User:Frvwfr2/Me/N Virulence Spiker

This build is a stark evolution of the original. 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.