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This build is a stark evolution of the original Build:Me/N Fragility Spiker. By
utilizing some new Factions skills, this new version of an old favorite
deals hundreds more points of damage than the original, finishes
the combo quicker, recharges at a faster rate, and has better
energy management.
[edit] Attributes and Skills
[edit] Equipment
- Identify a target. Ignore AL, as this build damages 100 def
armor just as well as 60. Typically whoever on the other team is
overextending.
- Option: cast Distortion to protect yourself.
- Cast Fragility.
- Cast Conjure Phantasm.
- Cast Images of Remorse.
- Cast Accumulated Pain for additional damage as
well as a Deep
Wound.
- Cast Virulence
immediately afterwards to inflict 3 more conditions, dealing damage
not only upon their addition but also when they wear-off 3 seconds
later.
- Find a target with an Enchantment, and cast Drain
Enchantment to regain energy.
- Your original target will have died, and your skills will have
recharged by now.
[edit] Counters
- Hex removal skills, or prevention such as Hex Breaker. Hex
removal is less of a pain now then with the original build, since
if either Conjure Phantasm or Images of Remorse are removed the
combo will still work just as well.
- Any spike counter, such as Infuse Health, or a keen monk who knows what to
look out for.
- Quick condition removal of the Deep Wound before Virulence can
be cast.
- Mass hex/condition removal skills, including Contemplation of Purity, Expel Hexes, Blessed Light,
etc.
- Energy Denial will mean that you can't use the full combination
of skills and so you will be unable to spike.
[edit] Variants
- Replace either Conjure Phantasm, Images of Remorse, or both for
Illusion
of Pain or Conjure Nightmare. Illusion of Pain's
health gain-back after its duration should never kick in due to the
combo's speed.
- Removing some points from Inspiration Magic to put into Domination
Magic, and adding Energy Burn for a final killing touch to the
combo. This is more energy-intensive, but provides for a quicker
kill.
- Using Illusion of Weakness instead of
Distortion. More universal defense, but is typically one-time use
only. You can switch Resurrection Signet for it if it is not
needed. e.g. Alliance Battle
- Replace Drain Enchantment with Inspired Hex. Useful if you are in a
formed team and need some hex removal support.
- Death magic should be kept at 0 in order to make the 3
conditions of Virulence wear-off as soon as possible, triggering
Fragility for even more damage.
- Improvements over the original Fragility Spiker:
- Much more damage. The original combo averaged 380 damage per
spike, this one averages 450 damage over the duration of the combo,
and can deal an additional 100 damage through degen
afterwards.
- Quicker. Average time to cast all the skills in the combo: 4
seconds. Adding in the 3 seconds to wear off Virulence's
conditions, and you have a 7-8 second solo spike.
- More combos. During practical use, the skills recharge at a
much more reasonable rate, meaning that after one target is dead,
the player can almost immediately switch to a new target and start
the combo over once again.
- Due to all of the above, the build is now more than just a
gimmicky Random
Arenas build, and can be utilized in many other PvP
formats.
[edit] Template