User:Nela11370

A Work in progress...

= My Characters =

= Old Stuff (Now on PVXWiki) =

User:Nela/builds/ME_W_Runner User:Nela/builds/BarragerStuff User:Dervish_Mazta/builds/Neutral_IW

=R/Me Underworld Speed Trap Solo=

Equipment: Full Druid's Armor, Two Runes of Attunement, Rune of Vigor, Staff with 15 or 20 energy bonus with + 7 armor against physical damage,

Hint: For extra protection when pulling you could take a replacement armor piece for one of those with a superior rune in it and a staff with +60hp. This will allow you to survive two hits from a Bladed Aatxe.

= Build:A/Rt Splintering Nightmare =

The Splintering Nightmare alternates splinter weapon and nightmare weapon to deal high level of damage while providing a means of a self heal.

Equipment: Armor with blessed insignia or a mix of nightstalkers and blessed Armor and Zealous Daggers.

Counters: Blindness, Cripple, Anti-melee hexes, E-denial, Blocking stances and abilities.

Variants: More defence: Flashing Blades instead Moebius Strike and/or Critical Defenses insead of Critical Eye.

Usage

 * Use Splinter Weapon before a combo (Jagged -> Wild strike -> Death Blossom) to deal a lot of AoE damage. Remember to target clusters of enemies for maximum effectiveness.
 * Use Moebius Strike strike to reset the combo, and allow a second application of Death Blossom immediatly afterwards
 * Use Nightmare Weapon before a combo for a self heal while still dealing a lot of damage.

= Me/A Neutral IW =

Armor: Max armor with +10 when enchanted, Superior Illusion, Superior Vigor, Rune of Purity, 2x Runes of Vitae.

Weapons: Crippling (for Return) Daggers with of Enchanting suffix and "I have the power" +5 Energy inscription (because none of the +damage% mods will affect the damage from IW)

Usage

 * Start by casting Illusion of Weakness and followed by Feigned Neutrality to heal if no monk.
 * Choose your target, Armor level does not matter.
 * Against Normal Opponents: Cast and Maintain Illusionary Weaponry, Deadly Paradox and Feigned Neutrality (in order) then attack. Cast Death's Charge after Deadly Paradox if you need to close the gap.
 * Against Armor Ignoring Opponents: Cast and Maintain Illusionary Weaponry, Deadly Paradox, Dark Escape and Feigned Neutrality. Always remain in Dark Escape stance. Since Deadly Paradox will no longer affect Feigned Neutrality it will be used half as often.
 * When reapplying enchantments, casting Death's Charge can be a good healing boost before Feigned Neutrality.
 * You should be almost indestructible, but if for whatever reason Illusion of Weakness triggers then fall back using Return and heal.

Variants

 * For Alliance Battles Resurrection Signet isn't important, so Illusion of Haste give you ways of kiting.
 * Assassin primary; lower damage but stronger.
 * Exchange Return for Distortion. This will sap energy but can be more effective at protecting yourself.
 * Replace Return for Shadow Refuge to help further counter degeneration.
 * Add Caltrops to snare kiting foes.
 * For PvE, consider bringing a scythe (with the same preferred mods as the daggers) in a second weapon slot. The scythe will do a steady 24 DPS instead of the average 36 DPS of the daggers (32 if you don't count double strikes). However, if two or three foes are adjacent you do a nice 48 or 72 DPS respectively. Change between the daggers and scythe as the situation warrants.
 * Death's Retreat can also be used instead of Return, or with Return to retreat further back.