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Old Aug 18, 2005, 11:49 PM // 23:49   #1
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Default Skills - Conjure Phantasm

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Old Aug 18, 2005, 11:49 PM // 23:49   #2
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what are some pros and cons of this skill? does it take armor into consideration?
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Old Aug 18, 2005, 11:59 PM // 23:59   #3
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No dots take armor into consideration, lol.
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Old Aug 20, 2005, 09:44 PM // 21:44   #4
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There should be an Elite made out of this skill.
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Old Aug 20, 2005, 10:15 PM // 22:15   #5
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It's relatively quick to recharge and deals 10 DPS, for up to 15 seconds without Mantra of Persistance. 150 damage for 10 energy is fairly economical, even if it can be countered by healing breeze with ease.

The idea for using degeneration, such as Poison, Bleeding, Disease, and Burning is to supplement damage, not replace it entirely.

Compared in efficiency to conditions, it's not that great. 2-3 energy to fire off each poison arrow and spread it to foes, or 6-8 energy to apply poison and contiously poison people over the next 24 seconds tends to be far more efficient. It's only 1 degeneration lost.

On the other hand, conditions are easily removed (Or turned into massive healing through Mend Ailment). Hex removal options are more limited though. There're only (3) multi-hex removal options, to the best of my knowledge-
Convert Hexes
Contemplation of Purity
Purge Signet

And all of the hex removal have tad long recharge times, except remove hex, which takes 2 seconds to cast. (Perfect fodder for an interrupt).

Conjure Phantasm can be buffed to last 30 seconds for the 10 energy cast, with Mantra of Persistance. 300 damage for a mere 10 energy is definitely economical in that case.

If you're going to grab it, make sure only 1-2 people at most have a copy, and that the rest of the group isn't degeneration focused, lest you end up wasting energy anyway, since 2 of the same hex don't stack, and degeneration effects cap at 10.

It's definitely great fun in the arena, though.

Last edited by Mercury Angel; Sep 04, 2005 at 10:09 PM // 22:09.. Reason: Redundancy, and Nature's Renewal no longer removes hexes
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Old Sep 04, 2005, 09:53 PM // 21:53   #6
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This is a good spell. Moderate mana use, excellent recharge and casting time to use it repeatedly, and a good duration (which could be extended by mantra of persistence).

I've always been wanting to combine this with immolate/incendiary bonds to really burn them up.

Pretty much, combine it with any other skill that does Damage over time for some great results.
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Old Jun 29, 2007, 10:23 AM // 10:23   #7
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yep combine it with mark of rodgort for continuous burning and you get max degen. add some fragility and phantom pain and watch them panic

great fun in AB and arenas as you can get multiple targets suffering from heavy degen. puts pressure on monks and softens targets for your team mates to finish off

unfortunately if you do play a heavy degen build you tend to find that you become very unpopular with the enemy very quickly so make sure you have some kind of evasion built in to your build
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Old Jun 29, 2007, 04:14 PM // 16:14   #8
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As we are in a PVE skill discussion, I will talk only about PVE.
I think Conjure Phantasm is completely subpar to Clumsiness in PVE. Even casters attacs here, and you will do way more damage through clumsiness (interrupting some damage too) than through Conjure, especially considering it rarely deals its full damage potential (the target often dying before) it ends.
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Old Jun 29, 2007, 04:14 PM // 16:14   #9
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As we are in a PVE skill discussion, I will talk only about PVE.
I think Conjure Phantasm is completely subpar to Clumsiness in PVE. Even casters attacs here, and you will do way more damage through clumsiness (interrupting some damage too) than through Conjure, especially considering it rarely deals its full damage potential (the target often dying before) it ends.
Anyway, why resurrect this thread?
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Old Jul 02, 2007, 03:55 PM // 15:55   #10
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I use Conjure Phantasm in most of my hex builds. Mainly, it works as a cover hex for the real punch of the build, but it can also help fuel hex based abilities, all while dealing some extra damage.
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