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 Mino Doomsayer experiment

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Will this build work for pvp?
Yes
Mino Doomsayer experiment I_vote_lcap0%Mino Doomsayer experiment I_vote_rcap
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No
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 0% [ 0 ]
Maybe
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 100% [ 3 ]
Who cares?
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Total Votes : 3
 

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Mino Doomsayer experiment Empty
PostSubject: Mino Doomsayer experiment   Mino Doomsayer experiment EmptyTue Jan 06, 2009 4:32 am

I was looking at the different classes, and found the doomsayer, and saw it was the only caster available for the melee focused Minotaur. I thought that it was a shame that the mino/doomsayer builds I could find all focused on casting since this leaves out the bread and butter of the minotaur.

Anyway, I have not build this yet, I just made a rough template. Let me know if you think it is viable.
It is not complete but the general idea should be clear.

Adjust all stats down 5, so you get the idea of your points yada-yada...
Lucky is a must, but other than that take whatever starting runes you prefer, but I would focus on dex since con is allready high, and there are plenty in game to get it higher. Dump what is left into con.

In game, take at least Blood Horn discipline.

Skills:
Toughness 90 trains
Light Armor 90 trains
Hammer 90 trains
Hammer Mastery 90 trains
Block 90 trains
Corruption take it to 62% minimum.

Powers
Unleash Blight 8 (Health DD)
Vel'khev's Kiss 8 (Mana DD)
Blood Hooves 1 (Extra Sprint from Blood Horn)
Blood Roar 1(Grounds Flyers from Blood Horn)
(If you take corruption to 78 take these)
Leech of souls 1 (Mana regen debuff)
Blight of Throol 1 (Health regen debuff)


GM the following
Unleash the Taint (Health drain over time)
Sign of Vel'khev (Mana drain over time)
Sign of Gellegur (Personal dispell debuff)
Glimpse of the Pit (Blind)
50 con, dex and str buff if point allow


Suggested stats:
Int 60
Con max
Dex max
rest into str.

I have NO idea if this could work. Obviously vulnerable to fast chars, but it will have alot of HP, def should be decent. You can drain mana and health, take flyers to the ground, sprint twice, blind high def targets. You get a Blood Horn bleed that lasts over a minute. You get whatever powers come with your hammer. With a conc and a str buff you should have enough str to hurt since you have a high base str allready

For jewelry, I would focus on Con or Dex. Whatever you think is lacking.

I think that in O-Stance you should be ok defvise, especially if you have trains left for any of the def buffs you get:
Healer-Doomsayer ( Granted Rank: Adept( 15 ))
o Defense Penalty: -15%
o Damage Dealt\Healing Given From Spells/Powers: + 30%

Will it work?
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