For the confusion build I suggest taking Chaotic Dampering as Emma pointed out to me it lowers staff cooldowns by 20% which may be more useful.
I debated whether I should take Chaotic Dampening or not, but I didn't want to sacrifice either Illusionary Defence or Debilitating Dissipation. In this stress test however I replaced Illusionary Defence with Chaotic Dampening.
What are your thoughts on healing power? I have only heard negative things about it, yet you seem to prioritize it in your point defense build over toughness and vitality. Does it work well with Mantra of Recovery?
It's a tough choice, but it works. Gives me about +1000 HP from MoR and makes Regeneration (which I basically have non-stop) heal ~300 HP/s. For longer engagements (>30 seconds) it definitely makes you more survivable than if you went for Vitality, but the loss of Power (compared to the Soldier's Amulet) is another concern.
Your condition build is almost identical to mine. What I can tell you about this build is (and is something I've been trying to work around) Backstab thieves and high burst Ele's are going to rip you a new one. I've played a build like that since BWE1 and just now added AT to the mix, and while it is insanely fun, when you face a well played Thief/Ele I can guarantee a difficult but short fight. Either you'll die within seconds or they will. Usually the thief will come out on top because of all the numerous ways they have to stealth and keep from being targeted but this isn't always the case.
I've played my condition build quite extensively, and to be honest I never felt like I had problems with Elementalists. Thieves are annoying because of their constant stealth (I seem to miss Arcane Thievery a lot against Thieves) but other than that they aren't problematic either. Both professions seem highly susceptible to Confusion bursts (Confusing Images + Cry of Frustration = 11 stacks of Confusion, ~2000 damage per skill activation), I think most of my Confusion kills are against Elementalists and Thieves.
The only profession that consistently gives me trouble are Conditionmancers, as they're essentially immune to your conditions and can inflict conditions on you faster than you could cleanse them. With low Vitality, this build doesn't last long against consistently high stacks of conditions.
Any reason why you prefer scepter + sword above the staff for the phantasm build?
Just wondering thanks.
Because the build is Power-based. The Staff is a Malice-based weapon, with only Warlock being Power-based. While the Scepter is often perceived as Malice-based, it is really more Power-based than anything; as its 1 and 2 deal direct damage and its 3 also deals a lot of direct damage.
Cat, can you explain your preference for Mass Invis? I was really disappointed when I tried it.
The primary reason is its short CD: it is always available when I need it. I mainly use it to channel MoR during combat, although it is also quite reliable for escaping zergs: the stealth lasts long enough that if you run in a direction your enemies aren't expecting, you'll be able to slip out of sight or simply be too far away to catch when the stealth runs out. Also, it's actually quite helpful in group fights.
The other reason is that I simply don't like Moa Morph or Time Warp. The former makes me feel cheap (except when I use it to counter another profession's Elite), and its CD is long which means I don't get to use it much anyway. The latter is, I admit, extremely potent, and I'd take it if I wanted to support my team; but otherwise its CD is just too long.
Overall, I guess MI just seems to flow better with my playstyle. I can get at least twice as many uses out of it than the other Elites, and I don't have to feel like I have to "save" my Elite for the most opportune moment for fear of wasting it either. Somewhat strangely, you could say that the reason MI clicks with me is because it feels more like a Utility skill than an Elite.
Edited by That Happy Cat, 22 August 2012 - 08:58 AM.