Don't necessarily need the mana regen from lock. Here's my ultimate trans/spike dmg build for Dom with a little reduction in survivability.
http://rifts.ru/tallents/index.html#...18,5_&lang=eng
Actually, looking at it there is a way to spike the dmg some more, but you would really cut into some cc utility from the Pyro/Dom souls in order to get proc crit and cd crit from Archmage, but I'd rather just stick with the 5 points. Notice dom gets a charge consuming mana regen ability on top of mana wrench, and that is if you modify Overpowering Will by putting points into Iron Will. Overpowering Will is already an oh crap situation type of move for the most part, and you can severely regen mana while using this to survive. It can also be used to do some extra commanding CC. If you roll Guardian and work your mana wrench into a good rotation, and use this timed well with an Elf racial you should be able to maintain mana just fine. What else do you get? Well you get good added Pyro CC, a counter CC in the form of an immobilization breaking teleport, and the added anti CC from the ArchMage tree. What else does this offer? A 14 point Cinder Burst that does a base 126 to 130 dmg, "Remember these soul builders don't factor in level." Add in your training along with your lvl, add in your Int which Dom adds 10%. Also, add in the ArchMage 25% spell dmg. An increased 15% crit from Pyro, and don't forget to throw in your trans rotation subtracting 50% cast time and adding 50% dmg. Now, you also have to factor in a 15% reduced fireball and Cinder Burst from Pyro, you're looking at a sort of useless big hitting 6 second cast that doesn't seem to give as much return as you would like for it's big casting time reduced to 2.9 seconds and with insanely added dmg. Can you say boom? And wait, I almost forgot the 24% increased fire dmg at the cost of 15% health added in Pyro.
Okay, you say wait a minute, I don't like losing 15% health which isn't too much factoring in buffs and if you have heals. You still say that seems a bit too much of a cost for added dmg, and you also think the mana efficiency isn't there. Remove the 3 points in Burning Bright, and toss them into Improved Grounding. Now, throw down a ground effect which you should be doing at times anyways, and now what do you get? A 100% increase in mana regen, along with a Dom 250% increase in mana regen with Iron Will, usage of Mana Wrench, and if you just so happen to be a Guardian Elf you have your mana regen racial. I like what I see so far, my main will prob be a Cleric, but I am going to try and lvl. a mage along with him
Edit: It should also be noted that the builds I am creating are from a pure PvP standpoint.
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