User talk:Falconeye/Sandbox

This is my sandbox. It serves as temporary-holding and wiki-tinkering. Please do not comment.

Energy Management
Spirit channeling will net 30 energy every 30 seconds IE 3 pips, not counting weapon effects to make it last longer and/or have a chance to fast recharge. Necromas 01:15, April 20, 2010 (UTC)
 * The point is to split for Channeling Magic, tbh. Spirit Siphon with SoS can actually provide more Energy per second (Build:Rt/any SoS Channeling Rit, with 14 Channeling Magic, you can use Spirit Siphon twice on each Spirit every 31 seconds, for 1.74 Energy per second, a little over 5 extra pips), although it probably won't, because Heroes don't use it exceptionally well like they do interrupts. However, even if they use it less than optimally, it's still worth taking over Spirit Channeling, because it means you get high-specced Splinter Weapon, Ancestors' Rage and, still, Restoration Magic. You also wouldn't need to take Life (which can't be timed without something to destroy it with), and the only thing you'd really miss out on is Rejuvenation, which isn't used optimally in the above build, because you've nothing to recharge it. ــѕт.  мıкε  01:58, April 20, 2010 (UTC)
 * Heroes not using spirit siphon well though is the whole point of making a Rt/Me instead of just a channeling hybrid. Rejuvenation is still pretty nice without a fast recharger when it has enough health for 60 ticks = up to 600 healing, and it provides a backup spirit to power the heals. Personally I'd still prefer an N/Rt though just because you can work in necro spells for offense/support, even if soul reaping is better energy I don't think the spirit channeling build would ever actually run out of energy unless hit by energy denial. Necromas 02:17, April 20, 2010 (UTC)

Wouldn't dwarves, technically, move like a dwarf, therefore still views this shout as an insult - which is what it is, I guess, a very morale diminishing insult (perhaps magical) - therefore would also be affected by such an insult. It wouldn't be an insult when a dwarf says that to a dwarf - which doesn't happen (similar situation to the n word). -- Konig / talk 03:27, 5 May 2011 (UTC)

Active-Passive Rituals

 * Foes take damage when they activate a skill. (Dreadful Pain)
 * Foes skills are disabled for an additional 3 seconds. (Edge of Reason)
 * Foes healing spells and skills heal for 15% less. (Depths of Madness)
 * Foes move, attack, and activate skills 15% slower. (Cower in Fear)
 * Foes skills cost 40% more Energy to activate. (Veiled Nightmare)
 * Foes lose 2 Energy every time they use a skill or attack. (Repressive Energy)
 * Foes lose 10 Health Every second they are moving. (Enduring Torment)
 * Foes attacks have 50% chance to miss. (Shroud of Darkness)
 * Foes take 50 damage every time they block or dodge an attack. (Demonic Miasma)

Projects in Progress
Assassin offers constant damage output using three dagger skills and Asuran Scan. It allows aggressive spamming of party-wide damage reduction such as There's Nothing to Fear!, constant critcal damage output such as Go for the Eyes!, and can use The Power Is Yours! for energy management in providing your party with a near constant +1 energy regeneration. + * Assassin: Assassin offers little benefit to a Paragon primary. - * Ritualist: Ritualist offers little benefit to a paragon primary outside of direct damage support like Channeling Magic skill Splinter Weapon, along with quick hard res skills like Death Pact Signet and the Restoration Magic skill Vocal Was Sogolon.

Promotion
Promotion refers to the points received for the Sunspear and Lightbringer title tracks. These title tracks give special title effects and PvE-only skills which become more powerful with each increasing rank.

Recycle
Energy Storage Glyphs cannot be disabled.
 * Glyph. For 10 seconds, your next spell cannot be interrupted.
 * Glyph. For 10 seconds, your elemental attributes are boosted by + for your next 10 spells.
 * Elite Glyph. For 10 seconds, your next spell costs less Energy and does not cause Exhaustion.
 * Glyph. For 10 seconds, you gain Energy the next time you cast a spell.
 * Glyph. For 10 seconds, your next spells that target a foe also inflict Burning for  seconds.
 * Glyph. For 10 seconds, your next spell costs less Energy.
 * Elite Glyph. For 10 seconds, you gain Health and  Energy the next time you cast a spell.
 * Glyph. For 10 seconds, you gain Health the next time you cast a spell.
 * Glyph. For 10 seconds, your next spell recharges instantly but casts % slower.
 * Glyph. For 10 seconds, your next spell casts instantly but recharges % slower.