User:XT-8147/Sandbox

R/A Trap Assassin Mk2

 * After playtesting the original build, I found Dash to be unnecessary. Replaced it with Flame Trap.
 * Allow your warriors to run in and get aggro.
 * Follow them and run behind the enemies and pick a spot where your traps will hit as much as possible.
 * Use Serpent's Quickness, then Trapper's Focus.
 * Lay traps
 * If you take too much damage, use Return to move to safety
 * Use Healing Spring to heal yourself and to provide a bit of healing for the warriors
 * Repeat
 * And of course, resurrect as necessary.
 * Mk3 may or may not exist, depending on if I end up liking Trapper's Speed or not.

D/W Random Thought

 * Hmm. Would scythes charge adrenaline at the rate of one strike per foe hit, like Cyclone Axe?  Bonetti's would charge in three properly-placed attacks then.  And we all know mysticism is crap energy management.

R/Me Condition Spreader
Not sure about attributes, I'll need to find a good expertise breakpoint and lay everything else out accordingly.


 * It's important to target fleshy creatures with this build, otherwise, Burning Arrow will be your only source of degen.
 * Go for a fleshy caster, that way you can use Concussion Shot in addition to all of your degen.
 * Once you've inflicted all the conditions you can, use Epidemic.
 * In place of Pestilence:
 * Antidote Signet: cures blindness and two sources of degen, always handy to keep around.
 * Distracting Shot: so you can interrupt non-spells.
 * Throw Dirt: if you end up getting up close and personal a lot, plus it gives another condition to throw around with Epidemic.
 * A +damage bow attack, to help with non-fleshy creatures.
 * A blocking stance! Imagine that!

N/Me The Drought Slayer

 * I had this set up on Master of Whispers, and I'm too lazy/poor to rune/insignia each and every hero I get. It worked fine as is.
 * I was a water elementalist, so I had a few hexes to synergize with Soul Barbs.
 * I also had Eve in the party, so any hexes she threw on helped as well.