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Old Mar 01, 2010, 08:47 PM // 20:47   #1
Wilds Pathfinder
 
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Default Condition bomb (a theory craft)

For quite some time I’ve been trying to create a build for professions that aren’t commonly used or accepted in a team. Subsequent testing has led me to this team build, the condition bomb. I have not yet finished it, but am willing to share it with the guru community in hopes of making a popular build that requires the underappreciated pve professions.

This build utilizes a combination of fragility and hypochondria to constantly reapply conditions on foes in order to rack up damage. The build consists of:

1) Me/any Fragility caller
Illusion magic: 16 (12+1+3)
Inspiration magic: 13 (12+1)
Fast casting and domination magic: 0 (They are not needed and only spare points should be invested in)

Skills: Fragility, Extend conditions, hypochondria, Technobable, optional*4

2) Me/any echo support
Illusion magic: 16 (12+1+3)
Inspiration magic: 13 (12+1)
Fast casting and domination magic: 0 (They are not needed and only spare points should be invested in)

Skills: Fragility (in case of stragglers), extend conditions, arcane mimicry, hypochondria, archane echo, optional*3

Optional skills for Mesmer include: Drain delusions + cracked armor, shell shock (doesn’t require high air magic to be successful), signet of infection, Finish him (not recommended), accumulated pain, (more to be added)

3) D/any Enchantment juggler
Earth prayers:???
Mysticism 16 (12+1+3)

Skills: Archane zeal, dust cloak, staggering force, heart of holy flame, aura of thorns, eternal aura, mystic sandstorm, mystic regeneration
__________________________________________________ _____________
So now we have 3 bars that make little sense, I will try my best to give an explanation as to how this build works.

The derv will start out casting archane deal, eternal aura, and mystic regeneration. They will then draw agro to themselves and when the mob bunches up, cast the rest of their skills (EXCEPT MYSTIC SANDSTORM). Mesmer #1 will then cast fragility on the mob and pick a target (if the second Mesmer sees any unhexed target they should go ahead and cast their fragility) Mesmer #1 will then cast technobable, while Mesmer #1 casts archane mimicry and archane echo (in that order). The derv will then cast mystic sandstorm, then Mesmer #1 will cast hypochondria followed by extend conditions. AFTER Mesmer #1 casts extend conditions, Mesmer #2 casts hypochondria, extend conditions(mimicry or normal, doesn’t matter), followed by the echoed hypochondria, and finally the last extend conditions. If all is done correctly, the only monster that should be alive is the target, which is easy enough to kill off.

This build does a minimum of 1012 unconditional damage, and I will break down the numbers down for you.

130 (mystic sandstorm) + 126(initial application of conditions) + 378 (fragility damage done with six conditions and three casts of hypochondria) + 378 (fragility damage done with six conditions and three casts of extend conditions). This leads to a total of 1012 damage.

Now, the damage might not look too impressive with three slots worth of chars, but remember that you have 5 optional skills of the Mesmers and 5 more player slots. Other professions can be included with the addition of virulence (for rangers and paragons). I’d also recommend a monk with spell breaker and protective spirit in hm so the dervish doesn’t blow up when trying to get agro.

Final notes:
-I’ve been trying to work on a two-man version that used mantra of recovery with a discord team- I’ll post it later when I stop being lazy.
-This build is not hero friendly. Heroes can’t figure out how to use hypochondria in this manner.
-The mob (after the dervish casts) will be rendered useless aside from signet use. The constant reapplication of daze will interrupt spells.
- This build requires exact timing, if you can’t communicate with your group then don’t even try to attempt it.
-The target will only take damage from the first cast of fragility and mystic sandstorm

All comments are welcome, except for those that don’t concern this build, in which case I will ask the mods to remove your comment.

Last edited by The Drunkard; Mar 01, 2010 at 09:09 PM // 21:09.. Reason: minor fixes
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Old Mar 01, 2010, 08:48 PM // 20:48   #2
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reserving space for additional builds
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Old Mar 01, 2010, 10:22 PM // 22:22   #3
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Frag Spike builds already exist...
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Old Mar 01, 2010, 11:54 PM // 23:54   #4
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Just use a normal Fevered Dreams necromancer.

Last edited by Cuilan; Mar 01, 2010 at 11:57 PM // 23:57..
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Old Mar 02, 2010, 02:38 AM // 02:38   #5
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Wow, condition bomb, that sounds like a really good idea - use conditions to cause lots of damage.
I heard there's an elite you can use to benefit this build - it's called contagion. I reckon nobody's thought of that yet.
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Old Mar 02, 2010, 03:13 AM // 03:13   #6
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It seems like people are having an extremly difficult time trying to grasp this build because they cannot read the first paragraph. Before commenting, READ the discription. If you have nothing to add to this build, DO NOT post.

Quote:
Originally Posted by Rekliss View Post
Frag Spike builds already exist...
In pvp they do, I have yet to see an effective spike for PvE.

Quote:
Originally Posted by Cuilan View Post
Just use a normal Fevered Dreams necromancer.
This build is completly different from FD; instead of shutting down the enemy team with some additional damage, you are spiking them while nullifying the enemy so they can't do anything.
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Old Mar 02, 2010, 03:36 AM // 03:36   #7
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You're likely not getting the replies you want because people know it doesn't work well compared to most of the over-powered stuff already existing.
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Old Mar 02, 2010, 04:02 AM // 04:02   #8
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There has been a Fragility spike that was used for VSF...uses FD caller and Virulence necros..it's on wiki. I tried it and it worked well enough to solo vsf prenerf in 6mins.
http://pvx.wikia.com/wiki/Build%3ATeam_-_General_VSF

Last edited by Essence Snow; Mar 02, 2010 at 04:08 AM // 04:08..
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Old Mar 02, 2010, 05:29 PM // 17:29   #9
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fragility deals damage when the target(s) suffer or recover from a condition, so it's pretty obvious that you want as many conditions as possible... but my question is, does Fragility do damage for each pulse of a condition-causing spell like Ray of Judgement, Mark of Rodgort, Fevered Dreams? RoJ causes burning every second, does this mean that Fragility does its damage every second or only when the burning is applied for the first time? MoR + some fire AoEDoT (savannah heat for example) is the same situation. Fevered Dreams is constantly causing Dazed every time a new condition is applied, does this trigger additional Fragility damage? If so then Fevered Dreams is ideal for use with condition spam and fragility, because you'll get Fragility damage from each new condition and then get Fragility damage again from Dazed (from Fevered Dreams) and also get double Fragility damage when the conditions wear off (Dazed ends quickly, unless it is renewed, and then more fragility damage from the condition that started this chain).

Somebody mentioned Virulence already, and we can also cause disease with Rotting Flesh. How does this interact with Fragility, obviously Fragility will cause damage when the target gets diseased but will it proc again when they get re-infected? The target may already have disease but the disease duration can get refreshed when target is close to other targets with disease, I'm wondering if it would re-proc constantly. Probably not.
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Old Mar 02, 2010, 05:49 PM // 17:49   #10
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Frag only procs when a condition begins or ends, not if its reapplied while still suffering from the condition, as it doesnt technically begin or end, it only refreshes the duration.
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