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Spreader

#1 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 13 January 2007 - 05:26 AM

E/Me

Earth Magic: 16
Energy Storage: 12
Illusion Magic: 6


1. Ebon Hawk
2. Stoning
3. Ash Blast
4. Glowstone
5. Phantom Pain
6. Fevered Dreams (E)
7. Ward Against Melee
8. Earth Attunement



Ebon Hawk
E: 10
T: 2
R: 5
Send a projectile that strikes for 95 earth damage if it hits. If this Spell hits a moving or attacking foe, that foe suffers from Weakness for 16 seconds.



Stoning
E: 15
T: 1
R: 5
Send out a large stone, striking target foe for 95 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.



Ash Blast
E: 5
T: 1
R: 8
Target foe is struck for 57 earth damage. If Ash Blast strikes a knocked-down foe, that foe is Blinded for 16 seconds.



Glowstone
E: 5
T: 1
R: 7
Send a projectile that strikes for 53 earth damage if it hits. If this Spell hits a weakened foe, you gain 10 Energy.



Phantom Pain
E: 10
T: 2
R: 15
For 2 seconds, target foe suffers Health degeneration of 3. When Phantom Pain ends, that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 11 seconds.



Fevered Dreams (E)
E: 10
T: 2
R: 10
For 16 seconds, whenever target foe suffers from a new Condition, all foes in the area suffer from that Condition as well.



Ward Against Melee
E: 10
T: 1
R: 20
You create a Ward Against Melee at your current location. For 21 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks.



Earth Attunement
E: 10
T: 2
R: 45
For 62 seconds, you are attuned to earth. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Earth Magic.



<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


A/N

Dagger Mastery: 16
Critical Strikes: 12
Death Magic: 6

1. Golden Lotus Strike
2. Black Mantis Thrust
3. Golden Skull Strike (E)
4. Black Spider Strike
5. Critical Strike
6. Sharpen Daggers
7. Signet of Malice
8. Rotting Flesh




Golden Lotus Strike (Lead)
E: 5
T: -
R: 15
If it hits, this attack strikes for +21 damage. If you are under the effects of an Enchantment, you gain 12 Energy.



Black Mantis Thrust (Lead)
E: 10
T: -
R: 10
If this attack hits, you strike for +21 damage. If target foe is suffering from a Hex, that foe is Crippled for 16 seconds.



Golden Skull Strike (Off-Hand)(E)
E: 10
T: -
R: 15
Must follow a lead attack. If you are under the effects of an Enchantment and this attack hits, target foe is dazed 10 seconds.



Black Spider Strike (Off-Hand)
E: 5
T: -
R: 12
Must strike a Hexed foe. If it hits, this attack strikes for +32 damage and target foe is Poisoned for 21 seconds.



Critical Strike (Dual)
E: 5
T: -
R: 6
Must follow an off-hand attack. If it hits, this attack strikes for +10...26 damage and results in a critical hit.



Sharpen Daggers
E: 5
T: 2
R: 20
For 32 seconds, all of your critical hits cause Bleeding for 14 seconds.



Signet of Malice
E: -
T: 1/4
R: 5
For each Condition suffered by target foe, you lose one Condition.



Rotting Flesh
E: 15
T: 3
R: 3
Target fleshy creature becomes Diseased for 16 seconds and slowly loses Health.


Neraphym Archaeon
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#2 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 13 January 2007 - 05:38 AM

Ok, here's how this works. It involves two people: A Geomancer and an Assassin. The Geomancer starts by casting Fevered Dreams. This makes all conditions put on the target spread to any other enemies in the area. The two then go on to inflict just about every condition in the book on the enemy.

The Geomancer combo is as follows:

Phantom Pain: Degen and Deep Wound
Ebon Hawk: Damage and Weakness
Stoning: Damage and Knockdown
Ash Blast: Damage and Blind
Glowstone: Damage and Energy Gain


The Assassin combo is as follows:

Sharpen Daggers: Enchantment Status for 30 seconds and Criticals Bleed
Black Mantis Thrust: Damage and Cripple
Golden Skull Strike: Damage and Daze
Critical Strike: Damage and Bleed from Sharpen Daggers + Energy from Critical Hit
Golden Lotus Strike: Damage and Energy from Critical Hit
Black Spider Strike: Damage and Poison
Critical Strike: Damage and Bleed from Sharpen Daggers + Energy from Critical Hit
Rotting Flesh: Disease



<><><>


Now granted the assassin wont have the energy to pull that off straight up, but the variety of skills there gives the assassin the choice to determine which condition to inflict based on what is needed at the time. Here is a list of all the conditions this build will dish out along with their durations:


Bleeding: 14
Blind: 16
Cripple: 16
Dazed: 10
Deep Wound: 11
Disease: 16
Poison: 21
Weakness: 16


I know there are so many ways to counter this. One enchant removed, one hex removed, draw conditions, etc. It's just an interesting idea I thought I'd share.
Neraphym Archaeon
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#3 {lang:macro__useroffline}   Goto {lang:icon}

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Posted 14 January 2007 - 02:59 AM

Pretty interesting idea, but as you say it's easily countered. Also it might well be overkill, the damage output that goes with those status effects will probably kill the target before Fevered Dreams can transfer the whole lot across.

It's still an interesting idea though.
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#4 {lang:macro__useroffline}   JGJTan {lang:icon}

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Posted 14 January 2007 - 10:38 AM

I approve...

























Of the name of this build. bluetongue.gif

*runs away laughing with a hurt stomach*



^^ Thanks Ayumi, you rock!! ^^

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#5 {lang:macro__useroffline}   x.. {lang:icon}

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Posted 14 January 2007 - 11:15 AM

*spreads chease on toast*
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#6 {lang:macro__useroffline}   Yevgeny Borisovitch Volgin {lang:icon}

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Posted 14 January 2007 - 04:20 PM

Woah... Spread. Fear the butter knife.
(wyv btw)
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#7 {lang:macro__useroffline}   Goto {lang:icon}

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Posted 15 January 2007 - 12:25 PM

Well I guess 'Spreader' is still a bit less disturbing than some of the other builds that Tan has come up with. icon_sweatdrop.gif
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#8 {lang:macro__useroffline}   x.. {lang:icon}

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Posted 15 January 2007 - 06:47 PM

Hehe *looks at some of jhonny's builds* bluetongue.gif
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