User:NuclearVII/Defiler/New Mechanics

Contagions
Basically, a contagion is an advanced from of disease. Like disease, it can spread to creatures of the same species, and, like disease, when it is renewed, it is renewed for it's full duration. Furthermore, all contagions count as conditions and are affected by both condition removal skills such as RC, and enhance skills that depend on conditions such as Signet of Deadly Corruption.

All contagion causing spells are in the defiler class. When a skill refers to contagions and not conditions, it refers to those caused by defiler skills only - disease does not count as a contagion.

In PvP, contagions effect all players, NPC's (excluding pets) and ghostly heroes. To the advanced viruses and plagues perpetrated by the fearsome defiler, all walking flesh on two legs is the same delicious meat. Heroes such as Zhed Shadowhoof also count as humans for the purposes of spreading the joy.

Most contagion causing spells can be both beneficiary or life-threathening. For example, Supreme Plague is a devestating elite contagion spell that severly weakens anything it touches - so it is better to keep this reserved exclusively for foes. However, a resourceful enemy combattant infected with this can run amok one's teammates, effectively using your powerful elite spell against you. Conversely, both the Brittleskin Virus and the Strengthbane Virus are excellent defensive infections and can be used on teammates without lament. However, a clever opponent can transfer this condition to their own backline, effectively stealing your defensive skills. Good positioning is the key in utilizing these microscopic evils.

In HA, the quick effect of spreading of the conditions can have powerful effects. Deathbane fever, for example, can quicky render both teams health bars down. Combined with Lifebane Virus and the Greater Plague from other defilers, the entire group of combatants can be brought to their knees.

The final word in contagions is postioning. These spells have powerful effects, and will infect all those in sight. When playing with fire, it is usually the smarter thing to do to stay away from the pyre.

Maintained Aoe Spells
Consisting of the majority of the corrution line of spells, these spells create a localized effect. This may be beneficial or harmful or do nothing at all. All of these maintained spells cost a single point of energy regeneration to maintain (unless otherwise stated), and end if the caster's energy is depleted. Much like maintained monk enchantments, you cannot go beyond 10 points of energy degeneration - so without outside help, one can only achieve to maintain 14 AoE spells. This alone is quite powerful, for with the ability to freely target any creature in sight, a Defiler can blanket the enemy's portion of the battlefield with harmful effects, and powerful defensive enchantments on his own team. Be wary, however, since a clever enemy will deny the energy of the defiler to end these powerful effects, or change positions to avoid the harmful spells. A clever enemy can even use an aggressive push to exploit the defensive spells laid out by a smug defiler. As with many aspects of Guild Wars, the possibilities are almost endless.