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Domihaus monster gear proc AOE doesn't inflict damage to dummies

amertuim
amertuim
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Or am I missing something?
Or am I missreading CMX?
Edited by amertuim on November 19, 2020 1:07PM
An annoyed healer threw away his Resto staff and picked up daggers.

No one can stop his rage.
  • VaranisArano
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    This is maybe a dumb question, but you are sure that the training dummy was ON the ring, not inside of it, right?

    Domihaus does its damage on the ring, not inside of it. You can see that in this older pic with training dummies:
    Kammakazi wrote: »
    Screenshot2017071718.png

    So at least it used to damage training dummies, so long as the dummy is on the ring.
  • mairwen85
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    VaranisArano is correct, the target needs to be on the ring. The proc has 2 effects. Effect 1--grants 300 spell/weapon damage, effect 2--damages all enemies on the outer ring. This is why it's used in Sunspire by mag and stam alike, the dragon hit boxes are huge and when in melee range, they will always be on the ring. For parsing this means to get the benefit of both effects you'll need to be bow/bow or ranged mag, but most times when parsing, the outer ring damage isn't the important part or primary reason for using it.

    Edited by mairwen85 on November 19, 2020 3:58PM
  • Everest_Lionheart
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    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.
  • Austinseph1
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    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.

    The ring is about 8 meters out, it's big enough to be useful if you work around it and probably bis for dragons and large targets but it's only worth it with elf bane and if you can utilize ring damage. It's a cool effect but it doesn't move and goes on cool down when proc'd
  • notyuu
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    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

  • Jeremy
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    notyuu 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.
  • Everest_Lionheart
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    notyuu 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.
  • mairwen85
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    notyuu 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.
  • Malkiv
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    mairwen85 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.
    PC-NA | PvP (Gray Host & BGs) | PvE (vTrials & vDGs)
  • Dagoth_Rac
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    Jeremy wrote: »
    notyuu 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.
  • Jaimeh
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    It needs a big hit box, so if the dummy is within the ring, it won't get the damage.
  • Urzigurumash
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    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.

    No, like an offensive Lord Warden? That's always something I thought could be done with this set before its recent buff.

    I've used this set quite a bit in PvP, and I treat the ring only as an indicator for where I get the buff. Its damage is inconsequential to me. In PvP this set is strong as it is for some particular situations on particular builds. There are some types of builds that Kena, Balorgh, and Slimecraw don't work well on, although I haven't tried Stonehusk yet.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Jeremy
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    Dagoth_Rac wrote: »
    Jeremy wrote: »
    notyuu 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.

    I thought it was everyone in the group. But I went and read the description and it looks like you're right. It just says grants you. I always thought it affected everyone who was in the ring for some reason.
    Edited by Jeremy on November 19, 2020 9:46PM
  • Everest_Lionheart
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    mairwen85 wrote: »
    notyuu 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.
    Malkiv wrote: »
    mairwen85 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.

    I don’t really want it to become another grothdarr (damage inside the circle) but I would like the ring to move with the user. I find it particularly useful to help judge some other skills such as cutting dive where I could use the ring to gauge the 8M distance and keep spamming my birds from that range to proc off balance plus extra bleeds which stack with my deadly strikes. Seeing as how Domi alternates between fire and physical damage on the ring the physical portion would also get modified by deadly.

    Those of us that understand how to operate in a mobile fight would be inclined to use this monster set. Bow/Bow builds could also benefit from this mid range game play as well.

    But seeing as how the ring doesn’t move none of this really matters anyway.
  • Urzigurumash
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    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.

    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Mettaricana
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    notyuu 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

    Hey now a wet fart gets me out of work for the day so i can sit at home playing eso!

    But low key agree the set is pretty f'ing lame
  • mairwen85
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    Malkiv wrote: »
    mairwen85 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.

    I'm aware of how it works (see my first post in this thread), but regardless, my comment remains 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 :smile:, and a boost to all skills at melee range for enemies that manage to get close--not sure if that's OP or not.

    Edited by mairwen85 on November 19, 2020 11:19PM
  • Malkiv
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    mairwen85 wrote: »
    Malkiv wrote: »
    mairwen85 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 :smile:

    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
    PC-NA | PvP (Gray Host & BGs) | PvE (vTrials & vDGs)
  • YandereGirlfriend
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    Domihaus is awesome!

    It's honestly my favorite monster hat to use on magDK with Elf Bane for the perma-ring and thematic fire flavor.

    That might be niche but at least it is good at that role, which is more than I can say for about half of the other monster hats.
  • Everest_Lionheart
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    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.

    Slimecraw was interesting for a constant buff but since beefing the buff I don’t find it’s really worth it.

    Kena? Who uses Kena and what’s the purpose? Anything making skills cost more is an immediate turn off to me.

    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?

    Stonehusk, larger range than domi, faster proc and it moves with you if you stay within 12m. Still a decent option.

    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.
  • mairwen85
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    Malkiv wrote: »
    mairwen85 wrote: »
    Malkiv wrote: »
    mairwen85 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 :smile:

    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

    😂 I think you're overlooking the conceptual side of the conversation. So let me start again and go through it with more detail for you. Right now they are 2 distinct sets. Domi works as I described way up at the top of the thread when I answered the original poster. Grothdarr is a small melee radius aoe that follows you--easy to avoid by keeping distance. Great. 2 distinct sets.

    Lets say, hypothetically, as was suggested, that the domihaus ring will be changed from a static ring that damages targets on the ring and grants the wearer 300 spell/weapon damage when stood inside it, to a ring that follows the player but still grants the same buff. I now have 300 spell/weapon damage without restriction--and I can use my outer ring damage like a ranged grothdarr on ranged targets meaning they have to come to my buffed up melee range to escape it or retreat further from me.


    @Everest_Lionheart top 3 monster sets for mag are zaan, maw, domi. Top 3 sets for stam are selene, veli, domi. They each have a niche and application; no one set is general purpose, and there will always be scenarios where other sets shine that little bit better than another. I personally like that domi has its own place to excel, and in most content holds its own against other options on both spec. Rather than them fiddle with it, I'd prefer new content with new rewards that aren't just reimaginings of existing things, or simply deviations of tired concepts.
    Edited by mairwen85 on November 20, 2020 1:14AM
  • virtus753
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    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?

    Balorgh is a PvP helm, but its effectiveness does not derive from the cost of the ultimate. It grants damage equal to the ultimate consumed, independent of stated cost. Since all your ulti is drained on activation, save up 500 ulti for best effect. It doesn’t matter if your ultimate says it costs 75 or 300.
  • Urzigurumash
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    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.

    Edited by Urzigurumash on November 20, 2020 8:24PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Everest_Lionheart
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    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.

    For sure it’s two different worlds out there between PvP and PvE. I feel PvP has more flexibility in their builds where PvP you have BiS gear and gear you wear while farming BiS gear and that’s it!

    Some of these endgame trial fights would be so much easier with the mobile Domi set like Cloudrest because Zmaja is literally all of the the place. And any set that can move buffs and procs with you is needed in there. I find the irony of that arena dropping the strongest mag set that you have to use pretty much with minimal movement is from one of the most mobile fights in the game. Siroria is a set I wish had less punishing mechanics for moving but I find it easy enough to use even though most groups want me in false gods instead.

    You’ve got other fights where it would be nice to place that Domi ring as well if it followed you around not just for the damage but so you have a visual cue for the 8M circle and can adjust your distance to targets more easily. It’s little stuff like that I look for to gain an edge in battle.
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