User:Phool12226

Pve characters - W/all 20 D/mo,/w 10 rt/all 20 r/n,/mo,/w 20 e/me,/mo,/a 20 w/r (perma pre) 20 n/me,/mo,/d 20 a/w,/me, 20 p/w 20 mo/me 20

Builds I've found effective and run fairly often, for anyone interested - (will add)

This build is designed to assist in a melee pressure team build or any pve team with multiple physical damage dealing classes. It is most effective with a warrior or paragon heavy team where it can provide adrenal and damage boosts whilst also healing the whole party. Unlike a necromancer primary it can sustain itself effectively in terms of both health and energy. For gvg it is also possible to double up as an effective flag runner and even infuser, combining several important roles in a single character slot.

Optional skills:
 * Imbue Health allows you to help against spikes (in which case a higher maximum health is recommended than otherwise)
 * Dwayna's Touch provides additional self healing
 * Featherfoot Grace improves your mobility
 * Faithful Intervention provides personal spike protection and is a extremely low maintenance additional enchantment
 * Verata's Aura may be a useful low maintenance enchantment in areas where enemy minions are likely (requires small Death Magic investment)
 * Death Nova is a cheap option for covering more valuable enchantments on both yourself and your team
 * Gaze of Contempt for mass enchant removal of a single target

Equipment
As you can remain a long way back from the rest of your party and still be perform your role, much like a LoD infuser, you can usually get away with a lower max health than most other builds. Watchful Intervention and Faithful Intervention also make you hard to spike. Also, lower health decreases your health sacrifice. As such it's largely your choice as to how much health to take. With full survivor and 2 vitae runes you have 505 health and 42 maximum energy using the items below. If using only Order of Pain you can afford to go higher.
 * A Spear of Enchanting with an "I have the Power!" inscription and a blood offhand with 20 HCT and "Serenity Now" Inscription works well.

Usage

 * Maintain as many single target enchantments on you as possible at all times, including arcane zeal.
 * try and time recasting your enchantments so casting finishes very shortly after the enchantment falls, rather than before, for the bonus energy and health from mysticism (and Vow of Piety if applicable).
 * Hang back from the front lines as you have little self protection and your spells have a very large area of effect.
 * Use mystic healing as often as possible as long as you are enchanted with Arcane Zeal, even if you are mainly over-healing it should be at worst energy-neutral.

Variants

 * Where Dark Fury isn't needed it can be considered another optional slot. This is also true for the resurrect and both 'intervention' spells, which are there as much for convenience as for their effects, though unless other party members will be providing enchants such as Aegis it is recommended to include at least 5 enchant spells in the build, including Order of Pain and Arcane Zeal.
 * The attributes and runes can be adjusted slightly though 12 or more mysticism is recommended. Increasing blood magic to 12 will not benefit the build in any way.
 * Applying pressure personally with a scythe, or using offensive blood spells such as dark pact, could be a viable alternative to providing healing with Mystic Healing.

Counters
All in all this build is quite hard to counter without the opposing team over-extending. However
 * Diversion, Distracting Shot, Disrupting Chop and any other anti-spam skills could cripple your usefulness
 * Signet of Humility will reduce you to only your natural energy regeneration
 * Quickening Zephyr can cause energy trouble
 * Nature's Renewal will make Order of Pain very slow to cast, Tranquility will also make Order of Pain and Arcane Zeal ineffective