User:RHCP Fan1/builds/Me/N Virulence Spiker

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.

Equipment

 * 20/20 Illusion Wand or Vokur's Cane
 * 20/20 Illusion Off-hand item
 * Use Enchanter's Armor for a maximized pool of energy.

Usage

 * 1) 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.
 * 2) Option: cast Distortion to protect yourself.
 * 3) Cast Fragility.
 * 4) Cast Conjure Phantasm.
 * 5) Cast Images of Remorse.
 * 6) Cast Accumulated Pain for additional damage as well as a Deep Wound.
 * 7) 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.
 * 8) Find a target with an Enchantment, and cast Drain Enchantment to regain energy.
 * 9) Your original target will have died, and your skills will have recharged by now.

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.

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.