll actually reach into your energy storage while still receiving the return from attunement. Put it back on ASAP, and you'll be in infinite mode again. As your energy isn't shifting during this time, your natural 4 regen will help cure the energy spent without fervor.
If you threw in a 5-costing spell, you'll actually make 1 energy.

Personally, I think the sacrifice shouldn't be from maximum health. Sorry could've been cool but....when CF tells you it subtracts 7 energy from you spells casted it means it. Unlike attunements which give energy back CF would make a 10 energy skill cost 3.
which mean aura of restoration would heal you for about 9 health

Dark Tykane

Wilds Pathfinder

Join Date: Nov 2005

Cult Unseen

N/Me

Quote:
Originally Posted by Farmer
well, the situation is acutally better than you expected in fact. As one of the recent skill update adressed, Vigirous Spirit has been buffed, and for some reason, if I invest full points into blood and healing, the cost of blood sacrifice (with awaking the blood) and the healing from vigirous spirit perfectly cancel each other out. that means, your health will cap at somewhere around 44 and stay there forever. I personally don't like using mending, because it takes your energy. Without mending, yes, you can spam order and heal party over and over without almost no stoping. Of course, 20% enchant mod is used. This is a good call too.
I have actually spent most of my factions time debating through new necro and ele elites.
With CF you con do many things.
CF can make a mean dark aura 55 build
and with a monk you can do a double dark aura build as with a skill like jaundiced gaze or dark pact you would sacrifice health twice resulting in 90+ damage from dark aura+ the 50-60 from the triggering skill
all of it costing virtualy no energy
In fact if a 55 monk had this skill he could tank even in areas with e-denial would you believe it?
and dont im sad that it got out to more people like [Apple] who would spill something like that to the public who will more than likely reported it as fast as they can but CF is indeed glitched making that Double Dark Aura stuff i told you about extremely easy to heal which means its also a great spike even if you got just 2 necros runnin the build because your spike skills cost almost nothing and do about 150 each
oh yeah and theres no recharge to em
anybody wanna try this before its gone with me just whisp me
IGN dark tykane

medulla

medulla

Ascalonian Squire

Join Date: Jun 2006

-

N/A

Quote:
Originally Posted by Dark Tykane
Sorry could've been cool but....when CF tells you it subtracts 7 energy from you spells casted it means it. Unlike attunements which give energy back CF would make a 10 energy skill cost 3.
which mean aura of restoration would heal you for about 9 health indeed that sounds like the case, however, it is not. before posting, i tested this out. it will heal you for my originally stated amount and not 9 health.

"For 60 seconds you are healed for x of the Energy cost each time you cast a Spell."

Apparently, this is determined based on the original cost of the spell, but i see how it could've likely gone your way as well. so, by -7, it doesn't mean it but rather a temporary Expertise for spells if you will. again, i've tested it. (please do the same to avoid unproductive criticism.)


thank you

Dark Tykane

Wilds Pathfinder

Join Date: Nov 2005

Cult Unseen

N/Me

Quote:
Originally Posted by medulla
indeed that sounds like the case, however, it is not. before posting, i tested this out. it will heal you for my originally stated amount and not 9 health.

"For 60 seconds you are healed for x of the Energy cost each time you cast a Spell."

Apparently, this is determined based on the original cost of the spell, but i see how it could've likely gone your way as well. so, by -7, it doesn't mean it but rather a temporary Expertise for spells if you will. again, i've tested it. (please do the same to avoid unproductive criticism.)


thank you Just because I haven't tested it doesn't mean I can't give constructive criticism...the thing is that if Anet ever decided to make skills do what they say they do in the description then your idea would be flawed. Of course this isn't the first glitch in cultist's description....

medulla

medulla

Ascalonian Squire

Join Date: Jun 2006

-

N/A

Quote:
Originally Posted by Dark Tykane
Just because I haven't tested it doesn't mean I can't give constructive criticism...the thing is that if Anet ever decided to make skills do what they say they do in the description then your idea would be flawed. Of course this isn't the first glitch in cultist's description.... i like how it has to be a glitch. you couldn't have just been wrong. anyhow, you may be misinterpretting the definition of Aura of Restoration. it is based on the Spell Cost, not the amount you spent to cast it. you can test it out with the monk spell Divine Spirit if you'd like further confirmation of this concept. or try this out: aura of restoration-->glyph of lesser energy-->aura of restoration. you should report this long-lived 'glitch' because it will still heal for 33 when, according to you, it shouldn't be healing at all.

this may be one of the best uses for cultist's fervor yet.

& it's not constructive criticism if it's not true.

Dark Tykane

Wilds Pathfinder

Join Date: Nov 2005

Cult Unseen

N/Me

Quote:
Originally Posted by medulla
i like how it has to be a glitch. you couldn't have just been wrong. anyhow, you may be misinterpretting the definition of Aura of Restoration. it is based on the Spell Cost, not the amount you spent to cast it. you can test it out with the monk spell Divine Spirit if you'd like further confirmation of this concept.

this may be one of the best uses for cultist's fervor yet.

& it's not constructive criticism if it's not true.
Well I'm sorry and i hope you didn't take any offense or think i was calling you wrong no matter what. I haven't looked at aura of restoration in so long i thought the description said you are healed for 300% of the energy you use to cast, i had no idea it was the cost of the spell.
Yet i still hardly see how it could be the best use yet when you have to be in a "aggro controled" environment and only have 180 health, I'm also not saying it isn't the best but i just don't see how it is.
explain?

Aug

Lion's Arch Merchant

Join Date: May 2005

Maryland

Mo/

You were wrong about Aura of Restoration. It doesn't matter your excuse as to why you couldn't take the time to read the skill and verify before making conflicting statements. Admit it and move on.

And Medulla said "one of the best uses", not the best. And I'd agree, Aura of Restoration is one of the few skills that makes Cultist's Fervor truly playable. As such, I'd say it's "one of the best". However, none of the "best uses" are really very good.

medulla

medulla

Ascalonian Squire

Join Date: Jun 2006

-

N/A

Quote:
Originally Posted by Dark Tykane
Well I'm sorry and i hope you didn't take any offense or think i was calling you wrong no matter what. I haven't looked at aura of restoration in so long i thought the description said you are healed for 300% of the energy you use to cast, i had no idea it was the cost of the spell.
Yet i still hardly see how it could be the best use yet when you have to be in a "aggro controled" environment and only have 180 health, I'm also not saying it isn't the best but i just don't see how it is.
explain? oh yeah. i can't think of any use for it. i'm just throwing the idea out there for the community to consider. maybe a load of these E/Ns with a MM & protection monk in tombs? lol well, someone will find somewhere it can be used.

chikorita23

chikorita23

Frost Gate Guardian

Join Date: Jun 2005

Canada

DOI

E/Mo

I'm thinking can a touch ranger use this spell? Or maybe I guess Offering of Blood is better for touch ranger?

llsektorll

llsektorll

Desert Nomad

Join Date: May 2005

Toronto, Canada

R/

i don't think i should say exact build but Vibe runs a cultist ferver on their 105 orders necro..