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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this
build is not viable.
This build was voted unfavored for the following reasons:
- no energy
- no defense
- no spike
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This build is the massive condition causing enemy of all foes
without condition removal. And even those who do have it can only
remove it from a few allies; but this build sends it to all
foes!
[edit] Attributes and Skills
[edit] Equipment
- I recommend using Enchanter's Armor for a very large energy
pool to use.
- Some kind of 20/20 normal hand and preferably a HSR and
Illusion +1 off-hand, like the Wayward Wand on the Divine
Path.
- Try and find a large group of enemies that are all bunched
together, not separate and loose. Otherwise the effects of Epidemic
won't be very effective and only affect one or two enemies.
- Start off by using Ethereal Burden and Fragility so your target
cannot escape and they take extra damage when targeted by
conditions.
- Hit them with Accumulated Pain before the effects of the
previous two hexes runs out so they will have a deep wound. This is
where the real fun begins.
- Use your Elite skill, Virulence, to hit your target with
Weakness, Poison, and Disease all at once. Combine this with the
condition spreading of Epidemic used multiple times over, and your
enemy Monks have one huge hassle to deal with. Massive degeneration
all round, and no way to clear it all up at once.
- Plague touch is useful if you are targeted by a Tank or
Assassin and they cripple you or cause oter negative conditions.
Send them back using this skill, but only if your foe is within
melee range. DO NOT use plague touch to charge into the center of
the battle, for this will cause people to start paying unwanted
attention to you.
- If there is a hexing Mesmer or Necromancer or other foe using
hexes for damage, use hex breaker to defend yourself.
- If a nearby party member dies, use Resurrection Signet to bring
them back up and fighting quickly.
[edit] Counters
- Life stealing like Life Transfer and Vampiric Gaze can be great
help, as well as frequently used Heal Party or Healing Circle.
- If timed correctly, well placed interrupts could destroy the
entire foundation of this build: Virulence. Fast Casting is meant
to prevent this, but it is possible, albeit difficult.
- The occasional monk may cure Deep Wound unsuspectingly before
it can be used to its full potential with Virulence.
[edit] Variants
- Instead of Hex Breaker, you can use Distortion or even Illusion
of Haste if you plan on catching up to fleeing foes and when it
ends, you can Plague Touch them to cripple them.
- For a wider spread of your conditions, at the cost of taking
more time to cast them, Virulence could be replaced with Fevered
Dreams and instead of the starter three hexes, use Necromancer
Death Magic Spells like Rotting Flesh, Necrotic Traversal, or Death
Nova.
- If playing in an Alliance Battle or other arena where players
automatically respawn, replace Resurrection Signet with Ancestor's
Visage of Sympathetic Visage.
This build can be used in either PvP or PvE, but in PvE it would
be more effective because monsters frequently bunch up inside there
little aggro bubbles, which makes Epidemic hugely more
effective.