Spinal Shivers

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 ensure that the energy for upkeep costs is always available, options from other classes include Marksman's Wager and Warrior's Endurance.


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


 * It is commonly expected, in a typical pick-up group, that the Spiteful Spirit Necromancer should carry this skill in order to shut down Kanaxai's spells at the end of the Luxon Elite Mission, The Deep.


 * Assassins can find this skill very useful in a team style battles which its main purpose is not to deal damage but to endlessly interrupt the target, mainly Monks, by maxing out Critical Strikes and using the skill Critical Eye (wielding an icy dagger of course).

Acquisition
Skill Quests: Skill Trainers: Signet of Capture:
 * None
 * Mazzim (Fishermen's Haven)
 * Tengsao (The Amnoon Oasis)
 * Dakk (Ember Light Camp)
 * (none before The Amnoon Oasis)