e.g. cc spells like mass hold, disco ball, irresistible dance, etc ? Or is using extend for these spells pointless, since mobs in epics will break the cc spells quicker in this mode ?
e.g. cc spells like mass hold, disco ball, irresistible dance, etc ? Or is using extend for these spells pointless, since mobs in epics will break the cc spells quicker in this mode ?
Last edited by griffin_230; 11-28-2010 at 10:29 PM.
discoball can force fresh saves if you bring them back in, irresistible dance doesn't give additional saves, web can force fresh saves as well. mass hold depends on your save DCs and your DPS, but probably not needed.
It's definitely better for the two dance spells you mentioned.
Mass Hold it makes little difference (as mobs get repeated saves, everything makes a save or dies before the actual duration of the spell expires).
Suggestion effects it makes a big difference.
Oh and Haste. It helps Haste too.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
you should take Extend, period.
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Yeah, I know the value of extend on spells like rage, haste, firewalls, waves of exhaustion etc. on epics
I was curious about extend on CC spells on epic, because epic mobs are supposed to shake off charm spells more quickly than non-epic mobs, so I began wondering if extend was actually useful for other CC spells (non-charm CC) like mass hold, irresistible dance, disco ball if the epic mobs were likely to break free before the extended duration.
yes, always take extend. usual meta's you want to have: maximize, extend, quicken, empower, and heighten
extend would be best for irresistible dance and web and maybe fts if they fail save as well as discoball. mass hold it's wasted on because it will last about 2 minutes without extend and they will probably save out of it
Last edited by articwarrior; 11-29-2010 at 02:06 AM.
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as i pointed out with discoball and web, if they make the save and leave, you can simply lead them back into the area (or have two running at once, and run between them to get things to fail their save, etc)
also, an extended dancing sphere is probably a bit excessive most of the time... usually, unextended will be long enough since you'll be leaving the area. but in some quests, you need to bring the enemies to the sphere over and over. for example, in epic devil assault, you can place them in front of each portal. in this specific instance, you will *definitely* want extend, because it's a stamina run pretty much. that said, it's not that much of a cost increase, and if you expect to be mixing and matching your CC, i'd keep it on.
web is a much shorter duration to begin with, and casts quickly. if you plan on using web a lot, i'd extend it. 30 seconds isn't much time if you've got a lot of stuff webbed to kill them all off... i could easily see you being in the same area to make further use of the web after 30 seconds.
suggestion and mass suggestion don't allow additional saves. extending it gives you a longer time between needing to make the save. the benefits should be fairly obvious. same with irresistible dance; they don't get any saves, so extending it just keeps them dancing for twice as long.
Assuming a wizard has the capstone and gloves of the glacier, extending a spell costs just 7sp. That's basic sp conservation, probably doesnt matter in easy epics like von1, but in epic chrono or DA I keep it on all the time. Constant holds without having to use pots make epic DA runs as short as 34 minutes.
well, like i said, it depends on situation. i doubt you need extended mass holds in either of those quests (though it's cheap enough not to bother taking it off if you are going to throw mass hold), but extended dancing sphere as a persistent effect that can continue working is invaluable. extended web is almost always a good idea by the time you get to epics as well, imo.