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Revision of Defiler from Mon, 11/30/2009 - 14:57


OVERVIEW

This page is a work in progress which I will continue to add to and modify as time allows.

UPDATES to skills/traits for Book 9 (Siege of Mirkwood) are listed in BLUE for ease of reference. Text in RED is estimated based on tests.

It would be greatly appreciated if people can please hold off on adding to/modifying the information before I have finished, as it will take me more than one sitting to get everything up here. Thank you :-) - Nopain, Elendilmir 

Contents

Skills
  - Active Skills
  - Passive Skills
Traits
Known Bugs
Recommended Traits
Tactics


SKILLS

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Active Skills

Rank
Ability Skills
Ind
Rng
Effect
Cost
Duration
CD
10
Blessing of Darkness1
2.5s
20m
Damage from an Ally is applied to yourself. (HoT) Self heals 141 morale initially, 141 morale every 4 seconds. CHANNELED SKILL.
77 Pow + 4/sec
~30s
10m
13
Blight
2.5s
30m
A slime puddle is created on the ground; Morale restoration on enemies within the slime are 50% less effective.
106 Pow
~15s
10m
9
Dying Rage2,5
-
-
+50% Melee Damage; +100% Parry Chance; -100% Attack Duration; Immune to Stun, Daze, Knockdown and Fear --> Immediate Death on Expiration
68 Pow
~15s
10m
Rank
Buff Skills
Ind
Rng
Effect
Cost
Duration
CD
4
Anointing of the Slick Flesh
-
10.2m
+1300 (4.6%) melee / ranged / tactical critical defence, Max 6 targets in 10m radius (GROUP)
68 Pow
30m
1m
6
Blood of Fire3,5
-
Self
On any incoming damage, reflects 39 fire damage back to attacker
68 Pow
Toggle
1.5m
6
Efflorescence
2s
10.2m
(HoT) Heals 330 morale every 5 seconds, Max 6 targets in 10m radius (GROUP)
389 Pow
30s
45s
3
Fell Restoration
2.5s
30m
Restores +2143 morale
77 Pow
-
30s
0
Fell Sacrifice6
5s
30m
Revives target at 50% morale and 50% power
750 Mor 500 Pow
-
1m
0
Fertile Slime0
-
30m
(HoT) Heals 224 morale initially, 224 every 10 seconds
77 Pow
60s
6s
0
Fungal Bloom0
2s
30m
(HoT) Heals 549 morale initially, 224 every 5 seconds
77 Pow
30s
4s
5
Fungal Spores4
-
30m
(HoT) Heals 330 morale initially, 259 every 5 seconds
167 Pow
30s
3s
Rank
Debuff Skills
Ind
Rng
Effect
Cost
Duration
CD
7
Curse of Deadly Sorrows
3s
30m
-285 Fate, -285 Will, -285 Might, -2,334 Armour
89 Pow
1m
30s
6
Curse of Rotten Flesh
2s
30m
-1040 (~3.6%) melee critical defense, Max 3 targets in 5m radius
89 Pow
2m
5m
0
Curse of Sticky Feet*
-
30m
-10% Run Speed
68 Pow
10s
15s
2
Curse of the Coward's Soul6
-
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
89 Pow
10s
30s
1
Curse of the Lethargic Heart
2s
30m
-285 Vitality (players only)
89 Pow
2m
30s
8
Curse of the Melancholic Heart
2s
30m
Decreases healing output by 25% (players only)
89 Pow
30s
45s
Rank
Melee Skills
Ind
Rng
Effect
Cost
Duration
CD
0
Head Breaker0
-
3m
(DoT) 202 common damage initially, 119 every 3 seconds
106 Pow
12s
3s
3
Tenderize
-
3m
224 common damage, 25% chance to apply a 5 seconds daze, 100% break chance on damage after 2 seconds
106 Pow
-
5s
Rank
Ranged Skills
Ind
Rng
Effect
Cost
Duration
CD
9
Explosive Gourd
2s
30m
(DoT) 237 fire damage initially, 110 every 2 seconds, Max 4 targets in 5m radius
106 Pow
10s
1m
0
Fire Gourd0
2s
30m
(DoT) 296 fire damage initially, 110 every 2 seconds
106 Pow
10s
6s
12
Gooey Gourd
2s
30m
204 shadow damage, +20% all skill inductions
106 Pow
30s
15s
0
Plague Gourd
2s
30m
273 shadow damage, -1300 B/P/E on critical hit
106 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)
106 Pow
15s
30s

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
5  Immediate Skill
6  Fast Skill


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 (to 45 seconds), effectiveness increased from 50% to 75%
 
0
Enhanced Skill: Curse of Sticky Feet
 Adds -990 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 B/P/E reduction increased to -2640 (Note: Duration reduced from 30s in Book 6 - unlisted change)
* * *
4
Enhanced Slime
+10% healing skill output, -10% threat from healing
 * * * * *
1
Fast Lob
-15% induction time for Gourd "Ranged 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
Placeholder
BUG AWAITING CONFIRMATION
Currently: Placeholder
Should be: Placeholder
Placeholder


RECOMMENDED TRAITS

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[Nopain, Elendilmir]

There is no 'right' or 'wrong' build for a Defiler, as it usually comes down mixing and matching traits to suit your individual play style and the types of battles that are most common on your server. I play during various times of the day/night on Elendilmir, and the battle field is constantly changing. As such, I have tested a lot of different trait combinations to see what works best in a variety of battle scenarios, and have settled on two main builds that I switch between depending on the role I am playing at the time.

Being a healing class, Defilers generally gain a lot of Freep attention, and are often one of the first to be targetted with both CC and damaging attacks. 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 longer you can stay alive... and the longer you can stay alive, the longer you can keep others alive. Remember, a dead Defiler can't heal ;-) High morale also gives others more opportunity to keep you alive under heavy focus fire, extra time for reinforcements to arrive, and reduces the chance that you will be the first one targetted as you won't present as a fast and easy kill. As a Defiler, TIME is essential, as TIME is needed to for maximum HoT efficiency. High morale will help to improve your survivability, which in turn buys you more time for your healing to be as effective as possible.

In the past, it was quite common for Defilers to spend the majority of their game time in a group healer role. Very few people choose to play a Defiler for their uber DPS skills (*giggles*), and a primary healing role is where Defilers can really shine, However, in practice, that may not always be the role you end up playing. There are times when you may find yourself running around solo, or in a small group that requires little healing and benefits more from additional damage capabilities. Maintaining versatility in your game play and adapting your play style to suit current conditions will help to ensure that your Defiler can offer a valuable contribution in many different battle scenarios.

CLASS TRAITS

The class traits I slot are as follows:

  • Armour Boost
  • Advanced Skill: Curse of Sticky Feet
  • Morale Boost
  • AS: Fungal Spores
  • Enhanced Slime
  • Advanced Skill: Fell Sacrifice OR Fast Lob

I have found that this mix offers a solid foundation to work from no matter what battle situation I am facing. Note that I alternate Fell Sacrifice and Fast Lob depending on what build I am running (as detailed under "Corruption Traits" below).

RACIAL TRAITS

I slot the following racials, which I rarely change:

  • Front Line Fodder (R5)
  • Blood of Fire (R6)
  • Rage of the Misbegotten (R7)
  • Tireless Warrior (R11)

Note: Dying Rage (R9) is a waste of a racial slot ;-) I had Warrior Against the Deep (R8) slotted before I had access to Tireless Warrior (R11), and some might find Flayer of Flesh (R10) useful if running a damage build.

CORRUPTION TRAITS

I don't run a full morale build these days, but I do like to keep my health high for the added survivability. I have two main corruption builds I run depending on whether my main focus is going to be healing or damage. In the past this never would have been a question, however with the advent of MoM, there are times when I am focusing on damage, namely when I am running solo or in a small group requiring little healing support. I have detailed the corruptions I run with each of these builds below. Please note that listed numbers for morale and power will vary depending on your rank. The below numbers are standard for R7+, assuming you have the above class/racial traits slotted.

Primary Healing Build (Health/Power)

This mix provides a good morale base (6,985) and nice sized power pool (1,867) for sustained healing in lengthy battles.

  • Health for Power 2
  • Health for Damage 1
  • Health for Damage 2
  • Power for Damage 1
  • Power for Damage 2
  • <optional resist/mitigation/other>

In the last slot I personally like to run with Crit Protection 2. There are varied views about the usefulness of this trait, however my personal feeling is anything that adds even slightly less chance of high damage crits is worth slotting, especially with some of the tactical damage we are up against these days. Between this trait and Slick Flesh I am seldom hit with cringeworthy big damage numbers. I used to always run with 2 resistance corruptions but have not experienced any noticeable benefit in doing so anymore (our resistances were lowered in Book 6 and the corruptions only increase them slightly now). Freepside tactical classes are the big damage dealers these days, so you might like to experiment with Tactical Resistance to see if it proves helpful. If you have the "Annointing of the Slick Flesh" buff on you at all times, you probably won't see a lot of high damage crits in any case, but they do still slip in there in occasion.

You always have the option to slot Health for Power 1 or Power for Health 1 in the last slot, however I personally do not do so as I have found that the above mix gives me the best balance of health/power for optimal healing efficiency.

Unlike earlier days, it isn't as important to slot Common Mitigation anymore as by the time it is available a Defiler generally has access to the rank 4 racial "Enhanced Slime". This trait really helps to keep a lot of the NPC aggro off you, so it will not be anywhere near as much of an issue as it is in the first 3 ranks.

Note: For class traits, I use "AS: Fell Sacrifice" rather than "Fast Lob" with this build.

Solo/Damage Build (Health/Damage)

This keeps my morale at the same level as my Primary Healing Build (6,985), and lowers my power pool down to 1,386 in exchange for a nice boost to damage.

  • Health for Power 1
  • Health for Power 2
  • Damage for Power 1
  • Damage for Power 2
  • Health for Damage 2
  • <optional resist/mitigation>

I use "Fast Lob" rather than "AS: Fell Sacrifice" with this build. The Fast Lob gives a slightly faster attack for your ranged damage skills - very helpful when trying to get your damage in before the target dies. Note that I only run this build if my primary goal is to damage Freeps rather than heal Creeps, as the low power pool is not conducive to sustained healing. If I find the battle changes and I am using my heals a lot more than my attacks, then I will retrait for my Primary Healing Build. It only costs 10s to swap the traits, so it doesn't cost a lot to switch builds several times a day if required.

The Moors is a lot more DPS oriented these days. Pre-MoM I rarely used my attack skills - post-MoM I use my attacks a LOT more than before. I run solo on occasion, and in small groups quite often, and there are times that some added damage comes in handy. While a full damage build might give more infamy, it also lowers survivability. After much testing, I have found this build to be a nice middle ground for me and my particular play style as my health stays at a good level and my damage is boosted nicely only at the cost of power (and power is much easier to manage if you are running solo or if only engaging in small skirmishes). It is important to remember that the low power pool makes it more difficult to maintain your power in sustained battle. You may find even initialy find 1v1's to be a bit more challenging with so much less power, however I personally have had good success with this build in 1v1's.

I would also recommend always having food/pots on hand as a back up, however that is good practice no matter what build you use.

--

Hopefully the above information will help to provide a starting point to assist you in developing a build that best suits your needs. The most important thing to remember is that what works well for one player may not be as effective for another. Therefore it is a good idea to experiment until you find a suitable mix of traits that enhances your play style and that you are comfortable with. Your team mates will thank you for it :-)

 

TACTICS

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[Nopain, Elendilmir]

Coming Soon ;-)

 

---MORE INFORMATION TO FOLLOW---