[C] [Me/x] Leech
Fast Casting: 8+1
Domination: 10+1
Inspiration: 12+1+1
Power Leech, 10e 1/4 15s *elite
If target foe is casting a Spell, that Spell is interrupted and for 10 seconds whenever that foe casts a Spell, you steal up to 7 Energy from that foe.
Diversion, 10e 3 10s
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 44 seconds to recharge.
Power Spike, 10e 1/4 12s
If target foe is casting a spell, the spell is interrupted and target foe takes 80 damage.
Power Drain, 5e 1/4 25s
If target foe is casting a spell, the spell is interrupted and you gain 29 Energy
Shatter Enchantment, 15e 1 25s
Remove an "Enchantment" from target foe. If an Enchantment is removed, that foe takes 77 damage.
Drain Enchant, 10e 1 25s
Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 21 Energy.
These six skills are the core of the build. With three interrupts (and two recharging in 12 and 15s, respectively), interruption is the primary task. Power Leech, in addition to being an interrupt, also acts as a punitive hex when it hits, stealing 7e whenever a spell is cast for 10 seconds after the interruption. Diversion backs up Power Leech in this role, discouraging casting for six seconds while your interrupts recharge.
It might be worth switching Power Spike for Complicate or Cry of Frustration- I'd prefer to have a 'skill interrupt' on my bar instead of only being able to stop spells.
I like to stick dual enchant removals on my mes's; Boon Prots mainly evade the interruption aspect of this build but are still hassled by Diversion and losing their boon.
As for the secondary, there are three good candidates for general utility: /mo for remove hex and ressurect (9 FC means it's a 4 second cast, decent), /e for gale and windborne (6 Air, gotten by adding a sup rune and juggling from there, gets you 7 seconds of +33%) or pure mes for Shame and a rez sig.
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