User:GW-Shagz

Options (Master List for A/W):
 * Shadow Refuge
 * Return
 * Wild Blow
 * "Shields Up!"
 * Disrupting Stab
 * Distracting Blow
 * Healing Signet
 * Sharpen Daggers

W/N Cursing Warrior
Notes: Barbs (and Flurry) should be used on bosses-only, or carried by another necro; takes too long to cast, most enemies are dead by the time it powers up.

Options: Curses/Blood Magic:
 * Enfeebling Touch - use if going against a number of Melees; not as much damage as Blood Drinker though, so use that if you're trying to acheive pure dmg (switch to Blood Magic)
 * Parasitic Bond - genral degen and heal; cast on everybody
 * Barbs - use with Flurry
 * Defile Enchantments
 * Shadow of Fear
 * Signet of Agony (Blood) - pairs good with Plague Touch (bleeding) but sac health

Options: Sword and Tactics:
 * Healing Signet
 * Riposte
 * Deadly Riposte
 * Flurry - use with Barbs

A/E Shocking Spider
Options:
 * Shadow Refuge - to heal
 * Return - to get the heck out
 * Disrupting Stab - to stop any heals
 * Death's Charge or Aura of Displacement - to jump in quick
 * Way of the Fox - to make sure you hit

Problems:
 * killer damage, but vulnerable due to exhaustion

A/W Shovesin
Options:
 * Dual attack after Falling Spider could include Death Blossom, Twisting Fangs or Horns of the Ox (If using Horns, try and wait for Spider to recharge first to create a loop)
 * Wild Blow could be used to remove any stances that are preventing you from hitting your target
 * Swap Dark Escape or Shadow of Haste (allows escape despite Shove disabling it) for Return
 * Potential use of Signet of Malice to remove conditions (Use Caltrops before hand, or wait for Sharpen Daggers and Falling Spider to kick in)

Problems:
 * Too long to recharge the combo (really bad if combo fails initially)
 * Shove disabling skills sucks

W/N Vampiric Blocking Warrior
Notes: Swap Auspicious Parry for Quivering Blade for more pure damage, but less adrenaline generation.

Options: Warrior:
 * "Watch Yourself!" - good armor
 * Healing Signet - cast after putting up block skills
 * Distracting Blow
 * Galrath Slash

Options: Blood:
 * Life Siphon - good for initial hex, overtime de/regen
 * Shadow Strike - good for initial spike
 * Vampiric Gaze - general damage/health
 * Signet of Agony - pairs good with Plague Touch (bleeding) but sac health

A/? Loop-de-loop
Spam Death Blossom as target reaches 50% health, and use Moebius as last attack so you're recharged for next round. Use Way of the Lotus to regain your energy and as an enchantment for Golden Phoenix.

Problem: - need to get the target below 50 health to start with

A/? "Blades"
OR

A/Me Desperate Weakness

 * Use Illusion of Weakness to reduce health by enough amount to allow Desperate Strike to kick in.
 * If you take enough damage for Illusion of Weakness to end, drop one more Desperate Strike and use Return to get the heck out of there
 * Desperate Strike (6), Fox Fangs (8) and Critical Strike (6) all have low recharge times and cheap casting costs, so spam the combo. You'll have to wait for Fox Fangs an extra 2 seconds though.

Options:
 * Golden Lotus Strike - since you'll almost always be enchanted with Illusion of Weakness
 * Golden Phoenix Strike - ditto
 * Swap out Critical Strike for Twisting Fangs for a double condition and damage spike; more expensive though, doesn't return energy and slow recharge; use as a spike finisher
 * a hex remover, like Expel Hexes (Elite); uses up an elite slot, but best recharge time/cost/result for getting rid of hexes; Inspired Hex is useless and takes too long to recharge, and Remove Hex is only for Monks

Problems:
 * Illusion of Weakness will always be ON until you're low on health. If your health regenerates above 80%, you can't recast Illusion to reduce your health again.  Try carrying a vampiric weapon to reduce health. (To test: weather vampiric weapon would actually help you gain too much health over time or give you a net loss)
 * No condition removal for Blind and such