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Old Nov 03, 2009, 09:47 AM // 09:47   #21
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The real issue we should be focusing on WW ending on a foe's action.
The aftercast is 0.75 and Necrosis should be cast in in around 0.75 also. Which means that the foe has around 2 secs to use a skill, and if that happens Necrosis won't hit.
I understand using it for bar-compression, but I wouldn't recommend it.
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Old Nov 03, 2009, 03:42 PM // 15:42   #22
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Putting two skills together, using one to power the other, is still a combo. A short/small one, yes, but it's still a combo. Is there some arbitrary number of skills that need to be chained together to be called a combo?

The fact that WW ends early if a skill is used can mess things up a bit, but if I see that happening I try and slap on CoP before hitting Necrosis. So I usually end up with the damage from all three skills.
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Old Nov 07, 2009, 06:21 PM // 18:21   #23
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I think anything with fragility and as many conditions you can find is usually pretty fun
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Old Nov 11, 2009, 09:09 AM // 09:09   #24
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Arcane Languor, Arcane Echo (for languor), Wastrel's Worry, Aneurysm, <enchant strip> (because Holy Veil is f'ing annoying). This pretty much rapes any casters in a drawn-out pvp match. Slap that perma-languor on somebody, pressure them with WW, and either they don't cast, and take damage, or they cast and build up exaustion. If a monk has holy veil, watch for it, and strip it before the sequence. Of course, after some time has passed, Aneurysm starts dealing insane damage (I've hit eles for upwards of 200 damage (Dom at 12 or higher)).
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