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Old Mar 16, 2006, 09:47 PM // 21:47   #1
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Default Temple Strike + Fevered dreams

Does anyone else see that is WAY too strong with the current Area buff that fevered got?

Use the dagger throwing skill that counts as a lead attack. Teleport>temple>twisted fangs.

That's blind, dazed, cripple, bleeding, and deep wound in an Area range of effect. Add in a frag mes and its GG.
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Old Mar 16, 2006, 09:53 PM // 21:53   #2
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And then someone goes and uses martyr and its gg.
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Old Mar 16, 2006, 10:10 PM // 22:10   #3
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Even with the 'in the area' range, it's hardly amazing; Barring healing ball builds, and their variants, it's rare to find people close enough for it to matter.

That aside, you would think that if it became a problem, as did Lightning Surge, people would simply learn that Fevered Dreams = Telegraph of a conditions spike to come soon, and adapt.

Edit: And as a note, don't forget about a Virulence necromancer in your group! XD Every single condition that way!
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Old Mar 16, 2006, 10:12 PM // 22:12   #4
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you are already complaining about it beeing to powerfull when you haven't played the game for many hours to test builds - antibuilds...

some ppl are whiners
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Old Mar 16, 2006, 10:18 PM // 22:18   #5
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Quote:
Originally Posted by Fred Kiwi
And then someone goes and uses martyr and its gg.
Martyr is mangable. Its call Sig of Humility and diversion. Moving on.

You should try fevered dreams now. The aoe is so big now. Its almost ward size.

I've made a build using fevered dreams right now and there is very little you can do to stop it. Its 10 recharge is insane for a 20+ duration spell. Even if it does get removed the dmg has been done. You only need it for a spike. Add 2 fevered dreams to the mix and you have a deadly spread.

Hit target 1 when conditions are spread if target 2 is in the same area it will spread again to an even larger area.
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Old Mar 16, 2006, 10:30 PM // 22:30   #6
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FD has always had the range of a ward. It's gained popularity due to the buff and might indeed become even more useful once Factions is released.

With regard to Martyr being a counter, you could always add fragility (logical addition anyway) on your FD carrier. If they want to Martyr the target they'll cause an additional 24 * number of conditions (8 with Temple-Twisted-Virulence) worth of damage.
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Old Mar 16, 2006, 11:09 PM // 23:09   #7
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Fevered Dreams is nice in PvE, where the AI tend to group together. If you coordinate your actions with Warriors, Necros, and Ele's you can apply about every condition to the area through 1 enemy.
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Old Mar 16, 2006, 11:18 PM // 23:18   #8
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Quote:
Originally Posted by tigernz
With regard to Martyr being a counter, you could always add fragility (logical addition anyway) on your FD carrier. If they want to Martyr the target they'll cause an additional 24 * number of conditions (8 with Temple-Twisted-Virulence) worth of damage.
I'm accually using frag in my build along with scourge healing. You don't remove you lose. You do remove you lose.

The build is able to spread conditions without even using FD at all. It just makes it more deadly.

But really adding temple strike to the build would really just make it even more impossible. Since assassins have 4 pips of energy regen I could replace a caster very easily with a Zin.
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Old Mar 17, 2006, 12:55 AM // 00:55   #9
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Quote:
Originally Posted by twicky_kid
Use the dagger throwing skill that counts as a lead attack.
Are you sure? Did you test it?

There are quite a few skill that is suppose to be one of the sequence attack, but do not require normal sequence. Such as falling spider and golden phoenix feather. Although dacning dagger got a stripe, it did not say it can be use as an lead attack anywhere.

and btw "In the Area" = Ward size.

I find Fevered dream best team with 0 illusion attribute.
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Old Mar 17, 2006, 01:16 AM // 01:16   #10
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0 Illusion + Fevered Dreams is only good in a Fragility build, and Fragility has been nerfed for a long time now.

The build recommended here already includes 3 Elites just for degen... Which really depends upon your enemy's build to be effective (and I've never been one to rely on my enemy).

Temple Strike only lasts for 7 seconds at 12 DM. Not too much for spreading conditions.

Martyr doesn't target anyone, it pulls off the whole team's conditions. 7 conditions applied/removed = 14 strikes against Fragility at a maximum of 21 damage each that's 357 damage total. Negligable in the current Infuse Health environment.

Dancing Daggers counts as a lead attack.

And the big thing here is, conditions can be ineffectial against certain classes, and in PvP, the only enemies you will ever find in range are Warriors (beating the snot out of you) and Monks in a healing ball. Weakness and Blind will do nothing to a Monk, and Dazed + 10 (max) degen does very little to a Warrior.

Oh yeah, and on a technical point, it isn't all conditions since Exhaustion and On Fire aren't in the mix anywhere.

Sorry.
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Old Mar 17, 2006, 03:00 AM // 03:00   #11
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7 seconds is a lot of time to kill some one. Not to mention dazed slowing down their healing during that time.

Temple>twisted fangs is usually enough to kill one target with the assassin alone.

Dancing daggers is the skill I was thinking about. Since it is a spell your lead attack will always hit.

I'll do more testing on the 24th.
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Old Mar 17, 2006, 03:09 AM // 03:09   #12
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Well, doesn`t temple strike cause Daze? Doesn`t Daze inturrupt ur spells when attacked? I`m thinking assassins with pets...lots and lots of pets!
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Old Mar 17, 2006, 03:47 AM // 03:47   #13
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Doesn't anyone know that Fevered dreams and Temple Strike are both elites?
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Old Mar 17, 2006, 04:28 AM // 04:28   #14
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Hahaha, ok that's funny.
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Old Mar 17, 2006, 04:46 AM // 04:46   #15
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Quote:
Originally Posted by twicky_kid
Martyr is mangable. Its call Sig of Humility and diversion. Moving on.
And so is fevered dreams. Remove Hex.
Besides if one monk carries Restore Condition and another Martyr, it'll be covered either way.
Quote:
Originally Posted by Alonsiddog
Doesn't anyone know that Fevered dreams and Temple Strike are both elites?
Yeah, we're using it the same character for a 10 sec duration...right.
Obviously you haven't heard of team/skill coordination where one person brings a skill that works very efficiently with anothers.
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Old Mar 17, 2006, 04:54 AM // 04:54   #16
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Quote:
Originally Posted by Rogmar
Yeah, we're using it the same character for a 10 sec duration...right.
Obviously you haven't heard of team/skill coordination where one person brings a skill that works very efficiently with anothers.
Sigh, I guess people don't have the ability to read into things. What I'm suggesting is that sure, this is a good build for soloing, except you can't have two elites. There are a lot of better skill combos for a team, many of which don't take up the elite slots of two characters.
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Old Mar 17, 2006, 05:12 AM // 05:12   #17
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Quote:
Originally Posted by Alonsiddog
Sigh, I guess people don't have the ability to read into things. What I'm suggesting is that sure, this is a good build for soloing, except you can't have two elites. There are a lot of better skill combos for a team, many of which don't take up the elite slots of two characters.
I think spreading 5 conditions in an aoe is worth 2 elite spots. Not to mention that 4 of 5 are the most powerful in the game.

This has nothing do with pve. You can take anything into pve and do well. This is about pvp.

HA is limited to confined areas that is difficult not to get hit by aoe. Not to mention alter maps when you spend most of your time on the alter or at least around it. I think this is going to be a huge splash in HA. I've used it in HA and beat ghost in under a minute with a pressure build. No spike at all just pure degen.

The build I've created is for gvg on the burning isle. Once again a map that is difficult to move around and very close quarters.

Btw to the guy that said remove hex = owned. So is the story of every single hex on the game. But guess what ever heard of a cover hex. Mainly fragility, scrouge healing, conjure phantasm, and the list goes on. Like I mentioned eariler (if you read the thread) you don't need it to last. You only need it for the spike after that it doesn't matter if its removed.
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Old Mar 17, 2006, 05:30 AM // 05:30   #18
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Sorry to high-jack, but on a side-note. Anyone think "Victory is Mine!" will get nerfed because of the Assassin's high ability to cause conditions?
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Old Mar 17, 2006, 05:32 AM // 05:32   #19
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Any build based on hexs and conditions will fall to a build with heavy hex and condtion removal.
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Old Mar 17, 2006, 05:37 AM // 05:37   #20
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Quote:
Originally Posted by frojack
Sorry to high-jack, but on a side-note. Anyone think "Victory is Mine!" will get nerfed because of the Assassin's high ability to cause conditions?
No.

Its the same reason you don't see Channeling in gvg. You will see it in HA because its closer quarters.
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