Archive talk:Me/N Virulence Spiker

Nerf
it got nerfed??? over 8 seconds it does 330 damage, not enough to kill. 007snicker 14:47, 28 May 2007 (CEST)

Damage
Hmm....

Direct damage

Fragility related dmg is (21*7)= 147 pts 37 pts from Accumulated Pain

=184

Damage from degen

13 pts (10*1.26) during Images of Remorse cast

20 pts (16*1.26) during Accumulated Pain cast

10 pts (16*0.63) during Virulence cast

60 pts (20*3)   during Virulence duration

=103 damage

total=287 damage

Conditional damage

55 pts from Images of Remorse if target is attacking (ignore for most casters)

Total=342 dmg

Deep Wound

Reduces HP by 20%

Assuming 480hp, Sup attribute Rune and a Sup Vigor, HP=455

Assuming they have a +30hp mod somewhere HP=485

Reduce total by 20% from Deep Wound 485*0.8=388

Target has 388 effective HP

Spike deals 342 dmg

Therefore the spike is about 50 damage short of a kill (there are rounding errors here anyway) However, after the spike, the target has -8 degen for another 8 seconds, and -5 for 4 more. That means your target will be dead in a little over 3 seconds, or sooner if they have taken damage from any other sources.

If they have more HP (for example from using a minor rune or not triggerin the Remorse damage), the degen should finish them. If they are a physical attacker, you can get more dmg by re-casting Images of Remorse at the end of the spike,.

As for the author's massive damage claims, it may be that they are considering the health drop from DW to be "damage", and figured it into the total.

Feel free to pick apart the maths. Also feel free to comment on why on Earth I bothered to sum this up when I friggin' hate maths.

Egon 17:18, 30 May 2007 (CEST)Egon
 * Except that a decent PvP player has around 600 hp, so even with deep would the player would have ~480 max hp. --Teh Uber Pwnzer  22:38, 15 September 2007 (CEST)

This mesmer does work, but is sub par at doing sustained pressure, or reliably hitting the spike on demand. I've found the build to be too unwieldy to be a staple as part of any team. It's a decent gimick build for RA, but that is about it. A monk who is spot on with dismiss conditions will nerf this builds ability to spike out, and then your stuck with a generic, weak, degen build on your bar. Shireen 19:38, 30 May 2007 (CEST)

Checked and Reviewed
For Viability. Readem (talk *pvxcontribs ) 16:13, 14 June 2007 (EDT)
 * Srsly? This is so old... - [[Image:Kowal.jpg|15px]] Krowman   00:49, 22 August 2007 (CEST)

Usage Question (casting order)
Is there a reason Fragility needs to be cast first? It seems to me like it would be better to go Conjure Phantasm, Images of Remorse, Fragility, Accumulated Pain, Virulence. That would get the degeneration started .63 + aftercast delay seconds earlier. Either that or if Fragility needs covered by something then go Images of Remorse, Fragility, Conjure Phantasm, Accumulated Pain, Virulence. That would give a lesser payoff (not that there's much of a payoff to begin with), but still put a 1-second cast (.63 after fast casting) hex directly after Fragility. If you're facing enough hex removal that you need two covers, then it seems likely that the removal will disrupt the combo by making sure Accumulated Pain doesn't give a deep wound anyway... Clyceer 15:34, 30 July 2007 (CEST)

Simply so it's covered. Tycn 15:38, 30 July 2007 (CEST)

I have a problem with the degen...
The amount of degeneration is -5 from conjure phantasm + -3 from images of remorse + -8 from virulence (poison -4, disease -4) = -16. Would be excellent if there wasn't a cap-off at -10. And okay, it doesn't have to round off perfectly, but there ARE other hex spells in illusion magic that could substitute conjure phantasm, and you'd still be doing -11 degen. The drain enchantment isn't essential in my opinion, so by freeing that, we get a lot of free attribute points to put in death magic. The two hex spells only have to cause -2 health degeneration since the conditions cause -8, so propose something more like:

[build prof=mesme/necro illusi=12+1+3 fastca=9+1 deathm=9][Phantom Pain][Shrinking Armor][Ethereal Burden][fragility][accumulated pain][virulence][epidemic][distortion][/build]

By the end, player will have Cracked Armor, Deep Wound (applied twice), Disease, Poison, and Weakness, dealing an initial 6*21=126 damage at first and another 105 when it ends equaling 231. But that isn't all, folks!

Health degeneration is -10 (-3 + -8) for about 10 seconds, which at 20 health per second for 10 seconds is another 200 health making a total of 431 health to a person with 80% of his max health due to Deep Wound and -20 armor due to Crakced armor and deals 33% attack damage due to Weakness. If your max health is 500, then 80% is 400, and this 431 would kill you. Then add epidemic for a fun bonus spell which lets you watch them crawl around due to Ethereal Burden and then you can infect everyone they pass by...

&mdash;The preceding unsigned comment was added by Eyekwah (contribs).

The point is putting deep wound and triggering fragility 7 times in ~4 seconds (dw, disease, poison, weakness, end of disease, end of poison, end of weakness). –Ichigo724 17:43, 15 September 2007 (CEST)

Actualy this build works better without the Death Magic, you get less time till the initial spike, combined with deep wound and cracked armor thats 8 times fragility is triggered and since virulence is fast recharge, you can just copy fragility and spike twice as much. I still prefer to just copy Enchanters conundrum strip enchant strip hex enchanters strip enchant strip hex. . . too much damage for you to handle? 64.171.135.61 19:43, 22 February 2008 (EST)