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Secondly both poison and burning typically only take affect when magic armor is stripped anyways - Implying a STR or FIN Undead.
Since I like human crit chance with Two-Hander and Bows I am thinking of going dual dagger Fane. Which seems completely contrary to his personality but w/e
why do you even need extra crit if daggers have 100% crit chance from behind?
Welp, in that case he is bumped to huntman or warfare then
Fane can be one of the best healer/support if built properly. An Enchanter Fane using Geo/Hydro is recommended. You can pick Rain and Contamination to create massive pools of poison that would heal you and deal damage at the same time. Add Restoration and you can also heal your party members. Later you could spec into mass CCs frozen/stun.
That said, I'm currently playing a Deathknight build that I saw on youtube. Basically going warfare/necromancery. I have most of my points into necromancy. That way everytime I hit an enemy I heal half of my HP, lol. It's pretty sick. But it's definitely not the "best" for Fane.
I love his unique source ability though, and that works for any build.
Also, has anyone tried 4 undead that all do Play Dead?
Only problem I had with Contamination in my Geo build was the poison's inevitable transition to necropoison and sometimes necrofire, especially against oil voidlings. I just stopped using it because of that and because not all of my party are undead and so it was causing more problems than it was solving.