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Old Jun 15, 2006, 07:34 AM // 07:34   #1
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Default RFC for a domination build

Hello all, first post here.
I'd like you to comment a build I use in Cantha PvE and a little in PvP.

Dom 12+1+3
Inspiration 8+1
Fast Cast 10+1

Wastrel Worry
Empathy
Overload
Backfire
Psychic distration
Cry of frustration
Inspire hex
Resurection signet

The basic is to empathy and WW a mob (kill it faster, specialy on boss). Then backfire another and overload it if the spell is not too damaging for the group, if it's to damaging it interup it with Cry of frustration first and with psychic then. Psychic is used too for warrior heal signet and ranger s heal too. Use backfire on the assassin too (kill them sooo fast).
If there is too many mobs, I spam WW on everyone waiting for empathy to recharge.

In PvP psychic distration is just great on Turtles, warriors and rangers (no heal for you).

What do you think of it ?
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Old Jun 15, 2006, 07:47 AM // 07:47   #2
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It's not ideal for either PvE or PvP, but it adequately straddles both so I won't mind that much.

Overload is a spell I don't really like (you should really be interrupting if you're hitting a spell) but combined with backfire it has merit in PvE. Cry is a good skill... so is PD, even though some don't like it (if you're good with interrupts it's fairly devastating though). WW is meh, for PvE I would swap that out. Empathy is strong.

PvE slight changes:

Shatter Hex
Empathy
Overload (I'll leave this cause it seems to complement bfire)
Backfire
PD {E}
Cry (though seems somewhat redundant with PD) / Power Drain (if PDist is sufficient. Cry is somewhat overkill and heavy on energy)
Drain Enchant (areas with enchants) / Spirit of Failure (heavy physical areas)
Res Skill

I'd also drop FC slightly to 9 in PvE, putting more in insp.

PvP modifications:

Ok, so if you're using PD (owns turtles in Aspenwood)

Wastrel Worry
Blackout/Power Spike/Shatter Enchant/Spirit of Failure (pick two or so?)
Diversion
Psychic distration {E}
Drain Enchantment
Inspire hex
Resurection signet

A few changes, diversion to screw people around somewhat more (touch rangers, clueless people that just spam), PD still there as primary interrupt. DrEnch (since looking at aspenwood first) to remove bonds on turtles, or other spells. WW I left in because you have many disabling skills and for it's effectiveness on some NPCs. Blackout or power spike, depending on what you want to shut down more, spike because PD can't be spammed forever (7 other skills to use, yknow?), blackout for touch rangers, adren wars... Shatter ench could also be run.

In short there is alot of stuff you could do to focus the build to pve or pvp, since you seem to be doing both at once
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Old Jun 16, 2006, 03:42 AM // 03:42   #3
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I really like blackout over diversion in pvp; but its truly preference. As it stands with Avarre's post you can take both, but I would replace diversion with it.

Spirit of failure is great with blinding, however he lacks a way to cause this ailment. With high inspiration, it will take several attacks for you to obtain a netgain on it. By this I mean 25% miss chance 5 gain per hit or after 8 attacks you have broken even. Eight seconds is a long time; to break even. With a stance tank the skill is a lot better; but Avarre claims aggro is more difficult to handle in Cantha, so with that in mind I would discourage spirit of failure.

I'm a giant fan of shatter hex, no complaints to that modification.

In PvE I would use Rebirth or Ressurection for the "Res Skill" stated if able.

I love Wastrel's I really do, however I find it immensely less effective without powerblock, powerspike, and cry of frustration to accompany it.
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Old Jun 16, 2006, 03:51 AM // 03:51   #4
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Spirit of failure isn't a direct energy regain spell so much as a semi-blind with regain (+5 at 16, +4 at 10). I've found it to be easily effective enough though, esp with tanks (stances!) or even without, when running Me/N UW SS. If aggro is splitting, I'd want spirit on thet mobs coming after me because that 25% chance effectively gives you +120 health vs melee, and lots of energy.

Not to mention the Ward v Melee hench

Last edited by Avarre; Jun 16, 2006 at 02:14 PM // 14:14..
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Old Jun 16, 2006, 05:34 AM // 05:34   #5
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Lots of energy; after 2 misses you break even, any more you are in direct gain. However for instant energy gain on another 3 second cast spell there is always your favorite spell energy tap to keep you warm, offering 9 energy gain instantly, instead overtime, and with an easily met condition.

If mobs were comming at me; I would want to run, or place the aggro on a stationary target-the tank where it belongs.

You trust henchies to ward >.>
-wow times have changed; I can barely trust Stefen to tank.
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Old Jun 16, 2006, 06:16 AM // 06:16   #6
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Welcome to factions, where the earth henchman uses wards.

If aggro is on the tank -> energy from spirit
If aggro is splashed -> 25% miss chance.
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Old Jun 16, 2006, 02:41 PM // 14:41   #7
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Quote:
Originally Posted by Eaimirth Etaivella
With a stance tank the skill is a lot better; but Avarre claims aggro is more difficult to handle in Cantha...
Aggro is much more difficult to handle in Cantha. Warrior's bypass tanks to take on casters 75% of the time. And I swear the stupid Jade Brotherhood was trying to spike me last night! Jade's are easily the most coordinated mobs I've seen.
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Old Jun 16, 2006, 02:48 PM // 14:48   #8
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Jade Brotherhood is a r6+ guild.
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Old Jun 16, 2006, 03:44 PM // 15:44   #9
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Right if aggro is splashed I want an insane miss chance (75%+) or else I want the aggro replaced where it should be; the tank. I would rather not piss off my monks by trying to play "tank" with some fat warrior mobs.
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