Everest_Lionheart wrote: »How big is the ring exactly? I’ve been thinking about switching over to this set on Stamden or using I’m on my MagDK for vSS. Also does the ring move with you or is it a ground cast that stays in place? Final question, are there any other good situational uses for Domihaus like specific dungeons or bosses where it would be worth swapping a monster set for a particular fight? I do this now with Velidreth and Selene’s on my Stamden. My MagDK has maw, zaan and grothdarr for similar purposes.
VaranisArano wrote: »Domihaus does its damage on the ring, not inside of it. You can see that in this older pic with training dummies:
VaranisArano wrote: »Domihaus does its damage on the ring, not inside of it. You can see that in this older pic with training dummies:
and that right there is why the set is trash, the fact that it only does the damage in a tiny strip and is otherwise about as useful as a wet fart
VaranisArano wrote: »Domihaus does its damage on the ring, not inside of it. You can see that in this older pic with training dummies:
and that right there is why the set is trash, the fact that it only does the damage in a tiny strip and is otherwise about as useful as a wet fart
Everest_Lionheart wrote: »VaranisArano wrote: »Domihaus does its damage on the ring, not inside of it. You can see that in this older pic with training dummies:
and that right there is why the set is trash, the fact that it only does the damage in a tiny strip and is otherwise about as useful as a wet fart
You still get the 300 weapon and spell damage, add that to 600 from war maiden and 520 from max stacks of Siroria and you are adding over 1400 spell damage. The damage from the ring is just a bonus.
Honestly though it’s a niche set like so many other sets in the game. It has massive potential with a few small tweaks like expanding damage to the full circle which would make it too easy to use and likely render every other set useless. The other option would be to make the circle move giving a skill component to the bonus damage which is something go would favour for sure.
Everest_Lionheart wrote: »Honestly though it’s a niche set like so many other sets in the game. It has massive potential with a few small tweaks like expanding damage to the full circle which would make it too easy to use and likely render every other set useless. The other option would be to make the circle move giving a skill component to the bonus damage which is something go would favour for sure.
Move independently or with the wearer? The latter is just a bigger grothdarr, the former makes it a bit more random and forces the wearer to move with it.
VaranisArano wrote: »Domihaus does its damage on the ring, not inside of it. You can see that in this older pic with training dummies:
and that right there is why the set is trash, the fact that it only does the damage in a tiny strip and is otherwise about as useful as a wet fart
I use it sometimes for the spell/weapon damage boost for the group. Team it up with major courage and you are giving yourself and the group over 700 spell/weapon damage, which is none too shabby.
Dagoth_Rac wrote: »Group mates inside ring get the spell/weapon damage bonus? I was under impression that only the wearer got the spell/weapon damage buff.
Dagoth_Rac wrote: »VaranisArano wrote: »Domihaus does its damage on the ring, not inside of it. You can see that in this older pic with training dummies:
and that right there is why the set is trash, the fact that it only does the damage in a tiny strip and is otherwise about as useful as a wet fart
I use it sometimes for the spell/weapon damage boost for the group. Team it up with major courage and you are giving yourself and the group over 700 spell/weapon damage, which is none too shabby.
Group mates inside ring get the spell/weapon damage bonus? I was under impression that only the wearer got the spell/weapon damage buff.
Everest_Lionheart wrote: »VaranisArano wrote: »Domihaus does its damage on the ring, not inside of it. You can see that in this older pic with training dummies:
and that right there is why the set is trash, the fact that it only does the damage in a tiny strip and is otherwise about as useful as a wet fart
You still get the 300 weapon and spell damage, add that to 600 from war maiden and 520 from max stacks of Siroria and you are adding over 1400 spell damage. The damage from the ring is just a bonus.
Honestly though it’s a niche set like so many other sets in the game. It has massive potential with a few small tweaks like expanding damage to the full circle which would make it too easy to use and likely render every other set useless. The other option would be to make the circle move giving a skill component to the bonus damage which is something go would favour for sure.
Move independently or with the wearer? The latter is just a bigger grothdarr, the former makes it a bit more random and forces the wearer to move with it.
Everest_Lionheart wrote: »Honestly though it’s a niche set like so many other sets in the game. It has massive potential with a few small tweaks like expanding damage to the full circle which would make it too easy to use and likely render every other set useless. The other option would be to make the circle move giving a skill component to the bonus damage which is something go would favour for sure.
Move independently or with the wearer? The latter is just a bigger grothdarr, the former makes it a bit more random and forces the wearer to move with it.
Grothdarr does damage inside of the ring. Domi does damage on the ring. Two different mechanics, even if they were to move dependently of the wearer.
Everest_Lionheart wrote: »But seeing as how the ring doesn’t move none of this really matters anyway.
VaranisArano wrote: »Domihaus does its damage on the ring, not inside of it. You can see that in this older pic with training dummies:
and that right there is why the set is trash, the fact that it only does the damage in a tiny strip and is otherwise about as useful as a wet fart
Everest_Lionheart wrote: »Honestly though it’s a niche set like so many other sets in the game. It has massive potential with a few small tweaks like expanding damage to the full circle which would make it too easy to use and likely render every other set useless. The other option would be to make the circle move giving a skill component to the bonus damage which is something go would favour for sure.
Move independently or with the wearer? The latter is just a bigger grothdarr, the former makes it a bit more random and forces the wearer to move with it.
Grothdarr does damage inside of the ring. Domi does damage on the ring. Two different mechanics, even if they were to move dependently of the wearer.
Everest_Lionheart wrote: »Honestly though it’s a niche set like so many other sets in the game. It has massive potential with a few small tweaks like expanding damage to the full circle which would make it too easy to use and likely render every other set useless. The other option would be to make the circle move giving a skill component to the bonus damage which is something go would favour for sure.
Move independently or with the wearer? The latter is just a bigger grothdarr, the former makes it a bit more random and forces the wearer to move with it.
Grothdarr does damage inside of the ring. Domi does damage on the ring. Two different mechanics, even if they were to move dependently of the wearer.
Not really because if the ring moves with the player all you need to do is move the ring. Thus ranged grothdarr despite the ring damage being significantly weaker
Urzigurumash wrote: »Everest_Lionheart wrote: »But seeing as how the ring doesn’t move none of this really matters anyway.
Well, if it moved at its current stat (300 damage) and uptime (66%), where would that leave Balorgh, Kena, Stonehusk, and Slimecraw (which sorely needs a small buff)? I think the stationary limitation is appropriate if its strong enough to justify its use in stationary situations above the other family of Damage Stat Monster Sets. For me as a Battlegrounds Stam player it currently is.
Everest_Lionheart wrote: »Honestly though it’s a niche set like so many other sets in the game. It has massive potential with a few small tweaks like expanding damage to the full circle which would make it too easy to use and likely render every other set useless. The other option would be to make the circle move giving a skill component to the bonus damage which is something go would favour for sure.
Move independently or with the wearer? The latter is just a bigger grothdarr, the former makes it a bit more random and forces the wearer to move with it.
Grothdarr does damage inside of the ring. Domi does damage on the ring. Two different mechanics, even if they were to move dependently of the wearer.
Not really because if the ring moves with the player all you need to do is move the ring. Thus ranged grothdarr despite the ring damage being significantly weaker
It's not a ranged Grothdarr, either. The bonuses granted are completely different. The only thing it would have in common is that they are both circular. Perhaps you should review the bonuses the sets provide, especially the 2 piece bonus:
Grothdarr
Domihaus
Everest_Lionheart wrote: »Urzigurumash wrote: »Everest_Lionheart wrote: »But seeing as how the ring doesn’t move none of this really matters anyway.
Well, if it moved at its current stat (300 damage) and uptime (66%), where would that leave Balorgh, Kena, Stonehusk, and Slimecraw (which sorely needs a small buff)? I think the stationary limitation is appropriate if its strong enough to justify its use in stationary situations above the other family of Damage Stat Monster Sets. For me as a Battlegrounds Stam player it currently is.
Balrogh to me is OK, but to get the most out of it you need a high cost ultimate. My warden bear ultimate at 75 to use gets nothing out of this helm. Same for my Templar. This is more a PvP helm no?
Everest_Lionheart wrote: »Looks like you are looking at this from PvP standpoint. So what’s the drawback to giving domihaus some mobility? It would still take skill to use and could be countered easily with CC and close range fighting inside the circle. Most will burn stam breaking free wasting their rss and time with the dmg buff.
I’m asking for changes for PvE where stam is stuck in Selene and mag in Zaan for endgame. Here we have a perfect set you could equip for those mobile trials if only they wold give it some potential mobility.
Urzigurumash wrote: »Everest_Lionheart wrote: »Looks like you are looking at this from PvP standpoint. So what’s the drawback to giving domihaus some mobility? It would still take skill to use and could be countered easily with CC and close range fighting inside the circle. Most will burn stam breaking free wasting their rss and time with the dmg buff.
I’m asking for changes for PvE where stam is stuck in Selene and mag in Zaan for endgame. Here we have a perfect set you could equip for those mobile trials if only they wold give it some potential mobility.
Of course there's no downside to making Domi mobile, but at what damage stat level would it be balanced against other sets before it's only slightly stronger than 1 piece Domi 1 piece Kena? The damage ring is effectively inconsequential in most PvP, so in other words I would rather keep its new 300 stat rather than have it go back to 200 and be mobile, I think. Most people in PvP ran 1 piece Domi 1 piece Kena over 2 piece Domi, before it was buffed to 300. I could see how with damage modifiers in PvE that ring is actually worth something besides the damage stat though, so you have a point. I'll try Stonehusk, thanks for the review. 2 piece Kena can be used by Werewolves. Balorgh is the best general damage Monster Set in PvP.