Dunno if this build is still used (been a little while hehe) but why not go instead for this for attributes?
11 + 3 Inspiration
10 + 2 Illusion
10 + 1 Fast Cast
1 Curses
You have very similar duration on Migraine/Phantasm with MoP (i think you lose 1 second max. You have 20 base duration on Migraine at 15 Illusion vs 18 duration at 12, but your MoP adds 10% more duration at 14 Inspiration vs 12, which is 2 more seconds)
Spirit of Failure would reach 5E per miss, which makes a significant difference in energy gained, and Power Drain would give 4 more.
Higher Fast Cast is REALLY helpful considering you have 3 x 3 sec cast spells (from 9 to 11, you gain 0.17 seconds, which is noticeable)
If you keep Energy Tap (no real need imo with the others giving you more energy now unless you use it for edenial combined with your team), it will steal 1 more energy than it did.
Otherwise i could see it replaced with something like Spirit Shackle (great hex overall at 14 Insp it lasts long) or Signet of Humility (15 sec duration, won't cost you energy and i don't think it's ever a wasted skill slot. Taking Evis out of an axe war, WoH out of a heal monk, ESurge out of a Surger, all can give your team a chance for a kill or releive the pressure momentarily). Might as well take advantage of your high inspiration.
Just suggestions, but i often used Migraine-AConundrum-Phantasm-Spirit or Failure spammer in HA degen/pressure build, and having 14 Insp/12 Illusion when using MoP always felt better to me. That break point on SoF makes a world of difference for your energy, and 1 more second on Phantasm/Migraine isn't that important as it doesn't reach it's full 35 sec duration often at all.
If you don't care about the higher FC, you could always keep it at 9 and raise your Curses at 6 for slightly more damage on PoF (tough you obviously don't use it for damage, it can't hurt)
Last edited by Patccmoi; Apr 21, 2006 at 07:27 PM // 19:27..
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