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m (A proposal)
m (A proposal)
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I think this would be a nasty combination of illusion spells that would last longer due to mantra of persistence.
 
I think this would be a nasty combination of illusion spells that would last longer due to mantra of persistence.
   
Conjure Phantasm is a good overall hex spell which is made even better with the use of mantra of persistence. At 40% longer duration, Conjure Phantasm lasts approximately 17 seconds (quite a nasty burden looming on your head for that amount of time). And don't forget that Recurring insecurity does -2 health degeneration, so that's a total of -7.
+
Conjure Phantasm is a good overall hex spell which is made even better with the use of mantra of persistence. At 40% longer duration, Conjure Phantasm lasts approximately 17 seconds (quite a nasty burden looming on your head for that amount of time). And don't forget that Recurring insecurity does -2 health degeneration and parasitic bond does -1, so that's a total of -8 in the end.
   
 
The Ethereal Burden (or [[gw:Kitah's Burden|Kitah's Burden]]) would serve two purposes. One of which would be to of course provide another hex to deal damage, but the other is to prevent melee attackers from slicing you into tiny pieces, which deserves merit in of itself.
 
The Ethereal Burden (or [[gw:Kitah's Burden|Kitah's Burden]]) would serve two purposes. One of which would be to of course provide another hex to deal damage, but the other is to prevent melee attackers from slicing you into tiny pieces, which deserves merit in of itself.

Revision as of 15:20, September 15, 2007

This should remain in certain hex ha/gvg teambuilds, not as a solo spiker. Unexist 12:31, 29 May 2007 (CEST)

It probably should, but there's so so many variants of the SB/RI spike that it might be better to have the SB/RI on one article (assuming that they're carried on the same person). Tycn 12:35, 29 May 2007 (CEST)

Checked and Reviewed

For Viability. Readem (talk*pvxcontribs) 16:08, 14 June 2007 (EDT)

This still works, but is stronger as a mesmer primary. Shireensysop 16:09, 14 June 2007 (EDT)

Really Mesmer primary?

At least for AB I would definitely prefer running with necromancer primary. This is an energy intense build and the energy management options take up valuable slots without really adding either much energy or much utility. In AB things constantly die. Necro would be more resilient. /Moloch

A proposal

First, we make it necro-major for energy management. This way, we wouldn't be so reliant upon inspiration magic and could completely remove Drain Enchantment and Inspired Hex and points placed in inspiration magic. The points placed towards fastcasting would be spent towards soul reaping instead since I imagine spamming hexes will, granted, lose performance without fast casting, but you'd also be quick to be useless without energy. If we're talking about AB battles, fast casting isn't everything. Energy management becomes very important for quick repeated battles.

Also, perhaps we should embrace Mantra of Persistence since it both helps the duration of recurring insecurity and any other illusion hexes to place. So if I may, I propose the new skill bar look more like:

<pvxbig> [build prof=necro/mesme soulre=6+1 illusi=11 inspir=10 curses=10+1+3][soul barbs][recurring insecurity][Conjure Phantasm][Ethereal Burden][Accumulated Pain][parasitic bond][mantra of persistence][resurrection signet][/build] </pvxbig>

I think this would be a nasty combination of illusion spells that would last longer due to mantra of persistence.

Conjure Phantasm is a good overall hex spell which is made even better with the use of mantra of persistence. At 40% longer duration, Conjure Phantasm lasts approximately 17 seconds (quite a nasty burden looming on your head for that amount of time). And don't forget that Recurring insecurity does -2 health degeneration and parasitic bond does -1, so that's a total of -8 in the end.

The Ethereal Burden (or Kitah's Burden) would serve two purposes. One of which would be to of course provide another hex to deal damage, but the other is to prevent melee attackers from slicing you into tiny pieces, which deserves merit in of itself.

Accumulated Pain speaks for itself and complements the build quite nicely, having just placed several hexes and then allowing it that much easier to kill them by only having to do 80% of their max life to kill them.

Once all hexes have been placed, top with parasitic bond and spam it to deal extra damage until soul barbs wears off or until they die, in which case you'd gain 7 energy and can continue all over again with another.

Eyekwah 17:09, 15 September 2007 (CEST)

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