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OVERVIEW

There are a lot of changes in store for Defilers come MoM (as with all Creep classes), and I will try to detail these as much as I can. While our main focus will likely remain on using Heal over Time skills, I think MoM may see us playing with a lot more Freep debuffs, especially at the higher ranks.

NEW skills/traits will be listed in BLUE to differentiate them from the existing ones. Please note a lot of existing skills have changed. Text in RED is estimated based on tests.

This page is a work in progress which I hope to have completed ASAP. It would be greatly appreciated if people can please hold off on adding to/modifying the information before I have finished, as I have taken a lot of notes and it will take me more than 1 sitting to get everything up here. Thank you :-) - Nopain, Elendilmir

Contents

Skills
  - Active Skills
  - Passive Skills
Traits
Known Bugs
Main Changes
  - General
  - Skills


SKILLS

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Active Skills

Rank
Ability Skills
Ind
Rng
Effect
Cost
Duration
CD
10
Blessing of Darkness1
3s
20m
Damage from an Ally is applied to yourself. (HoT) Self heals 86 morale initially, 86 morale every 4 seconds.
70 Pow + 4/sec
~30s
10m
13
Blight
3s
30m
A slime puddle is created on the ground; Morale restoration on enemies within the slime are 50% less effective.
96 Pow
~30s
10m
9
Dying Rage2
-
-
+50% Melee Damage; +100% Parry Chance; -100% Attack Duration; Immune to Stun, Daze, Knockdown and Fear --> Immediate Death on Expiration
62 Pow
15s
10m
Rank
Buff Skills
Ind
Rng
Effect
Cost
Duration
CD
4
Anointing of the Slick Flesh
-
10.2m
-5% incoming melee critical chance, Max 6 targets in 10m radius (GROUP)
62 Pow
30m
1m
6
Blood of Fire3
-
Self
On any incoming damage, reflects 36 fire damage back to attacker
62 Pow
Toggle
1.5m
6
Efflorescence
2s
10.2m
(HoT) Heals 303 morale every 5 seconds, Max 6 targets in 10m radius (GROUP)
354 Pow
30s
45s
3
Fell Restoration
3s
30m
Restores +1972.1 morale
70 Pow
-
30s
0
Fell Sacrifice
5s
30m
Revives target at 50% morale and 50% power
750 Mor 500 Pow
-
1m
0
Fertile Slime0
-
30m
(HoT) Heals 173 morale initially, 173 every 10 seconds
70 Pow
60s
6s
0
Fungal Bloom0
2s
30m
(HoT) Heals 438 morale initially, 173 every 5 seconds
70 Pow
30s
4s
5
Fungal Spores4
-
30m
(HoT) Heals 303 morale initially, 173 every 5 seconds
151 Pow
30s
3s
Rank
Debuff Skills
Ind
Rng
Effect
Cost
Duration
CD
7
Curse of Deadly Sorrows
3s
30m
-265 Fate, -265 Will, -265 Might, -2,070 Armour
81 Pow
1m
30s
6
Curse of Rotten Flesh
2s
30m
+3% Incoming melee critical chance, Max 3 targets in 5m radius
81 Pow
2m
5m
0
Curse of Sticky Feet*
-
30m
Slows target's movement by 10%
62 Pow
10s
15s
2
Curse of the Coward's Soul
-
6.2m
Fears for up to 10 seconds, 100% break chance on harm after 2 seconds, 3% chance of break on damage after 2 seconds, Max 3 targets in 6m radius
81 Pow
10s
30s
1
Curse of the Lethargic Heart
2s
30m
-265 Vitality (players only)
81 Pow
2m
30s
8
Curse of the Melancholic Heart
2s
30m
Decreases healing output by 25% (players only)
81 Pow
30s
45s
Rank
Melee Skills
Ind
Rng
Effect
Cost
Duration
CD
0
Head Breaker0
-
3m
(DoT) 190 common damage initially, 64 every 3 seconds
96 Pow
12s
3s
3
Tenderize
-
3m
176 common damage, 25% chance to apply a 5 seconds daze, 100% break chance on damage after 2 seconds
96 Pow
-
5s
Rank
Ranged Skills
Ind
Rng
Effect
Cost
Duration
CD
9
Explosive Gourd
2s
30m
(DoT) 223 fire damage initially, 57 every 2 seconds, Max 4 targets in 5m radius
96 Pow
10s
1m
0
Fire Gourd0
2s
30m
(DoT) 278 fire damage initially, 57 every 2 seconds
96 Pow
10s
6s
12
Gooey Gourd
2s
30m
192 shadow damage, +20% all skill inductions
96 Pow
30s
15s
0
Plague Gourd
2s
30m
223 shadow damage, -1200 B/P/E on critical hit
96 Pow
20s
8s
5
Plague of Flies
2s
30m
Summons a 'pet' fly swarm around the target at the end of a 5 second timer. (Effect: attacks the target for common damage; +20% ranged miss chance in 5ft radius - players only)
96 Pow
~30s
15s

0  Starting Skills
1  Requires "Advanced Skill: Blessing of Darkness" trait to be equipped
2  Requires "Advanced Skill: Dying Rage" trait to be equipped
3  Requires "Advanced Skill: Blood of Fire" trait to be equipped
4  Requires "Advanced Skill: Fungal Spores" trait to be equipped


Passive Skills

Advanced Passive Skills
Ranks
Effect
Health Regeneration
5, 6, 7
Increases your in-combat health regeneration
(Max Tier 3: +108 ICMR, +174 NCMR)
Melee Criticals
5, 6
Increases your chance to critical with melee attacks
(Max Tier 2: +480 melee critical rating)
Power Regeneration
5, 6, 7, 8
Increases your in-combat power regeneration
(Max Tier 4: +96 ICPR, +180 NCPR)
Tactical Criticals
5, 6, 7, 8, 9
Increases your chance to critical with tactical attacks
(Max Tier 5: +1200 tactical critical rating)
Core Passive Skills
Ranks
Effect
Armour
0, ?, ?
Increases your armour protection
(Max Tier 3: +1535 armour value)
Avoidance
0, ?
Increases your ability to avoid attacks
(Max Tier 2: +329 base parry/evade/block rating)
Damage
0, ?
Increases the damage dealt by your attacks
(Max Tier 2: +3% melee/ranged/tactical damage)
Health
*, *, 1, ?
Increases your maximum health
(Max Tier 4: +25% morale, * default 2 tiers at start)
Power
*, *, *, 2, ?
Increases your maximum power
(Max Tier 5: +35% power, * default 3 tiers at start)
Resistance
0, ?, ?, ?
Increases your resistance to certain negative effect
(Max Tier 4: +1623 base song/cry/physical/tactical resist rating)


TRAITS

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Rank
Class Traits
Effect
Rating
10
Advanced Skill: Blessing of Darkness
Grants access to "Blessing of Darkness" skill
 
5
Advanced Skill: Fungal Spores
Grants access to "Fungal Spores" skill
 
0
Armour Boost
Increase armour rating by 210 (+990 armour value)
 
15
Enhanced Skill: Blight
"Blight" slime duration increased by 30 seconds, effectiveness increased from 50% to 75%
 
0
Enhanced Skill: Curse of Sticky Feet
 Adds -1080 fire defence and slowed movement increased to 20%
 
2
Enhanced Skill: Fell Sacrifice
-50% morale cost, -50% power cost, - 30 seconds cool down
 
14
Enhanced Skill: Plague of Flies
Removes the 5s countdown for Plague of Flies (ie. flies appear instantly)
 
2
Enhanced Skill: Plague Gourd
+25% critical hit chance from Plague Gourd and increased B/P/E reduction (BETA: duration increased to 30s, no increase to B/P/E - working as intended?)
 
4
Enhanced Slime
+10% healing skill output, -10% threat from healing
 
1
Fast Lob
-15% induction time for Gourd skills
 
11
Frugal Cursing
-15% power cost for Curse skills
 
0
Morale Boost
+10% morale
 
Rank
Racial Traits
Effect
Rating
6
Advanced Skill: Blood of Fire
 Grants Access to "Blood of Fire" Skill when slotted
 
9
Advanced Skill: Dying Rage
 Grants Access to "Dying Rage" Skill when slotted
 
10
Flayer of Flesh
 +480 Melee Critical Rating; +1% Melee Damage
 
5
Front-line Fodder
 +240 B/P/E Rating
 
7
Rage of the Misbegotten
 +240 Melee Critical Rating; Multiplies Maximum Morale by 1.1
 
11
Tireless Warrior
 +150 In-Combat Morale Regen; +150 In-Combat Power Regen
 
8
Warrior Against the Deep
 +180 Ancient Dwarf Defence: +2 Stealth Detection
 


KNOWN BUGS

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Skill / Trait
Bug Effect
Confirmed Fix
Gooey Gourd
CONFIRMED BUG
Currently: -20 all skill inductions
Should be: +20% all skill inductions
Fixed in
Patch 2
Plague of Flies
CONFIRMED BUG
Currently: -20 ranged miss chance
Should be: +20% ranged miss chance
Fixed in
Patch 2
Curse of Deadly Sorrows
CONFIRMED BUG
Currently: Debuffs armour value by -1,242
Should be: Debuffs armour value by -2,070
Fixed in
Patch 2
Efflorescence /
Fungal Bloom
CONFIRMED BUG
Currently: Using "Efflorescence" while there is an active HoT on the target from "Fungal Bloom" will end the existing HoT effect. Using "Fungal Bloom" while there is an active HoT on the target from "Efflorescence" will end the existing HoT effect.
Should be: The HoT effects of "Fungal Bloom" and "Efflorescence" stack.
Fixed in
Patch 2
Plague of Flies
CONFIRMED BUG
Currently: The pet flies debuff friendly mobs, and can cause friendly NPC aggro.
Should be: Friendly NPC's are unaffected by the flies debuff effect, and the flies cannot gain unintentional friendly aggro.
Fixed in
Patch 2
Head Breaker
CONFIRMED BUG
Currently: The DoT is not stacking with other Defiler Head
Breaker DoTs
Should be: The DoT should stack with other Defiler Head Breaker DoTs
Fixed in
Book 7
Fell Restoration /
Enhanced Slime
CONFIRMED BUG
Currently: The +10% healing output modifier does not apply to this skill
Should be: The +10% healing output modifier does apply to this skill
Fixed
Blessing of Darkness /
Enhanced Slime
BUG AWAITING CONFIRMATION
Currently: The +10% healing output modifier does not apply to this skill
Should be: The +10% healing output modifier does apply to this skill
Also - Checking skill duration: 30 seconds, or maintenance.
Fixed
Plague Gourd /
Enhanced Skill: Plague Gourd
BUG AWAITING CONFIRMATION
Currently: When "Enhanced Skill: Plague Gourd" trait is slotted, the B/P/E reduction amount does not increase.
Should be: When "Enhanced Skill: Plague Gourd" trait is slotted, the B/P/E reduction amount increases.
Fixed


MAIN CHANGES

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Recommended Corruption Traits

[Jex, Elendilmir]

Seeing as I haven't put much thought into my traits I dont have much advice, but the first thing I would say for corruption, would be Health for Damage. You are a Defiler, you are not going to attacking in anyway which requires you to cause damage, you will be healing, keeping yourself and others alive. Having a large amount of Morale will allow you to help keep others alive longer because you yourself will survive longer.

Going along the same train of thought, if you wish, you can also put Power for Damage to give you that small boost .

Health for Damage

Power for Damage


[Nopain, Elendilmir]

PLEASE NOTE: This build is based on Book 6 gameplay - I will be updating the information here for Book 7/8 in the near future. 

Being a healing class, Defilers usually gain a lot of freep attention, and are often one of the first to be targetted. As such, it is important to improve your survivability as much as possible. It is especially important to boost morale, as the more morale you have, the more opportunity your fellow team members have to keep you alive under heavy focus fire. Additionally, you are less likely to be the first one targetted as you won't present as a fast and easy kill.

Unless you are planning on soloing a lot then you have little need for damage (leave that to the DPS classes!), so the first morale boosting corruption traits I would recommend are:

  • Health for Damage 1
  • Health for Damage 2

To boost your morale further, you can add the following into the mix:

  • Health for Power 1
  • Health for Power 2

To gain a bit of extra staying power on the battle field, and/or to offset the negatives from the Health for Power corruptions, I would also suggest:

  • Power for Damage 2

If you find you run out of power too quickly, you can just avoid the Health for Power corruptions. However I feel that at lower ranks the sacrifice of power is well worth it for the improved morale, as a dead defiler can't heal ;-)

As you rank up you will gain access to resistance and mitigation traits. These used to be beneficial pre-MoM, however now the benefits they provide are neglible for the most part. I do still slot the following even though it only gives an extra 5.6% mitigation verses common damage.:

  • Common Mitigation 2

You will get NPC aggro, and you will get it a lot. You are not going to have much fun playing when NPC's pound you so hard that you end up face-planted in the mud. Or better yet... when creeps who still have your HoT's active run into Elf Camp to annihilate Freeps who think they are safe... guess who gets the aggro ;-) You can try to run the aggro off, generally out of range of any infamy gains, or you can slot Common Mitigation to help withstand the onslaught. And even though it is not a major boost, with a lot of battles revolving around EC and STAB these days, you will very likely be getting pounded by NPC's a LOT, so every little bit helps. HOWEVER, I feel that Power for Damage 2 is also a useful one to have slotted as even though we now have more power, you may find yourself running out a lot more quickly due to having to spam the power-hungy heals more often when attempting to keep someone up. So I think this will mostly come down to personal preference, and what suits your own playstyle best. It is always a good idea to mix and match to see what works best for you.

In any case, I feel that a max morale build offers the best survivability overall in the new post-MoM Moors.

 


 

Tactics

[Monstrel, Elendilmir]

Optimized Healing Out of Combat (Rank 5+)

As a primary healer prior to defiling the enemy, the optimum sequence for casting heals on your front line fighter(s) prior to engagement is to maximize the duration of the heals by starting with the induction-based, stationary Fungal Bloom (642/156 every 5s for 30s for 1578) followed by Fungal Spores (273/273 every 5s for 30s for 1911) and lastly Fertile Slime (78/78 every 5s for 60s for 1014).

By ensuring your induction-based heal leads off, you ensure that your HOT's are most effective leading to a cumulative healing of 4503 over the course of 60 seconds. When you lead with your slowest heal, you can get the complete sequence off within the first 8 seconds of the durations giving your target a minimum of 22 seconds of full HOT's.

 

Optimized Healing In Combat (Rank 5+)

Once combat begins, speed is of the essence for your heals. With that in mind, your primary sequence changes from the three skill cycle to a combat medic throwing Fungal Spores almost exlusively in tandem with Fell Restoration. Because the power cost of each skill is the same, it's a waste of power and time to try using either the anemic Fertile Slime or the easily interrupted Fungal Bloom.

Never underestimate the value of being able to reapply Fungal Spores on the same target while you're moving within the combat zone.

[Nopain, Elendilmir]

Coming Soon ;-)

General

  • Coming Soon

Skills

  •  Coming Soon

 

---MORE INFORMATION TO FOLLOW---