User:Tennessee Ernie Ford/Builds/Soul Explosions

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Soul Explosions[edit]

When any Winds of Change Afflicted dies, it creates a soul explosion that causes some nasty effects. (You picked a bad week to remain within melee range.)

Prof Explosion Damage Type Range Other effects on foes in range Notes
Mesmer Mesmer Chaotic Unknown Unknown Area Removes 2 enchantments; for each lost, deals 25...57...65 damage and lose 1...3...4 energy. Expect to lose enchanted minions → try bringing shouts instead. Bonded martials should avoid.
Necromancer Necromancer Dark 25...57...65 Dark Area Removes 1...3...4 enchantments. Disease and Weakness (10 seconds). Bonded martials should avoid.
Ritualist Ritualist Ethereal 50...66...70 Unknown Spirit Summoned creatures take double damage and burn 4...6...7 seconds. Expect to lose minions.
Elementalist Elementalist Fiery 50...82...90 Unknown Area Burn 4...6...7 seconds. Bring condition removal galore, especially Extinguish or Breath of the Great Dwarf.
Ranger Ranger Plague Spring 35...64...71 Unknown Area Spring last 10 seconds. Every 2 seconds, nearby Afflicted healed for 35...64...71 and foes in the area take 35...64...71 damage. Kill these guys last.
Monk Monk Rejuvenating 25...57...65 Unknown Area Afflicted are healed for 50...114...130 and lose 1 hex and 1 condition. Kill these guys first or second (after Necromancers, who bring too many heals).
Assassin Assassin Shadowy 25...57...65 Unknown Area Afflicted move and attack 25% faster (10...13...14 seconds). This will turn an even fight into a loss for your team.
Warrior Warrior Unbalancing 50...82...90 Blunt Nearby Knocked down and lose current stance. Least worrisome...as long as you stay out of their way; most worrisome if they are at your backline.

Recommendations[edit]

Based solely on the explosion that they cause, some Afflicted should be killed early on ...and others should be killed last. The notes above assume that, where possible, you are staying out of the way whenever possible.

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