Ok, DoT may suck if it's just on one foe, sure, however, if you can plaster several foes with it, THEN we're talking a LOT of hexes and healing needs to be done because the entire enemy team is 'suffering'...
This build is quite brutal in that it uses a combination of both hexes and conditions to 'nuke dot' a wide number of enemies. The DoT for each foe should be at about 7-10 and will be tricky to counter if you can spam hard enough.
12+1+3 Illusion
8+1 Fast Casting
7+1 Inspiration
8 Curses
Conjure Phantasm
Phantom Pain
Migrane {E}
Energy Tap
Mantra of Persistance
Plague Sending
Suffering
Signet of Agony
The system relies on spreading over multiple foes DoT. With such a high Illusion Magic rating combined with the Mantra of Persistance, your DoT will last a very long time when you use Phantom Pain, Conjure, or Migrane. [Migrane will obiviously be devastating to monks and eles should it be buried under the rest of your hexes]
The Signet of Agony bleeding effect lasts a whopping 25s. and can be spread to 2+ enemies as well. This combined with suffering is 5 hp degen on 2 foes, which can be punched to 10 using Conjure. Their AoE is the same so 14+ total degen for 25e. is hot. Or better yet, if it's the Dias, holy shnikes will the degen be nutty. If this works out properly, the AoE degen it produces can go as high as 10pips of degen times 16 = 160 pips total team degen?!
Plague Sending also helps due to those nasty Poison Arrow users as well. Just nail groups of the enemy team with your DoT and cripple conditions and you're good to go.
Without healing at all, this build will only fare well should a quick monk be at the ready. Energy shouldn't be too much of an issue due to 3 factors.
1. illusion hexes will last a long while, meaning less spamming is needed
2. energy tap, though slow, is helped with fast casting
3. suffering also has a decent duration for its energy cost and since there is no AoE hex removal, this is an awesome skill to dump 16 pips of degen on the entire enemy team.
Any thoughts?
I don't think going N/E for the 16 curses will work due to energy issues and going with another stat might not be helpful either. The idea is to target many different foes and nail them with a different hex each time.
Should the hexing persist, which shouldn't be hard since they last so long, the whole enemy team should look purple and dark on their party menu.
Thoughts?
I was thinking of maybe using Faintheartedness, but my gripe with that is that to stop 2 warriors or rangers with it is more expensive than nailing 2-3 random foes with suffering...
Me/Ne DoT style, OH THE HUMANITY!
Yukito Kunisaki