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Vinceq99

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Posts posted by Vinceq99

  1. This game is city of AOE not city of snooze single target dmg. Mind is an old set and just doesn't compare to the other primaries on a dominator. When everyone is an incarnate level shifted with IOs mind doesn't offer anything more than what another primary can do when all you want to do is delete a spawn with your powers.

    You have blasters with the mentality of kill or be killed with nukes up every other spawn. You have scrapper and brutes able to decimate in melee, heck even tankers got a damage buff. Basically this game has gotten so much power creep that everyone wants to just aoe spawns instantly so putting a spawn to sleep in order for you to single target something down safely is something you'll never ever see teams following.

     

    So the best Dominators who can one shot cc a group to deny their alpha strike are the ones you want to play and match it with the secondaries that do the most damage.

     

    Plant , Dark, Earth all have very fast recharging and fast acting abilities to shut down a spawn so you can go about destroying them. 

     

    Fire has bonfire which is just broken by adding a simple IO to it. 

     

    Electric takes a multi prong approach with a pulsing sleep, chaining confuse and end drain. In essence elec will shut down a group in time but won't be so successful with completely denying attacks until some time passes.

     

    Gravity has wormhole but that takes eons to activate at 3 seconds or so. A blaster would have nuked that spawn dead before you even finished the ability. Gravity is only good as a controller because of the impact mechanic but as a dominator you have your assault secondaries that just make that advantage a wash. 

     

    Ice has no benefit in being a dominator over a controller. Arctic air after the proc rules are a pale comparison to the beast that it was when the purple proc used to go off more frequently thereby securing it's role as a top controller. Now it's in the bottom barrel like mind control. 

     

    Mind is a shadow of it's former self. Dark is the new kid in school who is cooler, edgier and better in control and damage. This set I wouldn't ever touch until control set gets their aoe holds unprunned .

     

    I just don't get the appeal of mind or ice when you have the big bad 3 of plant Dark and fire as a choice . 

  2. On 4/3/2020 at 6:18 PM, Ironscarlet said:

    This has been 9 months of perfecting and I don't think I can do any better for what the toon was made for so I believe its time to share the final build. The concept was a farmer that would have a wider play being not just good in farms but good in the entire game. You might have seen one of my builds on the Rad/Ice concept post but since then it has grown better. Avrg +4x8 farm time is 4-5 min mark. In perfect world/pulls you could probably get sub fours.

     

    What makes Spine/Ice so good is when you spend the money to IO it out you have soft cap def, 2 T9 save buttons, 40% DDR,100% slow resist. What matter most is the synergy in play with the slows for both spine and Ice it allow you to compensate for the lack of taunt and allows you to mow down opponents with endless crits. Yes 1/2 the time your in perma crit.  With Ripper having Critkal strike ATO it proc 2/3 allowing you to combo

     

    Ripper(3 sec Crit proc)----->Throw spines (cone crit)-------->Spine burst (aoe Crit)  total 3 sec combo

    Perfect rech after spine burst goes off ripper is recharged.

     

    While that combo going off you have 2 damage aura crit everywhere. There is more than damage coming from the 2 aura how about we add a little more control.

     

    So we talked about the slow synergy with the critical allowing no escape. What if we add another factor? 2 Knockdown proc one for each aura. This was the eurka moment I stumbled upon by accident. The old build was so good I never thought it could get better but one day when I was messing with proc and rotation I thought "I miss the old Fire/Ice tanks that would Ice patch & Burn." So I added the Knowdown IO in each damage aura. It cut my farm time by almost a min. Now besides the slow to help prevent escape they also get knockdown which takes more time for them to escape and with the massive dps coming from your aoe crits It so fast and fun.

     

    So what I ended up with was a farm scrapper running very good farm times but could run normal content at a higher range and quality than a spine/fire brute.

    Concept achieved.

     

    The build below is my final build you could change epic pools to almost any of them if you want. I run dark for shadow maul for the extreme def debuff times and snipe to mule a set but great for stragglers very balance play. I did run leviathan earlier but hibernate accumulated dust and water sprout scared mobs away. Fire would be the best to farm but again I wanted a well rounded character and soul mastery gave me the balance I needed to prevent cascading def failure.

     

     

      Reveal hidden contents

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Penitentes: Level 50 Natural Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Ice Armor
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Rchg/HoldProc(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17)
    Level 1: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(5), LucoftheG-Def/EndRdx(5)
    Level 2: Spine Burst -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(3), SprScrStr-Acc/Dmg/Rchg(7), SprScrStr-Dmg/Rchg(9), SprScrStr-Dmg/EndRdx/Rchg(9), SprScrStr-Acc/Dmg/EndRdx/Rchg(11)
    Level 4: Chilling Embrace -- EndRdx-I(A)
    Level 6: Build Up -- GssSynFr--Build%(A)
    Level 8: Assault -- EndRdx-I(A)
    Level 10: Wet Ice -- EndRdx-I(A)
    Level 12: Hoarfrost -- Ags-ResDam/EndRdx/Rchg(A), Prv-Heal(13), Ags-ResDam(13), Ags-ResDam/Rchg(23)
    Level 14: Impale -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(43), Thn-Dmg/EndRdx/Rchg(45), Thn-Acc/Dmg/EndRdx(46)
    Level 16: Glacial Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(37)
    Level 18: Quills -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(39)
    Level 20: Energy Absorption -- PrfShf-End%(A), PrfShf-EndMod(21), PrfShf-EndMod/Acc/Rchg(21), LucoftheG-Def/Rchg+(23), PrfShf-EndMod/Rchg(31), LucoftheG-Def(48)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(25), Ags-ResDam/Rchg(25)
    Level 26: Ripper -- SprCrtStr-Dmg/EndRdx/Rchg(A), SprCrtStr-Rchg/+50% Crit(27), SprCrtStr-Acc/Dmg/Rchg(27), SprCrtStr-Dmg/Rchg(31), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Acc/Dmg(40)
    Level 28: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29), UnbGrd-Max HP%(29)
    Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(45)
    Level 32: Throw Spines -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(33), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34)
    Level 35: Icicles -- OvrFrc-Dmg/End/Rech(A), OvrFrc-Acc/Dmg/End/Rech(37), OvrFrc-Acc/Dmg(40), OvrFrc-Dam/KB(46), OvrFrc-Acc/Dmg/End(48)
    Level 38: Icy Bastion -- Ags-ResDam/Rchg(A), Ags-ResDam/EndRdx/Rchg(39), Ags-Psi/Status(39)
    Level 41: Moonbeam -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/Rchg(43), SprWntBit-Rchg/SlowProc(46)
    Level 44: Shadow Meld -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(48)
    Level 47: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(50), Rct-ResDam%(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Critical Hit 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(36), NmnCnv-Regen/Rcvry+(37), Prv-Absorb%(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Acc(36)
    Level 50: Musculature Core Paragon 
    Level 50: Rebirth Radial Epiphany 
    Level 50: Assault Radial Embodiment 
    Level 50: Diamagnetic Radial Flawless Interface 
    Level 50: Cryonic Core Final Judgement 
    Level 50: Banished Pantheon Radial Superior Ally 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 0: Freedom Phalanx Reserve 
    Level 41: Experimental Injection 
    Level 1: Quick Form 
    ------------

     

     

     

    Wow what an excellent write up about your experience with this power set combo. Honestly this is why I love this damn game. Everyone can make a scrapper but there are infinite ways to make a unique scrapper.

     

    Anyways I'm going to take your build and load it up because after making stalkers I have now come to love the melee ATs. But I just didn't like the lack of aoe from stalker primaries.

  3. 26 minutes ago, underfyre said:

    Well then I guess I'll have to do some testing with it and see if it does or not unless you can point me to a thread that shows someone's work.

    Do your own work and you will see how this power behaves so differently. Summon carrior creepers with procs and then count every single proc you get on your combat log per spawn. You will see then which comes out ahead and which doesn't.

  4. 24 minutes ago, Frosticus said:

    This isn't how creepers function. 

    This is correct.

     

    When I said I tested this out I meant I painstakingly looked at combat logs and counted every proc in creepers. Until you do this on your own you aren't a true believer of carrior creepers. The math takes assumptions and it's not until you do this for yourself you will see how much the targeted aoe procs every few secs on carrion creepers

     

    My slotting for this power is one Ragnarok dmg+5 , 1 superior frozen blast A/D/R, one positron chance for energy, one javalon volley chance for lethal, one bombardment chance for fire, one annahilation chance for -res. 

     

  5. I would really love to see this. I play controllers and Dominators exclusively and having tried lots of combos and testing builds on live and on the beta server it's obvious PLANT and FIRE offer the best damage. But I'd like to see which is THE BEST.

     

    Plant has carrion creepers which are disgusting with dmg procs. But don't get fooled with any ole procs use only the TAOEs procs and impeded swiftness proc and you will see carrion creepers solo packs on its own. The strength of this power is propertional to mob density, with higher packs averaging the most vines to sprout. It's why Plant can solo the doors in BAFs with just carrion creepers doing a majority of the dmg before the mobs even step out. Roots does 2x more dmg than all other roots and ofcourse seeds is just nutty.

     

    Fire obviously has its own damage aura with hot feet. Bonfire also does great damage over time along with being good CC to open on every spawn. Procs unfortunately don't work to well here since toggles get such a penalty to fire them.

     

  6. 33 minutes ago, TheSpiritFox said:

    Disagree with demons being best with thermal. Thermals heal is single target, it leaves you struggling in harder content to heal enough. Nature is a better pairing. Give you the resist you need, but also gives you all the heals you need to keep them alive in content while bringing solid debuffs to the table and the toggle hold aura is solid as fuck. 

     

    I love bots, I do, but they really aren't the soloing beasts they need to be. 

     

    For pure solo action I recommend demons/nature and thugs/time. I have one of each and even before incarnates both are tanky as fuck while doing great damage. Demons/nature is easier to solo, your shit will die less. I think thugs/time solos faster though especially after incarnates. 

    Umm thermal has an aoe heal too. But like I said I've played lots of MMs and also have an incarnate demons/nature. Nature is just as overbloated as time since it's one of the newer sets. However if you utilize the aoe hold it leaves you in the center of a pack of mobs and because demons are bulkier pets that also have alot of aoe cone attacks they tend to disperse in a surrounding manner around you. So at times when you need to heal alot of them you can miss one because of having to aim the heal. That's irksome to me since resists doesn't stop dmg it just mitigates it. So if you want to slow down your mobs dmg you gotta be in the thick of things with your aoe hold waiting for it to hold them. Then as I said your demons start "crowding" around you and the mobs and because they are some fat ass hefers they tend to social distance and spread out more than the other pets. 

     

    Thus I still think dark is the best pairing for demons. Adding all those -tohit debuffs and the fear means very little damage comes through to your pets. Then on top of that with all the resists they have the dmg they receive is low so it's not stressful to heal them right there and then. Tar patch keeps mobs "lock down" and with intuition alpha tier 4 you get a very respectable stacking of slows with the tar patch and your demons prince. Mobs just stay put and melt while trying to hit you and your pets effectively blind. 

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  7. If you want to be a steamroller then 2 primaries that are just a notch above others. Thugs and demons. Some say bots are good but honestly that's because the assault bot carries the set and the rest of the minions are underperforming. 

     

    Of the secondaries time is also a notch above the others. Yes we can make arguments and builds for others but no other set has everything you need to solo and melt mobs. Capped defense -tohit -dmg heals recharge buffs +dmg and -res. Yeah it doesn't have alot of -regen for AVs but you can easily purchase envenomed daggers to stack with your own -regen. 

     

    Demons are best with thermal. You get high resists to pets, aoe heals, and -res and debuffs to melt AVs. But from play testing dark performs amazingly with demons. Demons have innate high resists and dark just has so much debuffs that it's effective +def assuming you get your fearsome stare and darkest night on a majority of the mobs. That layered defense really keeps your pets safe as they stack -res on -res to melt mobs. 

     

    So my 2 cents after making tons and tons of MMs thugs/times just feels so strong. My thugs/time has 240% global recharge with the Chrono shift buff. 45% def to melee and 45 to range. My pets are all def capped with extra and they all have the unique IOs so they have 35% resistance too. 

     

    Now to the negatives of MMs. It's alot of babysitting. A patch or 2 ago they removed the behavior of your pets moving so when they are threatened or under a dmg patch they still stay put. Now it seems to be reverted and they run to the high hills still which can be really annoying. Another thing is that because the minions are under leveled they are subject to level penalties when fighting +4 enemies. You can circumvent this by fighting incarnate level content because then your supremacy buffs their levels to your max level as well. Just be aware of course that those mobs are generally tougher. 

     

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