Quote:
Originally Posted by Snaggles
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Yes, but the more time the target is snared the less recasts are needed. Dooming is a much slower snare percentage which helps with landing more melee hits.
Invoke last a bit over twice the time (and casts 1 second quicker) so you spend less time getting hit or casting fear before the current one breaks.
Dooming/invoke will result in a faster kill than engulfing/fear and a better quality of life. I’d rather find a spot you can use it properly.
Ideally using undead fears as they are even quicker and more efficient but undead stuff tends to be in dungeons or in Kunark. Undead mobs tend to cast and Kunark ones have more hps than most equivalent live mobs. Outside Karnors of course where each fear is viable.
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You will go oom extremely fast using dooming/invoke unless you have some potg/c2 bot keeping you going.
It's really a balancing act between mana/hp if you want to go for a couple hours without taking breaks. I would usually lead w/ dooming but then use spook the dead or blood ember boots if no undead mobs around. By the time dooming wore off I had done enough damage to resnare w/ BE gaunts & then finish off w/ spook/boots as needed. Once the mob is around 50ish% engulfing is the way to go for mana saving(and also for splitting). I would also tank as much as possible to lighten the mana load, and once the mob is like 30% you can just keep it perma feared in place & ideally if you have epic you can swap that in to get procs to regen as much hp as possible.
If you had access to soul defiler, then that would drastically change things as most of your mana problems should go away in which case i would probably throw in some more invoke.