hey just had this idea.. any thoughts? the build would center around this skill
Mo/R
12 Wilderness
Melandru's Resilence-
"Stance. For 18 seconds, you gain health regeneration of 2 and energy regeneration of 1 for each condition and hex you are suffering."
Serpents Quickness-
"Stance. For 27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50%."
Draw Conditions-
"Spell. All negative Conditions are transfered from target other ally to yourself. For each Condition acquired, you are healed for 6..27 health."
with 3 or more conditions you'd be generating a lot of health and energy.. i can't really think now of what it'd combine well with.. maybe as a Me/R you could arcane mimic a teammates martyr or something... any ideas?? Maybe N/R w/ chillbains or something??
Melandru's Resilence
jelly samwich
Weezer_Blue
It's been done. It works well, but it's very conditional... no pun intended.
Vermilion Okeanos
the last time i use melandru's resilence is either a signet monk (along with QZ... none smiting thou... blessed signet + sig of devotion anyone?) and when they hex me or condition me... i get better... it was a tough build too play... perhaps too tough to be for pratical use... but with a QZ team... then... =D
another would a warrior scream "hex me" by charging into the front line (and every anti warrior hex and condition is sending to you in a matter for 3-4 sec)... and survive the hex frenzy while doing good damage (use energy skills)... they just wasted all their hex on you.
another would a warrior scream "hex me" by charging into the front line (and every anti warrior hex and condition is sending to you in a matter for 3-4 sec)... and survive the hex frenzy while doing good damage (use energy skills)... they just wasted all their hex on you.
Hippie Crack
How about combine it with some necro's that give themselve's conditions.....
Enigmatics
That's pointless; those necros are usually high-dps builds and have plague touch to transfer negative conditions.