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Thread: Dominator's guide: The squirrellening

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    Shadowlander Bobthemage's Avatar
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    Default Dominator's guide: The squirrellening

    Alright ladies and germs, in the brutal wake of pyros blazing a trail through the burning corpses of defiant (or guardians, I don't judge), one of the most fun classes has been disregarded in the name of DEE PEE ESS. So, I humbly propose and present, a guide on Dominators!

    The Squirrelly Situation
    A guide on Dominators

    Forward:
    Dominators, as you all should already know, are a Mage soul that is classified as a “Support” soul. Unlike Archons who do their damnedest to buff the party, a Dominator is meant to debuff the enemy through a collection of CC and debuff effects, some of which actually work on enemies!

    Diminishing Returns
    A Dominator's Arch Nemesis and Keeper. Diminishing returns, for those unaware, is the term for increasing the difficulty to CC someone in a short period of time. It's the reason you can't squirrel and stun someone over and over. It's also why you will go to stun someone, and have them notice you then punch your face. DR keeps us in check though. It sucks that the guy we were Ccing can run up to us and slap us, but let's face it, if proper CC lockdowns were possible, that's all warfronts would be.

    Dominators in PvE:
    Unfortunately for the dom lover in us all, the nature of the debuffs that doms are provided point squarely at PvP, with the high end abilities saying specifically “only works on players.” As such anyone who wants to PvE with a Dominator is going to find themselves outshined by more standard classes, even in terms of controlling. This doesn't mean stop trying though, sooner or later Trion is going to sneak up on us with enemies who heal tons, cast reflectable spells, or even a pair of bosses where one can be squirreled, and we will have our heyday.
    Interestingly, outside of group work, there is a notable Dom/Stormcaller build that is reknown for letting one solo elite bosses through an entertaining combination of immobilizes, pushbacks, and stuns. I've seen a video of this but lost it, if anyone can link it or the build to me we could add it properly.

    I felt the need to break up the two types of PvP due to their rather drastic differences.

    Dominators in World PvP:
    In World PvP, a dominator is a kid in a playground. When alone, you are capable of locking down one or two people and making an escape as necessary. When in a group, your opponents can be locked down long enough to tilt the scales in your favor. The best part is that unlike in Wfs, odds are that the opponent is not yet all DRed up from other classes CCing them and they don't have another army charging up to reinforce them. All your immobilizes and general annoying abilities come to shine here, plus in World PvP your damage actually matters. When it's a group of you and 1 other vs. 3 or 4 baddies, a squirrel and stun on healers, and other more generic CC on others can guarantee a victory. (depending on the skill of all involved of course).
    You will find yourself happy in World PvP, away from all the aoe damage spammers and overhealers. Unless you're not on a PvP Shard. Oh well, you'll have to make due with -

    Dominators in Warfront PvP
    This is where you'll most often find dominators running around, if for no other reason than the fact that it's where the most PvP is. Dominators in Warfronts are complicated to play. There are so many targets and it can be hard to tell if you're making a difference, especially when your side gets reamed and you think to yourself “man if I could have killed a guy it might have done more.” So I will start by saying, if you're good with Dominator, no you wouldn't have, you slowed the enemy down significantly more by reducing that tanks healing and squirreling those 5 guys. Your pyro/lock/caller damage would kill (or simply weaken) a few targets that are just healed up and the steamroller continues on it's merry way.
    Your targets as a Dominator are obviously not cut and paste due to DR, but generally you want this for CC:

    Healer > Ranged Rogue > Mage > Melee Rogue > Tank

    Different strokes for different people however, if you find in your warfront that the melee rogue is crippling your team while the enemy healer is derping about, CC him down so the party can focus elsewhere. On that note, it's almost never worthwhile to try to CC the enemy tank, they are always actively trying to get smacked and your CC won't last long enough for one of your stuns to see him dead (especially if you didn't deal with that healer yet). If you find your whole party focus firing a tank and not being able to down it, squirrel the healer or cut his heals by 50%. Or run, w/e.

    Cont.....
    Character: Bobthemage <Extreme Prejudice>
    Soul: Dominator/other
    Mathosian Guardian of Harrow (PVP-RP)


  2. #2
    Shadowlander Bobthemage's Avatar
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    Dominator Spells

    Here we'll take a brief look at the dominator spells available to us and their best uses.

    Neural Prod
    Good against: Anyone grabbing objectives
    Our first spell, it has instant cast, instant cooldown, and instant delivery. It's tempting to label this as our “obligatory damage spell”, but it's actually another form of CC. In a Warfront, if you see someone kneeling to grab a flag/codex/fang, a quick zap interrupts them. It's a good “reaction” spell when the field is full of CC, you just squirreled a healer and you see the kneeler. Follow up with more cc though or they will just be kneeling again.

    Transmogrify
    Good against: Anyone, seriously
    Our bread and butter CC, if you like mages sheeping people in WoW, then you'll like this. Assuming you specced this (you...DID spec this right?) it's an instant cast 8 second lockdown, that can endure a small amount of damage before breaking. You should be tossing this about in every fight you're in avoiding those who are already being smacked that is. As a bonus, if you're heavily invested into Dominator, this spell does 2 more things 1: next hit does gobs more damage, let's hope for a pyro, 2: makes you cast at light speed for 5 seconds. Use those 5 seconds to cast at least one other of your longer cast spells on someone, try not to wast this time on instant cast spells.

    Thunder Blast
    Good against: Anyone grabbing objective, trying to run towards you, near ledges
    Level 2 gives us another instant cast spell, and a key element of the infamous soloing an elite mob. Unlike Neural Prod, this is not the best for interrupting objective captures, but it does interrupt spellcasts. Just be creative with this, knock a range guy down from his perch, knock a guy off a bridge, just don't use it on a pet, because they will scale cliffs to get at you.

    Lightning shield
    Good against: *shrug*
    Not 100% sure why dominators got this ability, but why not. It's an armor spell you can toss on if you've got nothing better. In theory it can do a fair amount of damage, but you don't want to be getting hit anyway, pain happens. If anyone has more tips on this spells use I'm all ears.

    Priest's Lament
    Good against: Healers, kinda
    This is a debuff that adds debuffs. Patch 1.1 made it so DR does not affect the initial debuff, but does affect follow up debuffs (the useful one) so it will be competing with all the other CC that a healer usually recieves. It's just not as good as a squirrel though. It's generally unreliable (60% chance on a beneficial spell), and will be resisted often. Plus I'm not certain it really has an effect on Chloromancers. If anyone can confirm or deny it's ability to affect a chloro who is casting damage spell I'd appreciate it.

    Reflective Command
    Good against: Pyros, any other notable single target spellcasters
    This is a good one to just cast whenever you have the chance. It'll only reflect singe target spells though, so don't run into an Aoe pit and expect to make it out. Fun times are had by all if another dominator tries to squirrel you while this is up.

    Mana Wrench
    Good against: Healers, other mages
    Mana Wrench, my poor Mana Wrench. Pre 1.1 this was THE way to knock a healer out of the race. Then they slapped a 25 second cooldown on it (10 when specced) and turned it into what is probably what they wanted to begin with, a slightly controlly way for the dominator to regen mana. This can still be useful to drain a cleric on his last legs, just squirrel and drain, most of the time the damage from the drain is not enough to break the squirrel.

    Arresting Presence
    Good against: Healers, Most mages (pyro's maybe not)
    This is a charge draining presence that does an AOE silence in an admittedly disappointing range. The beauty of this is that it can be used to screw with caster because it has no cooldown. Turn on, drain a bit of charge, turn off, let them start to cast, turn on, continue as far as your trolly little self likes. Ground of Strength can put a damper on our fun in this though, and sometimes you may prefer just to squirrel them and be done with it.

    Deny
    Good against: Saboteurs, Warlocks, if it has a Dot, this can help
    Every Calling as one or two of these “get rid of everything” spells to toss around. You personally will probably come under a lot of DoTs meant to kill you with love while they use big hits on more “important” targets. The most notable thing is that Saboteur charges count as a “poison”, so use this when you hear that clicking sound a bunch of times and you will survive their first detonate. Probably not the second though, get that squirrel in place man.

    Memory Wipe
    Good against: PvE
    It's threat reduction, no PvP application. Might be useful for a chloro to spec towards but meh, they have better things to do.

    Accelerated Decay
    Good against: Rogues, PvE
    This is a more useful Debuff that Debuffs, kinda. It stacks up to 25% reduction in cast/attack speed. Can be useful against PvE bosses that it can affect. In PvP, by the time it's into full swing the fight is probably past the point where it would be useful. The effect can be sustained if you recast it before the first stack runs out too.

    i]Haunting Pain[/i]
    Good against: mages, some healers, PvE
    This seems to be an attempt at a “punish if you stand still” skill. Unfortunately most PvP is too based around movement to make this powerful. Or worse, if you try to use it as intended, to fore people to move, it's so hard to identify what damage if from where that your standing target will probably just sit and take it, so you won't have much luck trying to chase Pyros out of their GoS with this. Most useful in PvE where most mobs stand still anyway.

    Transference
    Good against: Rogues, Warriors
    This spell is good for blocking out a warrior, great for blocking out a rogue. You are able to shut down their special attacks for 5 seconds, which can often be enough to mess them up when they realize they are completely out of energy. More fun if they stop doing anything thinking they just overestimated their energy and decided to wait until it grows back. Use it on a guy mid combat so you can knock them down to 0-10 energy. Most mana classes have too many mana resotre abilities, so this is no good there.

    Storm Shackle
    Good against: Jumpers, Runners, Anybody
    Certaintly one of your better skills, Storm shackle is a great way to freeze one of those rogues jumping around your group and can't seem to be caught. On top of that it can actually do pretty fair damage once the immobilize wears off. This is a great spell to cast in that 5 second “speed demon casting” from a specced dominate.

    Void Shroud
    Good against: Tanks, Healers
    This is the thing you can use to help your team take down that tank. Cut his heals and watch the healers panic as their usual rotation becomes frighteningly inadequate. The duration is exactly the cooldown so you can keep a guy perpetually pained as well.

    Grasping Void
    Good against: groups chasing you/others
    This is a poor mans Adhesive Bomb. No sense in not using it though, toss it at your feet when running away, or toss it at a people running away from you, because you're so fearsome.

    Reflective Presence
    Good against: Single target spellcasters
    This aura is debated concerning it's usefulness. When specced it give a 75% chance to redirect single target spells at the caster. Apparently back in beta it would redirect all spells and ream aoe casters, and since it's nerf people overlooked it. It still has its uses though, just be considerate of the composition of the enemy team. If they are a bunch of rogues and warriors, find some other use for charge.

    Overpowering Will
    Good against: equally good against all targets, just not very good
    I personally have a lot of trouble finding a place to use Overpowering Will. It's 8 second lockdown is less sturdy than Squirrel, and it costs charge. If specced, it increases your not too impressive mana regen by 250%, weeeeee. Oh DR also destroys it, that 2 second recast stun needs you close and still almost never works.

    Deaths Edict
    Good against: Anyone
    Yaaay, our first stun spell. It is simply a useful spell to cast all the time. It stops jumpy rogues/warriors, it freezes runners, and it shuts a healer up mid cast. Hell, if you're lucky, a jumpy experienced pvp will waste his CC removal button on this. Only DR is your enemy here.

    Split Personality
    Good against: Anyone
    Our only real damage spell. We spawn 3 guys who proceed to do an actually impressive amount of damage. This is best in small groups so their damage isn't too spread out amongst targets. I kinda wish we could name them, mine would be Id, Ego, and Superego.

    Chastise
    Good against: Rogues, Mages, Healers
    Our fun fun level 31 ability. Another debuffing debuff, this slowly makes a person useless as long as they fight it. Toss this sucker on a rogue who snuck up on a healer and watch their damage quickly sink to nothing. Rogues are the best target due to how fast their skills are used (sabs are hilarious, by the time damage is done they are at 60% reduction), Mages and clerics are a close second, but most warrior abilities are big and slow. Resist the urge to Transference them immediately afterwards, no skills, no debuff.

    Mass Exhaustion
    Good against: Groups
    This is a good one to use in a big fight that's just started, it is a good way to tell who is getting hit already, and let your team get a notch ahead. Good for shutting down a group of bard/cleric/chloromancer sitting in the back.

    Mental Shock
    Good against: Anyone
    If Neural Prod and Deaths Edict had a beautiful Baby this is it. The baby also has a long cooldown. This can be use all the time, and if it's not on cooldown, find a guy who's stunnable, stun him, and move on. Instant cast, instant connect makes it a good way to ensure a few extra seconds of objective prevention too.

    Disorient
    Good against: Anyone, but not as good at Mental Shock
    This is a good generic CC, given to us very late for some reason. Cast, hit, a little damage and Cced for 8 seconds. May be better in PvE if you are for some reason specced this far into dominator and still doing PvE.

    Disabling Presence
    Good against: Anyone
    If Chastise has to be carefully placed to be effective, this kicks it in the rear and says get going. This applies the Chastise effect to any and all within 16 feet of you. If you come up behind a group of healers, or are in the middle of a mass melee, turn this on and hope your allies see the pick up in momentum. This sucker can turn battles. no cooldown to boot, so if you're fast, you can actually juggle this. Let them build up, turn off, neural prod, turn on, repeat as necessary.
    Character: Bobthemage <Extreme Prejudice>
    Soul: Dominator/other
    Mathosian Guardian of Harrow (PVP-RP)


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    Shadowlander Bobthemage's Avatar
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    b]Other Souls[/b]
    Sometimes you find you can't simply put 66 points into Dominator, so you'll have to settle for getting a few other spells for Controlling.


    Archmage
    Some would call this a no-brainer. Even if you don't put points into it, Archmage gives you a nifty ability. You don't want to be Cced yourself after all. Make sure not to waste it though, if you're getting focused by 4 guys, dont use it to try to escape, save if for the time you are pinned by a single CC in a big group.
    Other than that you can build yourself to have more durability, which is very useful. I don't recommend the damage tree for a dominator, that's not your job.

    Warlock
    The quintessential off-soul for many classes. For you, it's all about the +25% charge, to power your presences. You can pump all the way for the Opportunity too, but with most your spells being instant, it will have limited use.

    Chloromancer
    If your MAIN soul is dominator, then Chloromancer does not have good synergy, too many role to try and cover. If you main chloro though, Dominator has a few uses.

    Archon
    Ehhhhh, a good soul, not a good off soul. You get a few buffs to toss on people and you can technically CC them with minor debuffs, but you have better things to do.

    Stormcaller
    Stormcaller is one of the best choices for an off-soul. You can get a very quick +10% crit chance for air spells, which most of yours are. It provides you with another knockback spell and a whole bunch of slowing spells. In addition if you invest at least 17 points, you get yourself 2 more root effects that are not broken by damage.

    Necromancer
    This is a powerful mix of useful and useless that is definitely worth consideration. Though your pet won't be doing anything but annoying people unless you invest 21 points into it, it is well worth the 6 points it costs to get one of the only mage brand Debuffs available. Definetly consider this if you find yourself being routed by a buff heavy class frequently (*cough* pyro *cough*)

    Elementalist
    This soul is similar to necromancer in that you're not going to see much use from your pet unless you put heavy points into the class. What it does offer is a lot more survivability though. By even just 11 points you get +5%crit, -10% damage taken, and an Ice shield. Plus one of the most efficient mana recharges available to us.

    Pyromancer
    Pyro doesn't really give us much synergy. Pyro's want to do more damage, you have more important things to worry about.


    Dominator as an Offspec
    A lot of classes find that Dominator works as a good PvP offspec. Transmogrify is useful even with a 2 second cast time in a lot of small skirmishes. It can be used simply for the +10 intellect bonus on it's teir 2 as well for almost any class.


    Conclusion
    This was fun to write and I hope to keep it updated as new patches come out, If anyone has any comments or adjustments for it, please respond and I can edit as necessary!

    Happy squirrelling!
    Character: Bobthemage <Extreme Prejudice>
    Soul: Dominator/other
    Mathosian Guardian of Harrow (PVP-RP)


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    Lightning Shield...Has a chance to break transmorgrify, I never end up using it.

    Cast Haunting Pain in conjunction with Storm Shackle

    Pair 32chloro/29dom/5arch and enjoy some great times.

  5. #5
    Plane Walker The Grixxitt's Avatar
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    The main problem with Dom in PvP, is that you're efforts go unrewarded.
    You can CC all day long, use Priest's Lament and heal debuff, suck mana, etc, and get next to no favor.

    Its so bad that I'm wondering if a Dominator at full output attacking an enemy can still get reported AFK and be able to do anything about it before they get kicked
    This is my rifle. There are many like it, but this one is mine.
    My rifle is my best friend. It is my life. I must master it as I must master my life.
    My rifle, without me, is useless. Without my rifle, I am useless. I must fire my rifle true. I must shoot straighter than my enemy who is trying to kill me. I must shoot him before he shoots me. I will...

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    Plane Touched Nevergone's Avatar
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    Quote Originally Posted by The Grixxitt View Post
    The main problem with Dom in PvP, is that you're efforts go unrewarded.
    You can CC all day long, use Priest's Lament and heal debuff, suck mana, etc, and get next to no favor.

    Its so bad that I'm wondering if a Dominator at full output attacking an enemy can still get reported AFK and be able to do anything about it before they get kicked
    That sounds strange. I usually top the favor and kills (but not killing blows) charts on my Dominator.

  7. #7
    Plane Walker matt198992's Avatar
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    Quote Originally Posted by Nevergone View Post
    That sounds strange. I usually top the favor and kills (but not killing blows) charts on my Dominator.
    That just means you have high survivability...not that you did tons of dmg or that your dmg is good. I still love my dom chloro spec for pvp... =]

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    Similar, though, favor is wonky...
    I often top kills (and sometimes killing blows) But favor sometimes changes regardless...
    I've had #1 kills/killing blows, #5 healing (chloro) and #5 favor.

    I've been #4 Kills, #5 healing, and I've been #1 in favor..

  9. #9
    Ascendant TheLeviathan's Avatar
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    What? No mention of the dreaded squirrel toaster?
    Red ball + fulminate + really craptacular dom/pyro spec trying to hard cast transmog and pray your spell lands before some squirrel punching moron eats your controlled opp proc = +1 board warrior keeping mages from being realistically balanced in PVE or PVP. 1.0-1.2's best combo in the game. RIP FOTM Pyro rollers

  10. #10
    Shadowlander Bobthemage's Avatar
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    Quote Originally Posted by TheLeviathan View Post
    What? No mention of the dreaded squirrel toaster?
    *gasp* this completely slipped my mind

    For one reason or another I'm unable to edit my posts to add that.

    So, yeah, pyros are highly dangerous by squirreling the opponent, using the archmage to make the next attack auto crit, and the blow some **** up
    Character: Bobthemage <Extreme Prejudice>
    Soul: Dominator/other
    Mathosian Guardian of Harrow (PVP-RP)


  11. #11
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    Quote Originally Posted by The Grixxitt View Post
    The main problem with Dom in PvP, is that you're efforts go unrewarded.
    You can CC all day long, use Priest's Lament and heal debuff, suck mana, etc, and get next to no favor.

    Its so bad that I'm wondering if a Dominator at full output attacking an enemy can still get reported AFK and be able to do anything about it before they get kicked
    I agree.

    As a dominator I feel my contribution in a warfront is significant, but you are at the bottom of all the charts - damage, favor etc etc

    As a stormcaller I shot up the charts by comparison. No more skill... in many ways less.. but you suddenly seem like a major asset to the team.

    I am not sure how this could be addressed... more favor per player debuffed?

  12. #12
    Plane Touched Nevergone's Avatar
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    Dominators in PvE:
    Unfortunately for the dom lover in us all, the nature of the debuffs that doms are provided point squarely at PvP, with the high end abilities saying specifically “only works on players.” As such anyone who wants to PvE with a Dominator is going to find themselves outshined by more standard classes, even in terms of controlling. This doesn't mean stop trying though, sooner or later Trion is going to sneak up on us with enemies who heal tons, cast reflectable spells, or even a pair of bosses where one can be squirreled, and we will have our heyday.
    Interestingly, outside of group work, there is a notable Dom/Stormcaller build that is reknown for letting one solo elite bosses through an entertaining combination of immobilizes, pushbacks, and stuns. I've seen a video of this but lost it, if anyone can link it or the build to me we could add it properly.
    A Dominator/*/* can solo elites effectively. See this video for evidence. The Dominator soul is extremely effective against PvE content, until you get to a boss-type enemy, where over half of our spells are completely ineffective.

    Transmogrify
    Good against: Anyone, seriously
    Our bread and butter CC, if you like mages sheeping people in WoW, then you'll like this. Assuming you specced this (you...DID spec this right?) it's an instant cast 8 second lockdown, that can endure a small amount of damage before breaking.
    Transmogrify can sustain up to 30% of the enemy's damage in health, if your health is high enough. Note the tool tip on Durable Control. "5% of your maximum health , plus 0.5% of your maximum health for each point spent in the Dominator soul. This only works on enemies above 70% health."

    This means that with a 51 point investment in the Dominator soul, if you're so inclined, your Transmogrify spell can withstand 30.5% of your health in damage before breaking. Assuming the enemy you're casting on has less HP than you, you basically get to lower their health by 30% with impunity.

    Thunder Blast
    Good against: Anyone grabbing objective, trying to run towards you, near ledges
    Level 2 gives us another instant cast spell, and a key element of the infamous soloing an elite mob.
    Thunder Blast is not a staple of elite soloing. It's good for adjusting the distance between you and the enemy in conjunction with other control abilities, but it's not going to save you for long.

    Lightning shield
    Good against: *shrug*
    Not 100% sure why dominators got this ability, but why not. It's an armor spell you can toss on if you've got nothing better. In theory it can do a fair amount of damage, but you don't want to be getting hit anyway, pain happens. If anyone has more tips on this spells use I'm all ears.
    When invested in Improved Charged shield, it returns more damage then any other mage damage shield. It also has the benefit of being able to be cast on allies - not just yourself like other mage armors. This makes an optimal ability to use on friendly warriors, scouts, and clerics Note: it's rude to cast this on other mages, as they'll almost always be using an armor that is more beneficial to them personally.

    Priest's Lament
    Good against: Healers, kinda
    This is a debuff that adds debuffs. Patch 1.1 made it so DR does not affect the initial debuff, but does affect follow up debuffs (the useful one) so it will be competing with all the other CC that a healer usually recieves. It's just not as good as a squirrel though. It's generally unreliable (60% chance on a beneficial spell), and will be resisted often. Plus I'm not certain it really has an effect on Chloromancers. If anyone can confirm or deny it's ability to affect a chloro who is casting damage spell I'd appreciate it.
    Priest's Lament works against Chloromancers if they attempt to cast an actual healing spell (Bloom, Flourish, etc). It does not silence them if they're only casting damaging abilities that have a healing component due to Radiant Spores or Lifegiving Veil.

    Deny
    Good against: Saboteurs, Warlocks, if it has a Dot, this can help
    Every Calling as one or two of these “get rid of everything” spells to toss around. You personally will probably come under a lot of DoTs meant to kill you with love while they use big hits on more “important” targets. The most notable thing is that Saboteur charges count as a “poison”, so use this when you hear that clicking sound a bunch of times and you will survive their first detonate. Probably not the second though, get that squirrel in place man.
    Deny can also be used on allies, which is really handy for keeping those pesky control abilities off your flag/fang carriers.

    Memory Wipe
    Good against: PvE
    It's threat reduction, no PvP application. Might be useful for a chloro to spec towards but meh, they have better things to do.
    While it has no useful PvP application, it does work fantastically in PvE for dumping aggro. I love to surprise people that try to grief me while I'm taking down an elite. After casting Memory Wipe, they almost always end up having to deal with the elite enemy on their own.

    i]Haunting Pain[/i]
    Good against: mages, some healers, PvE
    This seems to be an attempt at a “punish if you stand still” skill. Unfortunately most PvP is too based around movement to make this powerful. Or worse, if you try to use it as intended, to fore people to move, it's so hard to identify what damage if from where that your standing target will probably just sit and take it, so you won't have much luck trying to chase Pyros out of their GoS with this. Most useful in PvE where most mobs stand still anyway.
    This works really great in conjunction with Storm Shackle and a stun. You can normally get the full damage, full duration out of the ability if you focus on keeping your target immobile. Since it's being combined with Storm Shackle, if your target does manage to move, they take a lot of damage (that also hits surrounding enemies).

    Transference
    Good against: Rogues, Warriors
    This spell is good for blocking out a warrior, great for blocking out a rogue. You are able to shut down their special attacks for 5 seconds, which can often be enough to mess them up when they realize they are completely out of energy. More fun if they stop doing anything thinking they just overestimated their energy and decided to wait until it grows back. Use it on a guy mid combat so you can knock them down to 0-10 energy. Most mana classes have too many mana resotre abilities, so this is no good there.
    Transference works great against warriors that try to get their infamous "5 abilities without GCD" off. You effectively stop them in their tracks. Also good for shutting those annoying bards up for a while, and can stop a Saboteur from immediately blowing up your face.

    Overpowering Will
    Good against: equally good against all targets, just not very good
    I personally have a lot of trouble finding a place to use Overpowering Will. It's 8 second lockdown is less sturdy than Squirrel, and it costs charge. If specced, it increases your not too impressive mana regen by 250%, weeeeee. Oh DR also destroys it, that 2 second recast stun needs you close and still almost never works.
    As stated, diminishing returns drastically limit the useful applications for this ability in PvP. Mass Exhaustion and Disorient both last longer and can sustain some damage before breaking. In PvE, you can use it (if you focus on keeping it active) to lock out an opponent as a stop gap between your other control abilities.

    Deaths Edict
    Good against: Anyone
    Yaaay, our first stun spell. It is simply a useful spell to cast all the time. It stops jumpy rogues/warriors, it freezes runners, and it shuts a healer up mid cast. Hell, if you're lucky, a jumpy experienced pvp will waste his CC removal button on this. Only DR is your enemy here.
    It also has a very strong snare component that stacks with the snare of Storm Shackle. Because of the additive math used in Rift, you can effectively immobilize an opponent for the duration by combining the spells together.

    Disabling Presence
    Good against: Anyone
    If Chastise has to be carefully placed to be effective, this kicks it in the rear and says get going. This applies the Chastise effect to any and all within 16 feet of you. If you come up behind a group of healers, or are in the middle of a mass melee, turn this on and hope your allies see the pick up in momentum. This sucker can turn battles. no cooldown to boot, so if you're fast, you can actually juggle this. Let them build up, turn off, neural prod, turn on, repeat as necessary.
    Draining Presence can be applied at the same time as Arresting Presence and/or Reflective Presence. By layering the Presences, you can effectively eliminate enemy casters ability to heal or deal damage while also drastically lowering the amount of damage the non-spell casters in a fight can deal. Game changer in PvP. Sadly, no use in PvE.

    Chloromancer
    If your MAIN soul is dominator, then Chloromancer does not have good synergy, too many role to try and cover. If you main chloro though, Dominator has a few uses.
    Chloromancer is amazing when combined with the Dominator soul. Raised in Nature increases your endurance and therefore makes your controls last longer (especially when combined with Acumen).

    Archon
    Ehhhhh, a good soul, not a good off soul. You get a few buffs to toss on people and you can technically CC them with minor debuffs, but you have better things to do.
    The zero point abilities are arguably some of the best for mages due to the increases in statistics you receive from them.

    Pyromancer
    Pyro doesn't really give us much synergy. Pyro's want to do more damage, you have more important things to worry about.
    The Pyromancer soul synergizes extremely well with the Dominator soul when you take into account Controlled Opportunity, Quick Control, and Quick Thinking. 1.6 second cast-time Cinder Bursts.

  13. #13
    Soulwalker
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    Mar 2011
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    Kinda more then slipped your mind if you dismissed Pyro as having any synergy at all..

    Problem with being focused on "CC" as a primary function w/o dps to back it up is that if you squirrel a DPS chances are they'll just get pissed off and kill you after going immune. Can't do much but run away snared..

    Squirrel -> Cinderblast -> Death's Edict -> Fireball -> Inferno. Done. Throw in a flashfire or another squirrel if necessary.

    Or. Squirrel->Cinderblast->Squirre-> Heatwave->Cinderblast->

  14. #14
    Shadowlander Bobthemage's Avatar
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    Mar 2011
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    Quote Originally Posted by Jinque View Post
    Kinda more then slipped your mind if you dismissed Pyro as having any synergy at all..

    Problem with being focused on "CC" as a primary function w/o dps to back it up is that if you squirrel a DPS chances are they'll just get pissed off and kill you after going immune. Can't do much but run away snared..

    Squirrel -> Cinderblast -> Death's Edict -> Fireball -> Inferno. Done. Throw in a flashfire or another squirrel if necessary.

    Or. Squirrel->Cinderblast->Squirre-> Heatwave->Cinderblast->
    *shrug* yeah, I missed the bit about chloromancer being good synergy too. Honestly when I wrote it I was thinking 2 things
    1: I'll assume 15 points goes into the off soul
    2: I'm not going for damage.

    There is far more options than what I wrote down there, If I'm ever able to edit my posts I'll make appropriate changes (crediting you all of course)
    Character: Bobthemage <Extreme Prejudice>
    Soul: Dominator/other
    Mathosian Guardian of Harrow (PVP-RP)


  15. #15
    Soulwalker
    Join Date
    Feb 2011
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    Quote Originally Posted by Bobthemage View Post
    *shrug* yeah, I missed the bit about chloromancer being good synergy too. Honestly when I wrote it I was thinking 2 things
    1: I'll assume 15 points goes into the off soul
    2: I'm not going for damage.

    There is far more options than what I wrote down there, If I'm ever able to edit my posts I'll make appropriate changes (crediting you all of course)
    I'd really love too see some of these rotations maybe even eg. Rotation vs rogue etc
    I really want to understand my Rom cc better and use it but I have what I feel is a devastating blast to receive.

    Don/pro
    circle of power
    Heat wave
    Split personality
    Squirrel (all thee combined cast time now about 1/4 )
    cinder blast
    Then fireball spam
    Throwing in squirrel maintains .5 cast time even if not actually cc'd

    This scares the crappy out of the expecting. Spell reflection and/or choke at the start against a mage is lol and instant win

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