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Old Jun 21, 2006, 06:41 AM // 06:41   #21
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http://www.xennon.co.uk/eliteskills/#necro
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Old Jun 25, 2006, 08:35 PM // 20:35   #22
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Old Jun 29, 2006, 03:23 AM // 03:23   #23
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Quote:
Originally Posted by Xasew
WoH is an elite, so that doesn't work. Also, even with 12 in Blood (which is the max you can get for a Mo/N), you sacrifice 18% of your health. That's just way too much. If someone gets spiked and you have to heal him 3 times, that's already 54% of your health, which makes you easily killable afterwards.

Just a thought, negating the 4% of course, this is roughly the same as an infuse health. Depending on the situation, it might be worth it. ~340HP healed for 9 energy (Heal Other * 3). Vs, Infuse Health at ~350 (Depending on your current HP) for 10.

:P Just a thought.

Last edited by Innocent; Jun 29, 2006 at 03:26 AM // 03:26..
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Old Jun 29, 2006, 07:08 AM // 07:08   #24
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Originally Posted by Defiled The Dark
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Exactly?

Seems to me this skill only excels at low-health levels...B/P anyone?
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Old Jul 07, 2006, 06:08 AM // 06:08   #25
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Default E/N possibility

IMO fervor could be used in an aggro-controlled environment with an E/N.
Attributes:
Energy Storage: 8 + 3
Element: 10 + 4
Blood Magic: 12

Skills:
Cultist's Fervor {Elite}
Attunement (element of your choice)
Aura of Restoration
Res Sig
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)

The idea would be to have Aura of Restoration cure the sacrifice and Attunement round out the 10 energy costs. At level 11 Energy Storage, it'll heal for 33 for a spell costing 10. This means your health needs to be about 180. lol. Once again, I'm trying to think of a controlled aggro use for this. Anyhow, your spells will cost 7 less and your attunement will return you 3, so there will be no shift in energy nor health. Of course, you can't have fervor on forever (but an enchantment staff would help). This isn't a bad thing. When it's off, this is when you'll actually reach into your energy storage while still receiving the return from attunement. Put it back on ASAP, and you'll be in infinite mode again. As your energy isn't shifting during this time, your natural 4 regen will help cure the energy spent without fervor.

Personally, I think the sacrifice shouldn't be from maximum health.

Last edited by medulla; Jul 07, 2006 at 02:05 PM // 14:05..
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Old Jul 07, 2006, 07:19 AM // 07:19   #26
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Quote:
Originally Posted by medulla
IMO fervor could be used in an aggro-controlled environment with an E/N.
Attributes:
Energy Storage: 8 + 3
Element: 10 + 4
Blood Magic: 12

Skills:
Cultist's Fervor {Elite}
Attunement (element of your choice)
Aura of Restoration
Res Sig
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)
Elemental Spell (costing 10 energy)

The idea would be to have Aura of Restoration cure the sacrifice and Attunement round out the 10 energy costs. At level 11 Energy Storage, it'll heal for 33 for a spell costing 10. This means your health needs to be about 180. lol. Once again, I'm trying to think of a controlled aggro use for this. Anyhow, your spells will cost 7 less and your attunement will return you 3, so there will be no shift in energy nor health. Of course, you can't have fervor on forever (but an enchantment staff would help). This isn't a bad thing. When it's off, this is when you'll actually reach into your energy storage while still receiving the return from attunement. Put it back on ASAP, and you'll be in infinite mode again. As your energy isn't shifting during this time, your natural 4 regen will help cure the energy spent without fervor.
If you threw in a 5-costing spell, you'll actually make 1 energy.

Personally, I think the sacrifice shouldn't be from maximum health.
Sorry could've been cool but....when CF tells you it subtracts 7 energy from you spells casted it means it. Unlike attunements which give energy back CF would make a 10 energy skill cost 3.
which mean aura of restoration would heal you for about 9 health
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Old Jul 07, 2006, 07:33 AM // 07:33   #27
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Quote:
Originally Posted by Farmer
well, the situation is acutally better than you expected in fact. As one of the recent skill update adressed, Vigirous Spirit has been buffed, and for some reason, if I invest full points into blood and healing, the cost of blood sacrifice (with awaking the blood) and the healing from vigirous spirit perfectly cancel each other out. that means, your health will cap at somewhere around 44 and stay there forever. I personally don't like using mending, because it takes your energy. Without mending, yes, you can spam order and heal party over and over without almost no stoping. Of course, 20% enchant mod is used.
This is a good call too.
I have actually spent most of my factions time debating through new necro and ele elites.
With CF you con do many things.
CF can make a mean dark aura 55 build
and with a monk you can do a double dark aura build as with a skill like jaundiced gaze or dark pact you would sacrifice health twice resulting in 90+ damage from dark aura+ the 50-60 from the triggering skill
all of it costing virtualy no energy
In fact if a 55 monk had this skill he could tank even in areas with e-denial would you believe it?
and dont im sad that it got out to more people like [Apple] who would spill something like that to the public who will more than likely reported it as fast as they can but CF is indeed glitched making that Double Dark Aura stuff i told you about extremely easy to heal which means its also a great spike even if you got just 2 necros runnin the build because your spike skills cost almost nothing and do about 150 each
oh yeah and theres no recharge to em
anybody wanna try this before its gone with me just whisp me
IGN dark tykane
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Old Jul 07, 2006, 12:39 PM // 12:39   #28
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Quote:
Originally Posted by Dark Tykane
Sorry could've been cool but....when CF tells you it subtracts 7 energy from you spells casted it means it. Unlike attunements which give energy back CF would make a 10 energy skill cost 3.
which mean aura of restoration would heal you for about 9 health
indeed that sounds like the case, however, it is not. before posting, i tested this out. it will heal you for my originally stated amount and not 9 health.

"For 60 seconds you are healed for x of the Energy cost each time you cast a Spell."

Apparently, this is determined based on the original cost of the spell, but i see how it could've likely gone your way as well. so, by -7, it doesn't mean it but rather a temporary Expertise for spells if you will. again, i've tested it. (please do the same to avoid unproductive criticism.)


thank you

Last edited by medulla; Jul 07, 2006 at 01:32 PM // 13:32..
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Old Jul 07, 2006, 03:10 PM // 15:10   #29
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Quote:
Originally Posted by medulla
indeed that sounds like the case, however, it is not. before posting, i tested this out. it will heal you for my originally stated amount and not 9 health.

"For 60 seconds you are healed for x of the Energy cost each time you cast a Spell."

Apparently, this is determined based on the original cost of the spell, but i see how it could've likely gone your way as well. so, by -7, it doesn't mean it but rather a temporary Expertise for spells if you will. again, i've tested it. (please do the same to avoid unproductive criticism.)


thank you
Just because I haven't tested it doesn't mean I can't give constructive criticism...the thing is that if Anet ever decided to make skills do what they say they do in the description then your idea would be flawed. Of course this isn't the first glitch in cultist's description....
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Old Jul 07, 2006, 05:55 PM // 17:55   #30
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Quote:
Originally Posted by Dark Tykane
Just because I haven't tested it doesn't mean I can't give constructive criticism...the thing is that if Anet ever decided to make skills do what they say they do in the description then your idea would be flawed. Of course this isn't the first glitch in cultist's description....
i like how it has to be a glitch. you couldn't have just been wrong. anyhow, you may be misinterpretting the definition of Aura of Restoration. it is based on the Spell Cost, not the amount you spent to cast it. you can test it out with the monk spell Divine Spirit if you'd like further confirmation of this concept. or try this out: aura of restoration-->glyph of lesser energy-->aura of restoration. you should report this long-lived 'glitch' because it will still heal for 33 when, according to you, it shouldn't be healing at all.

this may be one of the best uses for cultist's fervor yet.

& it's not constructive criticism if it's not true.

Last edited by medulla; Jul 07, 2006 at 08:39 PM // 20:39..
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Old Jul 07, 2006, 08:39 PM // 20:39   #31
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Quote:
Originally Posted by medulla
i like how it has to be a glitch. you couldn't have just been wrong. anyhow, you may be misinterpretting the definition of Aura of Restoration. it is based on the Spell Cost, not the amount you spent to cast it. you can test it out with the monk spell Divine Spirit if you'd like further confirmation of this concept.

this may be one of the best uses for cultist's fervor yet.

& it's not constructive criticism if it's not true.
Well I'm sorry and i hope you didn't take any offense or think i was calling you wrong no matter what. I haven't looked at aura of restoration in so long i thought the description said you are healed for 300% of the energy you use to cast, i had no idea it was the cost of the spell.
Yet i still hardly see how it could be the best use yet when you have to be in a "aggro controled" environment and only have 180 health, I'm also not saying it isn't the best but i just don't see how it is.
explain?
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Old Jul 07, 2006, 09:02 PM // 21:02   #32
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You were wrong about Aura of Restoration. It doesn't matter your excuse as to why you couldn't take the time to read the skill and verify before making conflicting statements. Admit it and move on.

And Medulla said "one of the best uses", not the best. And I'd agree, Aura of Restoration is one of the few skills that makes Cultist's Fervor truly playable. As such, I'd say it's "one of the best". However, none of the "best uses" are really very good.
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Old Jul 07, 2006, 09:35 PM // 21:35   #33
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Quote:
Originally Posted by Dark Tykane
Well I'm sorry and i hope you didn't take any offense or think i was calling you wrong no matter what. I haven't looked at aura of restoration in so long i thought the description said you are healed for 300% of the energy you use to cast, i had no idea it was the cost of the spell.
Yet i still hardly see how it could be the best use yet when you have to be in a "aggro controled" environment and only have 180 health, I'm also not saying it isn't the best but i just don't see how it is.
explain?
oh yeah. i can't think of any use for it. i'm just throwing the idea out there for the community to consider. maybe a load of these E/Ns with a MM & protection monk in tombs? lol well, someone will find somewhere it can be used.
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Old Jul 16, 2006, 06:59 PM // 18:59   #34
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I'm thinking can a touch ranger use this spell? Or maybe I guess Offering of Blood is better for touch ranger?
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Old Jul 17, 2006, 03:34 PM // 15:34   #35
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i don't think i should say exact build but Vibe runs a cultist ferver on their 105 orders necro..
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