Nec/Elem Build

Jarell

Ascalonian Squire

Join Date: Apr 2005

Life Siphon (availability)
Description: For 12-22 seconds, target suffers health degeneration of 1-3, and you gain health regeneration of 1-3.
Energy Cost: 10
Activation Time: 2 Seconds.
Recharge Time: 2 Seconds.
Linked Attribute: Blood Magic. Increases duration and health degeneration/regeneration.
Skill Type: Hex Spell.

Offering of Blood (availability)
Description: Sacrifice 10% maximum health. You gain 8-18 energy. This is an elite skill.
Energy Cost: 5
Activation Time: 1/4th of a Second.
Recharge Time: 15 Seconds.
Linked Attribute: Blood Magic. Increases energy recovered.
Skill Type: Spell.

Vampiric Gaze (availability)
Description: Steal 18-52 health from target foe.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 5 Seconds.
Linked Attribute: Blood Magic. Increases health stolen.
Skill Type: Spell.

Malaise (availability)
Description: For 5-29 seconds, target foe suffers energy degeneration of 2 and you suffer health degeneration of 2. Malaise ends if target foe's energy reaches 0.
Energy Cost: 5
Activation Time: 2 Seconds.
Recharge Time: 2 Seconds.
Linked Attribute: Curses. Increases duration.
Skill Type: Hex Spell.

Enfeeble (availability)
Description: Target suffers from weakness for 5-17 seconds.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 5 Seconds.
Linked Attribute: Curses. Increases duration.
Skill Type: Spell.

Stoning (availability)
Description: You send a flurry of stones at target foe. If they hit, the stones strike for 20-76 earth damage. If target foe is suffering from weakness, that foe is knocked down.
Energy Cost: 15
Activation Time: 1 Second.
Recharge Time: 5 Seconds.
Linked Attribute: Earth Magic. Increases damage dealt.
Skill Type: Spell.

Earth Attunement (availability)
Description: For 36-55 seconds, you are attuned to Earth. You gain 30% of the energy cost of the spell each time you use Earth Magic.
Energy Cost: 10
Activation Time: 2 Seconds.
Recharge Time: 60 Seconds.
Linked Attribute: Earth Magic. Increases duration.
Skill Type: Enchantment Spell.

Kinetic Armor (availability)
Description: For 8 seconds, you gain +10-34 armor. Whenever you cast a spell, Kinetic Armor is renewed for 8 seconds.
Energy Cost: 15
Activation Time: 3 Seconds.
Recharge Time: 60 Seconds.
Linked Attribute: Earth Magic. Increases additional armor.
Skill Type: Enchantment Spell.

Basically I try to keep someone knocked down as much as possible, with Enfeeble + Stoning, while draining their life, energy, and sacrificing my own life for energy. Will be casting Stoning a lot, hence the Earth Attunement. This should also keep Kenetic Armor on me as well.

Let me know any changes I should make.