All builds should be updated to the current version.
Re: debuffer
I kept getting the feeling theres a few issues with making a guide for a debuffer:
1. The lack of solo dps will make the build nearly impossible to level, it will be worse than levelling a tank or thrower.
2. The gearing is extremely tight, and will require 6+ raid filigrees, with no other option (tanks can get by without raid filis, this build quite literally loses it's point if you fail the DC).
3. A dedicated debuffer likely requires racial completionist+ full tomes+ full PL. You have to land every DC around 120+ in the current content (in r10, and I think there are better raiding alt builds). It's doable, but very tight, impossible without these benefits.
4. The number of groups that would benefit from a dedicated debuffer is small. Most groups will find it better to bring a dedicated build that covers 1-3 of the listed debuffs (if you have bad dps increasing the bad dps by 30% is usually worth less than just bringing a good dps).
5. Building a debuffer is heavily dependant on who you play to play with. A lot of the debuffs can and will be covered by good builds of those respective classes. Debuffers tend not to work as well as many builds in pugs because the debuffs usefulness will vary by group (they may be covered by other players, or you have no physical damage dealers, etc).
I think the best way to have a primer for debuffers is to go over the important buffs that may not covered by a dps group (Yes, some are typically covered, but theyre also extremely important):
- Jade strike: 10% physical , 20% vs aberrations, undead, non-lawful outsiders (req 3 monk)
- Elemental words: 10% to specific elemental dmg (req 1 monk)
- Taint the aura: 10 prr, 10mrr (req 2 lock)
- Warchanter: 6% dmg, 6% DS (req 5 bard)
- Devour the soul: 20 prr, 20 mrr (20 lock)
- Melt armor: 4 prr (3 alch)
- Caustic overload: 5 prr (9 alch)
- Ooze bomb : 2 prr (3 rog)
- Cleric chaos domain : 1d20 MP+RP (2 Clr)
- Implacable foe: 10% dmg (Fvs/Clr 20)
- Turn the tide// time stop (t5 ED)
- Crusade: 10% dmg, 1 imbue dice (epic strike)
- Shadows upon you: 5 prr, 5 mrr (Exhalted Angel)
- Ooze weapon: 10 prr, 10 mrr (dino or Lammordia, you dont want the summons)
Typical class splits would be something like:
15 alch/ 3 monk/2 lock (10-20% physical, 10% elemental, 19 prr, 10 mrr)
9 alch/6 bard / 2 lock (6% dmg, 6% DS, 19 prr, 10 mrr)
If you give up too many of the debuffs , a well build toon in another role (dps/heals) with several debuffs will contribute more most groups.