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Old May 26, 2013, 03:39 PM // 15:39   #1
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Default Psychic Instability, yay or nay

[PvE discussion only]

Psychic Instability will cause ~4s nearby KD on interrupt, and if you can chain it then possibly ~8s.. plenty of time to keep for rest of team to AE mobs to death. Of course it's very conditional and that's where it might fall.

Here's a cast chain using [email protected], [email protected] The 12 FC was chosen to time in second PI, perfectly landing it 0.10s after first KD. This should quarterknock any queued skill. Cast times in following table were calculated by spreadsheet from formulas from wiki with a 0.75s aftercast and.. zero lag.

Cast timeSkillEffect
0.00 - 1.15Arcane EchoCopy PI
1.90 - 2.04Psychic InstabilityIf interrupt, KD nearby until 6.04
2.79 - 2.94Wastrel's Worry105 adj dmg at 5.94
3.69 - 3.83Wastrel's DemiseTotal 165 adj dmg if lasting until 8.83
4.58 - 5.15Unnatural SignetTarget 79 dmg, 53 adj dmg to others
5.90 - 6.05Psychic Instability CopyIf interrupt, KD nearby until 10.05
5.90 - ......Repeat WW/WD if needed

Didn't consider the skills to much, just picked some Dom skills that could take advantage of the 4s KD.
Don't nag too hard if this is a pointless experience or some elites better,
it just looked liked a fun idea.
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Old May 26, 2013, 04:14 PM // 16:14   #2
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Yeah, if you check GwPvX, you'll find an Instability nuker build. As a rule of thumb you wait for the mob to do their usual regroup, then run in and cast PI as one of them uses its first skill (try to target enemies you know will do an interruptible skill immediately).
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Old May 26, 2013, 07:48 PM // 19:48   #3
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http://gwpvx.gamepedia.com/Special:P...ame=&Go=Submit
I use that.

You need energy management to handle the Wastrel skills.

PI is 5 seconds at 19 FC. Rune to be 16 FC and 12 Dom and you can use cons to boost for the 5 seconds. Could also use a 20/20 or 40/40 set.

T Signet seems to slow attack skills.
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Old May 26, 2013, 08:31 PM // 20:31   #4
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I think it's rather sweet (and yes, overpowered) that it does such frekkin long Area KD in nearby range, and is somewhat semi spammable since recharge is reduced by FC now as well. Together with an Earthbind, I don't think much would be alive after a successful 4s (or 5s) Area KD.
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Old May 26, 2013, 08:38 PM // 20:38   #5
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Earthbind is only needed when there are foes that can't be knocked down.
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Old May 26, 2013, 08:54 PM // 20:54   #6
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Yep exactly, that was what I was thinking

Fun with Rupture Spirit in team maybe.
Lure mobs onto the spirit, hit them with PI, and explode the spirit with Rupture Soul for a Nearby ~140dmg and 12s blindness. Or two spirits, recharge is only 5s so you will be able to blow both up in short time.
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Old May 27, 2013, 08:55 AM // 08:55   #7
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I'm pretty sure you can do that without PI. I think it's an awful idea regardless.
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