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Old Oct 09, 2006, 09:45 AM // 09:45   #1
Ascalonian Squire
 
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Default Monk Bomb using Cultist's Fervor

I've just whipped this together on paper, and have no idea how well it would work in game. I plan on testing this build pretty quick, and if anyone could give some feedback I'd appreciate it.

I'll list the build then comment on how each skill is important:

11 Blood
9 Death
8 Smiting +4 = 12
8 Healing Prayers +3 = 11
1 Divine Favor +1 = 2

20% longer enchantments is mandatory. Best to not have vigor runes.

Vigorous Spirit: Enchantment Spell. For 30 seconds, each time target ally attacks or casts a spell, that ally is healed for 16 points

Zealots Fire: Enchantment Spell. For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to your target are struck for 29 fire damage.

Dark Aura: Enchantment Spell. For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 32 shadow damage to adjacent foes, and you lose 14 Health.

Cultist's Fervor: Elite Enchantment Spell. For 16 seconds, your spells cost -7 Energy to cast, but you sacrifice 19% Maximum Health each time you cast a Spell.

Orison of Healing: Spell. Heal target ally for 60 points.

Reversal of Damage: Enchantment Spell. For 8 seconds, the next time target ally would take damage, the foe dealing the damage takes that damage instead (maximum 61).

Unholy Feast: Spell. Steal up to 50 Health from up to 3 foes in the area.

Balthasar's Aura: Enchantment Spell. For 8 seconds, foes adjacent to target ally take 22 holy damage each second.

So the idea is to throw Vigorous Spirit, Zealot's Fire, and Dark Aura on yourself, get into the midst of some enemies, cast Cultist's Fervor, then go through casting all of the spells on yourself (or Unholy Feast on your enemies).

You'll do 32 armor ignoring Shadow damage from Dark Aura with every spell, 29 Fire damage from Zealots Fire with every spell you cast on yourself.
The best casting order would be Orison, Reversal, Orison, Unholy Feast, Orison, Balth's, Orison, Reversal, Orison, of course you will be sacrificing a lot of life with each cast, but Orison and Unholy Feast end up being slightly positive, the maximum loss of hit points (assuming 330 HP) is 117, significantly less if Unholy Feast gets 3 enemies.

Casting the above pattern should take 15 seconds, figuring in aftercast, well within the extended Cultist's Fervor, and the total energy used, assuming you have Zealots Fire on already, and have regenerated to maximum is 46, including activation of Vigorous Spirit, Dark Aura (which can optionally be cast earlier and regenerated from as well) and Cultist's Fervor, as most of the used spells are free with Cultist's Fervor on.

Assuming a 100 armor enemy is adjacent to you throughout the entire pattern, he will take 46 damage (32 from Dark Aura and 14 from Zealot's Fire) for each of the spells cast on yourself so 8 times, take 32 damage from Dark Aura for Unholy Feast, take 50 damage from Unholy Feast itself, if he's attacking you, he'll take up to 61 damage twice from Reversal of Damage, and each second he sticks around after activation of Balth's is an extra 22 damage a second.

Needless to say, this is a very significant amount of damage, and it only increases based on the amount of enemies adjacent and nearby you. I can see this build being very useful in PVE, where it will get in, do it's damage, and then Balth's will force the surviving enemies away as Cultist's Fervor runs out. I imagine it wouldn't be very useful as anything more than a RA gimmick in PVP however, due to its fragility approaching the enemies and its reliance on numerous enchants.

Anyways, any comments on my insane build are welcome.
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Old Oct 09, 2006, 01:25 PM // 13:25   #2
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good idea

problem is that after aoe nerf, mobs now flee upon aoe dmg

they DEFINITELY flee if you cast zealots fire and cast too quickly...

edit: oh ... and spreading attr to 5 lines are rather dangerous...

Last edited by xiao1985; Oct 10, 2006 at 07:10 AM // 07:10..
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Old Oct 09, 2006, 01:29 PM // 13:29   #3
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Speechless.
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Old Oct 10, 2006, 06:01 PM // 18:01   #4
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Replace orison with healing touch :P
Otherwise, good job!

Though, perhaps the recharge is too long on touch.....
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Old Oct 10, 2006, 07:37 PM // 19:37   #5
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Sounds like a good guild for FA or JQ... maybe AB as well.

I assume orison > touch is for recharge rate.
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Old Oct 12, 2006, 10:43 PM // 22:43   #6
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then again, the lower the recharge rate will only make it more spammable which will cause the mob to scatter from aoe too close together if you choose to spam it more often.

Last edited by Nivryx; Oct 12, 2006 at 10:46 PM // 22:46..
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Old Oct 12, 2006, 11:00 PM // 23:00   #7
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This wouldn't work well in PvE regardless of which heal skill you choose. Even if you stagger your casting, the fact that so many AoE effects are going off at once will trigger mob scatter. And if you're using it in PvP, then spammability is probably the way to go.

Anyway, Healing Touch won't be very effective with only 2 DF. Orison is a better choice under those circumstances.
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