I'd say, if you're going with interrupts, get rid of backfire. It's counter productive.
Diversion is nice against healer bosses, if they cast their self heal when you use it. A monk boss with no Orison is pretty...well...special :P
Blackout is nice in a coordinated team. It's basically a 7 second window to spike the enemy to death. Also, with the right amount of FC, and a 20/20 dom wand, you shoudl be able to diversion before the enemy can recover fully from the blackout, useually hitting their self heal.
I'm not a big fan of illusion magic in this case, mainly because you shouldnt need conundrum to interrupt most casters. I'd say ditch your points in illusion for inspiration, and then power leak. The unsure slot should be a res sig. (or a hard res in PvE if you're a Me/Mo).
In PvE, I've always found shatter hex more useful with high dom. Also, since this is PvE, I'm not so sure that Power Block is going to be worth your elite skill. I prefer running an energy management elite, mainly because a 13 second block for a PvE creature is a little overkill in most situations. Your team should be able to take them down in the blackout time - if not, they're doing something wrong.
Arcane Thievery is an akward spell in PvE, useually it's not worth stealing a spell from an easy-to-kill enemy. I'd much prefer Drain Enchant, then place in shatter hex (rather than shatter enchant).
This is jsut what I'd do, not necissarily what's right :P
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