Echo Darkwynd
01-09-2006, 11:18
I've been experimenting with the idea of a team build that can apply all 9 conditions in a short amount of time and cause enough hex pressure to prevent Fragility from being removed. This is what I've come up with so far:
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4-Man-4-Skill Spike
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N/E
Soul Barbs
Fetid Ground
Rotting Flesh
Discord {E}
? Consume Corpse
? Windborne Speed
? Gale
Res Sig
Me/N
Fragility
Recurring Insecurities {E}
Accumulated Pain
Enfeebling Blood
? Shadow of Fear
? Soul Barbs (#2)
? Drain Enchant
Res Sig
R/E - Must have FIRE Bow!!!
Mark of Rodgort
Hunters Shot
Broad Head Arrow {E}
Pin Down
? Seeking Arrows
? Distracting Shot
? Immolate
Res Sig
E/A
Earthquake/Dragon's Stomp
Ash Blast
Dark Prison
Crystal Wave/Teinai's Crystals
? Ward Against Melee
? Ward Of Stability
? Assassin's Promise {E}
Res Sig
=== Pre-Spike ===
Spread an AoE cover hex to hide the spike target from healers.
=== Spike Skill #1 ===
Me) Fragility
N) Soul Barbs
R) Mark of Rodgort (Burning)
E) Earthquake (Knockdown)
=== Spike Skill #2 ===
Me) Recurring Insecurities
N) Fetid Ground (Poison)
R) Hunters Shot (Bleeding)
E) Ash Blast (Blindness)
=== Spike Skill #3 ===
Me) Accumulated Pain (Deep Wound)
N) Rotting Flesh (Disease)
R) Broad Head Arrow (Dazed)
E) Dark Prison
=== Spike Skill #4 ===
Me) Enfeebling Blood (Weakness)
N) Discord
R) Pin Down (Cripple)
E) Crystal Wave
=== Post Spike ===
Spam hexes, conditions, and Discord until target dies.
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Math Break
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If Soul Barbs lands first, each successive hex (or Enchantment) deals 27 damage (@12 Curses). Fragility deals 17 damage (@12 Illusion) for each condition lost or gained (+1x SB). Mark of Rodgort triggers burning on fire damage (+1x SB, +2x Frag - Burning on and off). Earthquake causes AoE knockdown and 100 Earth damage (@12 Earth). Recurring Insecurities doubles SB damage for each successive hex (+1x SB, for itself). Fetid Ground deals 55 cold damage (@12 Death) and causes poison (+2x Frag). Hunters shot deals physical damage (lets say 20 avg per hit) and causes bleeding (+2x Frag). Ash Blast deals 36 Earth damage and causes blindness (2X Frag). Accumulated Pain deals 30 damage and causes deep wound (+2x Frag). Rotting Flesh causes disease (+2x Frag). Broad Head Arrow deals physical damage (~20) and causes daze (+2x Frag). Dark Prison is a hex (+2x SB) and teleports the Ele into range. Enfeebling Blood causes Weakness (+2x Frag). Discord deals 63 damage. Pin Down deals physical damage (~20) and causes Cripple (+2x Frag). Crystal Wave deals 100 armor-ignoring damage and removes any left over conditions (frag damage already counted).
That totals 306 (2x9x17) Fragility damage + and 135 (5*27) Soul Barbs damage + 136 Earth Damage + ~60 Physical Damage + 55 Cold Damage + 193 armor ignoring damage = 885 HP in direct damage. With all 9 conditions, that has potential to add up -18 degen and a 20% maximum HP loss.
Since the Elementalist is probably diseased and adjacent to the target, they will be rapidly reinfected.
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Possible Backline
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Rt/A
Spirit Walk
Consume Soul {E}
Blind was Mingson (Blind)
Return (Cripple)
? Weapon Spells and/or Spirits
R/Me
Oath Shot {E}
Arcane Mimicry
Fragility (#2)
Whirling Defense
? Traps and/or Spirits
2x Monks
?
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What kind of troubles would this build run into in HA? What can be done about it?
What would work best to fill-in the missing skills?
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4-Man-4-Skill Spike
-----------------------------------------
N/E
Soul Barbs
Fetid Ground
Rotting Flesh
Discord {E}
? Consume Corpse
? Windborne Speed
? Gale
Res Sig
Me/N
Fragility
Recurring Insecurities {E}
Accumulated Pain
Enfeebling Blood
? Shadow of Fear
? Soul Barbs (#2)
? Drain Enchant
Res Sig
R/E - Must have FIRE Bow!!!
Mark of Rodgort
Hunters Shot
Broad Head Arrow {E}
Pin Down
? Seeking Arrows
? Distracting Shot
? Immolate
Res Sig
E/A
Earthquake/Dragon's Stomp
Ash Blast
Dark Prison
Crystal Wave/Teinai's Crystals
? Ward Against Melee
? Ward Of Stability
? Assassin's Promise {E}
Res Sig
=== Pre-Spike ===
Spread an AoE cover hex to hide the spike target from healers.
=== Spike Skill #1 ===
Me) Fragility
N) Soul Barbs
R) Mark of Rodgort (Burning)
E) Earthquake (Knockdown)
=== Spike Skill #2 ===
Me) Recurring Insecurities
N) Fetid Ground (Poison)
R) Hunters Shot (Bleeding)
E) Ash Blast (Blindness)
=== Spike Skill #3 ===
Me) Accumulated Pain (Deep Wound)
N) Rotting Flesh (Disease)
R) Broad Head Arrow (Dazed)
E) Dark Prison
=== Spike Skill #4 ===
Me) Enfeebling Blood (Weakness)
N) Discord
R) Pin Down (Cripple)
E) Crystal Wave
=== Post Spike ===
Spam hexes, conditions, and Discord until target dies.
---------------------------------------------
Math Break
---------------------------------------------
If Soul Barbs lands first, each successive hex (or Enchantment) deals 27 damage (@12 Curses). Fragility deals 17 damage (@12 Illusion) for each condition lost or gained (+1x SB). Mark of Rodgort triggers burning on fire damage (+1x SB, +2x Frag - Burning on and off). Earthquake causes AoE knockdown and 100 Earth damage (@12 Earth). Recurring Insecurities doubles SB damage for each successive hex (+1x SB, for itself). Fetid Ground deals 55 cold damage (@12 Death) and causes poison (+2x Frag). Hunters shot deals physical damage (lets say 20 avg per hit) and causes bleeding (+2x Frag). Ash Blast deals 36 Earth damage and causes blindness (2X Frag). Accumulated Pain deals 30 damage and causes deep wound (+2x Frag). Rotting Flesh causes disease (+2x Frag). Broad Head Arrow deals physical damage (~20) and causes daze (+2x Frag). Dark Prison is a hex (+2x SB) and teleports the Ele into range. Enfeebling Blood causes Weakness (+2x Frag). Discord deals 63 damage. Pin Down deals physical damage (~20) and causes Cripple (+2x Frag). Crystal Wave deals 100 armor-ignoring damage and removes any left over conditions (frag damage already counted).
That totals 306 (2x9x17) Fragility damage + and 135 (5*27) Soul Barbs damage + 136 Earth Damage + ~60 Physical Damage + 55 Cold Damage + 193 armor ignoring damage = 885 HP in direct damage. With all 9 conditions, that has potential to add up -18 degen and a 20% maximum HP loss.
Since the Elementalist is probably diseased and adjacent to the target, they will be rapidly reinfected.
---------------------------------------------
Possible Backline
---------------------------------------------
Rt/A
Spirit Walk
Consume Soul {E}
Blind was Mingson (Blind)
Return (Cripple)
? Weapon Spells and/or Spirits
R/Me
Oath Shot {E}
Arcane Mimicry
Fragility (#2)
Whirling Defense
? Traps and/or Spirits
2x Monks
?
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What kind of troubles would this build run into in HA? What can be done about it?
What would work best to fill-in the missing skills?