Andovar
Officer
Global user
Registered: 04-2005
Posts: 2114

|
|
Reply | Quote
|
|
Chiller (GvG)
This is the spinoff from the AP build.
It's role to keep many of the opponents slowed. Whether stopping the opposing runner, slowing melee to allow our monks to easily kite, or keeping the called target in place for a beatdown.
Elementalist/Monk
Level: 20
Energy Storage: 13 (12+1)
Water Magic: 14 (12+2)
Healing Prayers: 3
- Icy Shackles [Elite] (Water Magic)
For 10 seconds, target foe's movement speed is reduced by 66%. While under the effects of an Enchantment, that foe's movement is reduced by 90%.
Energy:5 Cast:1 Recharge:12
- Freezing Gust (Water Magic)
If target foe is under the effect of a Water Magic Hex, that foe is struck for 76 cold damage. Otherwise, that foe moves 66% slower for 6 second(s).
Energy:10 Cast:1 Recharge:5
- Blurred Vision (Water Magic)
For 10 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, these foes have a 50% chance to miss with attacks.
Energy:10 Cast:1 Recharge:12
- Frozen Burst (Water Magic)
All nearby foes are struck for 80 cold damage and move 66% slower for 8 seconds.
Energy:15 Cast:0.75 Recharge:5
- Armor of Mist (Water Magic)
For 19 seconds, you gain +38 armor and move 33% faster.
Energy:10 Cast:1 Recharge:30
- Water Attunement (Water Magic)
For 58 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Water Magic.
Energy:10 Cast:2 Recharge:45
- Convert Hexes (Protection Prayers)
Remove all Hexes from target other ally. For 8 seconds, that ally gains +10 armor for each Necromancer Hex that was removed.
Energy:15 Cast:1 Recharge:20
- Resurrection Chant (Healing Prayers)
Resurrect target party member with up to your current Health and 11% Energy. This spell has half the normal range.
Energy:10 Cast:6 Recharge:15
The minor runes are plenty, as there's really no advantage to getting water above 14 other than a small damage boost to a few skills.
Also, Frozen Burst can be used offensively as well as defensively. Just have to be aware of the double aftercast delay. So you're basically stuck there for 1.5 seconds after casting. But since they're slowed, you still shouldn't have a problem getting away.
I've also toyed with the idea of using Water Trident in place of Icy Shackles since the knockdowns would be helpful as well.
But this is what I was running during the last 2 matches of last week.
|
|
9/25/2007, 8:11 am
|
Send Email to Andovar
Send PM to Andovar
|
Dannzzigg
Founder
Global user
Registered: 09-2003
Posts: 2686

|
|
Reply | Quote
|
|
Re: Chiller (GvG)
In the Shackles vs. Trident debate, I think I come down on the side of Shackles as well, but there are some interesting possiblitites to consider with Trident-
Trident gives you more direct offense and doesn't rely on cover hexes, where Shackles can be removed with a Divert, Convert or some other vert.
I like Shackles though, for the enormous slowdown effect, which has proven very effective vs enemy runners in the past.
--- Check out Dylan's Den!

|
|
9/25/2007, 10:25 pm
|
Send Email to Dannzzigg
Send PM to Dannzzigg
MSN
|
Greentongue
Officer
Global user
Registered: 11-2004
Posts: 1425

|
|
Reply | Quote
|
|
Re: Chiller (GvG)
Stops those Shield of Regen runners in their tracks.
=
--- 
|
|
9/26/2007, 7:08 am
|
Send Email to Greentongue
Send PM to Greentongue
|
Andovar
Officer
Global user
Registered: 04-2005
Posts: 2114

|
|
Reply | Quote
|
|
Re: Chiller (GvG)
Ok, then let's run it as is for this week.
|
|
9/26/2007, 9:29 am
|
Send Email to Andovar
Send PM to Andovar
|