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Old Apr 09, 2009, 11:14 PM // 23:14   #1
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Can someone explain to me why/how to use this skill?
It's in so many builds that it's got to be better than I give it credit for.

the way I look at it it is, you remove conditions from the ally: they're happy and healthy. You gain some health: health is good. you gain a little bit of energy: energy is good but it's like +3 max or something? and then the wammy: you inherit all conditions yourself: yikes! you're now diseased, bleeding, weak, ... and your health bar is dropping like there is no tomorrow...

Maybe is you had Plague Sending or Infuse condition, I could see it, but without it, aren't you hurting yourself badly by acquiring those conditions?
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Old Apr 09, 2009, 11:20 PM // 23:20   #2
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most builds that use [foul feast] also use [infuse cond], [plague send], or [mending touch]. foul feast has an incredibly fast recharge, is practically free to use, almost no cast time, and is a great way to keep physicals free of blind, weekness and monks free of daze. it also has great synergy if you're playing with a [restore cond] monk. you use FF he/she uses RC on you. bam no more conditions.
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Old Apr 09, 2009, 11:20 PM // 23:20   #3
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Quote:
Originally Posted by papaschtroumpf View Post
Maybe is you had Plague Sending or Infuse condition, I could see it, but without it, aren't you hurting yourself badly by acquiring those conditions?
Yes, but your keeping your team condition free, aswell as the insane synergy with plague sending...

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Old Apr 10, 2009, 12:16 AM // 00:16   #4
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Also remember, that conditions such as Blind and weakness (which really hurt physicals) are basically harmless to you. Dazed can be transferred to the enemy via Plague Sending.
By concentrating all the conditions on one character, your monks will have an easier time managing the pressure and you can get rid of a lot of them via Plague Sending, but even without that, it's still useful.

At high Soul Reaping (12+1), you'll get 3 energy for every condition. That's some nice energy management to go with it.
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Old Apr 10, 2009, 12:44 AM // 00:44   #5
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Condition Control (not just removal, coz it controls conditions on your party), + e management + self heal in a non elite skill is just overpowered. How it can be classified as otherwise is beyond me? Its like RC on an offensive support character.
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Old Apr 10, 2009, 02:05 AM // 02:05   #6
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1. COnditions don't stack with themselves. Foul Feast deep wound off 3 party members and you have effectively removed 2 deep wounds. I nthis sense, it IS removal.

2. It's normally used with something else to deal with the conditions -- Infuse Condition, Plague Sending, Plague Touch, Avatar of Mel. The net result is the ability to blackhole all the conditions off a team member, for free, and a very quick recharge, and gain health for doing it.
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Old Apr 10, 2009, 03:19 AM // 03:19   #7
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Bleeding: -3 degen (-6hp/second); other than having a high duration, Bleeding can't do shit to you, nothing that isn't going to get healed up by the DF bonus from your Monk casting on you

Blind: 90% chance to miss attacks; does nothing to you as a spellcaster, is irritating if you are using a Spear to trigger MoP + Barbs but otherwise it's no big deal - pull this off of your physicals so that they can do their job, remove ONLY from Physicals

Burning: -7 degen (-14hp/second) but it normally has a very short duration; nothing that you can't handle taking off a party member, but since it lasts such a short time, you shouldn't be using FF to take this condition off of a party member unless you are removing a more dangerous condition from them

Crippled: movement speed reduced by 50%; this can keep a Physical from reaching their target and can keep a squishy from kiting away from damage; pull this off if it needs to be off, but make sure you aren't in danger before you pull this condi

Dazed: makes spells take twice as long to cast and easily interruptable (interrupted by being hit with any attack); this condi kills casters, make sure that you are removing this from casters ONLY, and know that until it is removed from you, you can double your spell cast times and if you get hit with any little attack, your spells are going to be interrupted

Deep Wound: reduced max health by 20% / 100hp (whichever is less) and reduces the amount of healing received by 20%; by far one of the nastier conditions, only remove this condi if you are not under attack

Weakness: reduces all attributes by 1 (minimum down to 0) and reduces attack damage (base damage only) by 66%; as a caster, this does crap besides lower your attributes, rip this off of your Physicals ASAP, as they only deal 1/3 normal dmg while it's on them
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Old Apr 10, 2009, 07:27 PM // 19:27   #8
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Thanks all, this helps.
Tyrael, this wasl a good summary. I know the info is all over the wiki and the power descriptions, but it's easy to get confused about what does what. For example I haden't realized that Dazed only affected casting. Being new to the game, it's still a mental exercise for me to separate attack from damage spell. some of those game concepts are easy to understand but a little harder to fully internalize.
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