User:Hercanic/Dark Fervent Masochist

[build prof=n/mo blood=12+3+1 soul=10+3 death=6+3 prot=6] [Angorodon's Gaze] [Vampiric Gaze] [Unholy Feast] [Awaken the Blood] [Cultist's Fervor] [Masochism] [Dark Aura] [Protective Spirit] [/build]

Equipment

 * +20% longer enchantment mod

Energy Management

 * With Soul Reaping, each death will give +13 energy
 * If suffering from a condition, AG will return +8 energy.
 * 5 spells will return +4 energy.
 * 10 spells will return +1 energy.
 * 15 spells will cost -4 energy.
 * 25 spells (none on current bar) will cost -14 energy.

Health Management

 * 480 base health minus the superior runes (-225) equals 255hp.
 * Rune of Superior Vigor (+50), one Rune of Vitae (+10), and five Survivor's Insignia (+40) gives 355 health.
 * Note: Lower health means more protection from PS and less health lost from sacrifice.
 * At 255hp, spells will eat 59hp. At 355hp, spells will take 77hp.
 * At 255hp, AG returns +27hp, VG gives +8hp, and UF can return up to +321hp. At 355hp, all spells lose -18 more health (-90 for UF).
 * Protective Spirit will ensure you only take 25dmg per hit, or 35dmg at 355hp.
 * Healing Per Second is 4.5 + 1.3 + 24.7 = 30.5 HPS (equivalent to 15 pips of regen)

Damage Output

 * AG can deal 119dmg to one target, and 32dmg to all adjacent foes. DPS to one foe is 19dmg.
 * VG can deal 100dmg to one target, and 32dmg to all adjacent foes. DPS to one foe is 16dmg.
 * UF can deal 108dmg to five targets (540dmg total), and 32dmg to all adjacent foes. DPS to one foe is 8dmg, or 41dmg to five.
 * If five targets are in adjacent range, using all three skills over 3 seconds without interruption would deal 327dmg to one target and 172dmg to the other four for a good armor-ignoring spike (1,015 total damage across five targets in 3 seconds).

Counters

 * Enchantment stripping, interruption, hexes, heavy degen from conditions, heavy e-denial, and fast, focused attackers (10 hits with PS).

Verdict
Although an interesting variation on the toucher concept, giving range to attacks, providing excellent energy management, and allowing the player the freedom of any secondary class, the damage output is low over time and substantial health is lost from sacrifice. Compared to a toucher, this variant is too fragile and is easily countered with many skills that are already often present in matches.