Dominating Blow

Do buff or debuff duration increases work with this ability?
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No, but skill duration increases will increase how long the dominated minion lasts.
All feedback after this point is for 0.9.6.
Balance & Design
Oh it seems there is no cap for the number of converted mobs anymore !
When was it changed ? I didn't see it anywhere in the changelogs. This skill might be actually useful now :)
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Last edited by zriL on Feb 16, 2012, 12:32:10 PM
Wait.. what?! I'll have to investigate this.. it could actually be fun and worthwhile now.
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zriL wrote:
Oh it seems there is no cap for the number of converted mobs anymore !
When was it changed ? I didn't see it anywhere in the changelogs. This skill might be actually useful now :)

Where are you getting this? My old level 13 gem still says 3 monsters dominated max, and doesn't allow me a 4th. The gem itself has never displayed a maximum for converted monsters, it's only on the skill itself.

I did manage to get an "Actor is trying to stun itself." exception while testing in ledge though...

Edit: not having any luck reproducing it.
Urist McDwarfy has been happy lately. He admired an exceptional ARPG recently. He took joy in slaughter lately. He has been attacked by the dead recently.
Check out the Path of Exile wiki: http://en.pathofexilewiki.com
Last edited by UristMcDwarfy on Feb 16, 2012, 10:49:49 PM
Oh i'm disappointed, I thought it was written on the gem :(

Still, I believe this skill will be useless until they remove the cap and use the duration as a cap...
Build of the week #2 : http://tinyurl.com/ce75gf4
It would be nice if the skill worked with bows as well as melee weapons. In the short term it would enable interesting builds like an Exploding Arrow + AoF marauder. It would also make things easier for bow rangers and duelists. In the long term, new summons for those classes would subsume Dominating Blow.
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THe only change I see this skill need, is to allow more monsters controlled through passives.

"That's how you die properly, Sailor Boy.."
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jawsofhana wrote:
THe only change I see this skill need, is to allow more monsters controlled through passives.



No please, a passive which works only for one skill is just boring. The +1 zombie/spectre passive already sucks for that reason. They'll be forced to change this passives when new minion skill will come into the game. In my opinion, ultimately, all permanent minions (with no duration at all like zombies, spectre and probably more to come) should have a shared cap. Then some minions passives would raise this cap. Raising the cap for each minion indepently encourage to stack every possible minions, it's only 2 at the moment but it will get worse if this mechanic remains. It's not good design because there is no choice at all for the player. Whereas with a shared cap, players have to choose the minion (or the minion combination) that suits best their builds.

That said, I'm pretty sure GGG already know that, this temporary mechanic is probably due to some technical constraints, the ones that cause the multiple minion gems bug and the other minion bugs with instances.

I'm eager to see the upcoming minion remake, as I've always forbidden myself to play minions because they are so broken.

As for dominating blow, it doesn't need any other keystone, every minion keystones work with it (maybe not the minion explosion), as well as every minion support gems and other support gems like duration. I'll say it again, this skill would be interesting if only it hadn't a minion cap. I won't bother considering using it as long as there is one, and I'm sure I'm not the only one. I'd like to hear GGG on this matter, if there is a real reason for this cap to exist, I'd like to know it.
Build of the week #2 : http://tinyurl.com/ce75gf4
Last edited by zriL on Mar 14, 2012, 8:52:39 AM

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