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Old Sep 04, 2005, 07:50 AM // 07:50   #1
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Join Date: Jun 2005
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Default Melandru's Resilence

hey just had this idea.. any thoughts? the build would center around this skill

Mo/R

12 Wilderness

Melandru's Resilence-
"Stance. For 18 seconds, you gain health regeneration of 2 and energy regeneration of 1 for each condition and hex you are suffering."
Serpents Quickness-
"Stance. For 27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50%."
Draw Conditions-
"Spell. All negative Conditions are transfered from target other ally to yourself. For each Condition acquired, you are healed for 6..27 health."


with 3 or more conditions you'd be generating a lot of health and energy.. i can't really think now of what it'd combine well with.. maybe as a Me/R you could arcane mimic a teammates martyr or something... any ideas?? Maybe N/R w/ chillbains or something??
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Old Sep 04, 2005, 08:54 PM // 20:54   #2
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It's been done. It works well, but it's very conditional... no pun intended.
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Old Sep 05, 2005, 06:32 AM // 06:32   #3
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the last time i use melandru's resilence is either a signet monk (along with QZ... none smiting thou... blessed signet + sig of devotion anyone?) and when they hex me or condition me... i get better... it was a tough build too play... perhaps too tough to be for pratical use... but with a QZ team... then... =D

another would a warrior scream "hex me" by charging into the front line (and every anti warrior hex and condition is sending to you in a matter for 3-4 sec)... and survive the hex frenzy while doing good damage (use energy skills)... they just wasted all their hex on you.
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Old Sep 06, 2005, 06:11 PM // 18:11   #4
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How about combine it with some necro's that give themselve's conditions.....
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Old Sep 06, 2005, 08:26 PM // 20:26   #5
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That's pointless; those necros are usually high-dps builds and have plague touch to transfer negative conditions.
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