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Greentongue
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Registered: 11-2004
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Steamer El/Me


Steamer

12(15) Water, 12(14) Energy, 7(8) Fire
Major Water and Energy runes. Minor Fire.

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Aura of Restoration Enchantment [10/.25/5]
For 60 seconds, you are healed for 152...350% of the Energy cost each time you cast a Spell.

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Blurred Vision Hex Spell. [10/1/12]
For 4...9 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks.
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Glowing Ice Spell [5/1/8] (EN)
Target foe is struck for 5...41 cold damage. If that foe is under the effects of a water Hex, you gain 5...8 Energy.
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Steam Spell [5/1/8] (NF)
If target foe is on fire, Steam Blinds that foe for 5...9 seconds and strikes for 40...88 cold damage. Otherwise, that foe is struck for 25...61 cold damage.
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Water Attunement Enchantment [10/2/45]
For 36...55 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Water Magic.

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Glyph of Immolation Glyph. [5/1/10] (EN)
For 15 seconds, your next 1...3 Spells that target a foe also cause Burning for 3 seconds.

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Echo Elite Enchantment [5/1/10]
For 30 seconds, Echo is replaced with the next Skill you use. Echo acts as this Skill for 30 seconds.

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Resurrection Signet [-/3/*]
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy.

The idea is to be able to blind and kill.

Blurred Vision and Glowing Ice disables a melee attacker and gives energy back.

Glyph of Immolation, Echo, and Steam adds good damage, burning and more blindness.

=


Last edited by Greentongue, 11/11/2007, 1:29 pm


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11/11/2007, 1:29 pm Send Email to Greentongue   Send PM to Greentongue
 
Pyxis
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Re: Steamer El/Me


Slippery Ground would work well with this too I believe. Hate to lose the cover hex Aura of Resto provides, but I guess it would be that or the Rez Sig.
11/13/2007, 1:17 am Send Email to Pyxis   Send PM to Pyxis MSN
 
Mat Cauthorn
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Registered: 09-2007
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Re: Steamer El/Me


hmm, interesting combo, as long as opposing monks arn't too quick on the hex removal.

Blurred
glyph of immolation
echo
steam
steam
glowing ice
glyph
steam, etc.

I think slippery ground would be good as an interrupt, but using it as a damage pressure build would me more effective, I think, and having more rezzes is always a good thing! You could replace aura with it and use it as needed. I don't really think the caster would need to worry about energy if stripped as long as blurred is still up, but I think the aura/slippery ground desicion would be that of the player.

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11/13/2007, 6:44 pm Send Email to Mat Cauthorn   Send PM to Mat Cauthorn AIM
 


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