Spinal Shivers

Description
For 10...34 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted and you lose 10...6 Energy or Spinal Shivers ends.

Progression

 * 1) Duration is measured in seconds.

Usage

 * This skill is useful if your Build doesn't rely on using Energy for anything but keeping Spinal Shivers up. For example, a Necromancer/Warrior using Axes with the Icy weapon upgrade will trigger Spinal Shivers just as well as any other type of cold damage will, but since Axe Mastery skills mainly require Adrenaline, you can save your energy for keeping Spinal Shivers on your foe.


 * It is also excellent to prevent the enemy hero from capturing the altar in Global Tournament matches since it essentially provides a limitless amount of interrupts (provided your energy holds up).


 * Coupling this skill with Offering of Blood or an allied necromancer using Blood Ritual or Blood is Power will help insure that the energy for upkeep costs is always avalible, options from other classes include Marksman's Wager and Warrior's Endurance.


 * Combines well on Elementalist/Necromancers, because of Energy Storage.

Acquisition
Skill Quests: Skill Trainers: Signet of Capture:
 * None
 * Mazzim (Fishermen's Haven)
 * Tengsao (The Amnoon Oasis)
 * Dakk (Ember Light Camp)
 * Ceru Gloomrunner (Iron Mines of Moladune)
 * Nighh Spinechill (Talus Chute)
 * Sapph Blacktracker (Snake Dance )