Dominator PvE
From Requiem Wiki
Contents |
Usage
Single Target
- Rake Nail (5)
- Bloody Arrow (5)
- Both of the above are your main 1st attack skills. Use both for constant DoT.
- Relapse Wound (5)
- Lower your targets defense, to allow your Summons to do more damage.
AoE
- Blood Storm (5)
- Very good damage whether you have multiple targets or not.
- Blood Moon (3)
- Melee AoE.
- Melee AoE.
Control
- Shadow Binding (5)
- With Max DNA, this skill can stop a target in its tracks for 20 seconds, useful for keeping it away from you or your illusion, and holding in Blood Storm target area.
- With Max DNA, this skill can stop a target in its tracks for 20 seconds, useful for keeping it away from you or your illusion, and holding in Blood Storm target area.
Defensive Buffs
- Counterattack (5)
- Very useful defensive skill, with Offensive capabilities. Good protection when your Illusion has been killed.
- Soul Shield (5)
- Damage reduction is a must especially against Elite or Nightmare creatures.
- Invisibility (3)
- Evasion rate boost(%). Only castable on self. Can be moded with DNA.
- Evasion rate boost(%). Only castable on self. Can be moded with DNA.
- Blessing of Wind (Instead of Invisibility)
- Evasion rate boost (Stat value). Castable on any friendly. Many prefer this to Invisibility.
- Evasion rate boost (Stat value). Castable on any friendly. Many prefer this to Invisibility.
Summons
Use as your meat shield. Useless in PvP, but in PvE, its a must
- Summon Kazara (6)
Good melee attack damage. Use as you tank, or to pull in distant foes.
Ranged attack damage. One of the more troublesome Summons, but has high damage.
Magic attack damage. Gets to level 70 when maxed out.
Magic attack damage, plus will heal other Summons for a small amount when they drop below 50% health. Gets to level 70 when maxed out.
Supportive Skills
- Familiar Lesser Heal (1)
- Actually called Summoned Monster Lesser Heal, this skill allows you to restore a small amount of HP to a target summon. Very small.
Equipment Choices
Attributes and Reinforcement
INT
- Get this stat high, as it increase spell damage at 0.3 per point.
MND
- Try to increase this to a point where you can get into a big AoE, and still not have your MP deplete totally.
HP For & Against
- For - Many people say that casters dont need a lot of health cos they are in the back line. With solo PvE however, this usually isnt the case, so I would suggest to put as many HP reinforcements on as possible.
- Against - HP is not nearly as important for this caster because you should have at least 1 Summon leveled to be your personal tank. No, that doesn't mean you wont be hit, just that you aren't nearly as likely to be.
When you get beyond lv46, try to have the Lab CI-ID set for when high damage is the main objective. I also wear a Lab CC-ID set in most circumstances for the extra HP/Regen when solo.
Weapons
Staff
- Higher Damage, and higher MND stats. I am aiming to put 3% damage reinforcements on my staff, as at lv65+, this will be fairly impressive melee damage also.
Wand & Magic Shield
- Defense Bonus
- Generally higher INT stats.
- More space to add reinforcements/stat slots on gear itself.
Point Allocation
DNA
![]() | Swift Rake Nail |
![]() | Accuracy of Counterattack |
![]() | Strengthened Counterattack |
![]() | Strengthened Soul Shield |
![]() | Extended Shadow Binding |
AoE Alternate
![]() | Extended Shadow Binding |
![]() | Strengthened Curse Effect |
![]() | Strengthened Deadly Bomb |
and
![]() | Strengthened Soul Shield |
![]() | Strengthened Invisibility |
or
![]() | Accuracy of Counterattack |
![]() | Strengthened Counterattack |