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mbre2006

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Posts posted by mbre2006

  1. I honestly hate /rad on a dom so much I just made a corr. But both would pair really well with rad. I mean as a dom you really can't go bad with fire or earth as primarys when synergizing with other secondary unless you're doing it for a concept thing. 

    • Like 5
  2. 9 hours ago, Nemitri2 said:

    Also would love to see attack sets that are either entirely melee or ranged, I dislike this wishy-washy approach, for example Mind/Psi has a weird mix of powers that reward you for being at long range, then there are  powers that are up close such as drain psyche and psychic shockwave!

    You can just skip them. How many attacks do you need in your rotation?

  3. It's my favorite dom. And that guide above is outdated I wouldn't even bother using it.

     

    Doms at this point in the game can do just about anything depending on your build/playstyle. You can actually make a good tank dom (Although tanking is a tank's job) You can make a good dps or range build. Or you can sit back and do crowd control. Really there are no limits to what a dom can do at this point. 

     

    As far as Triple Ice, you have everything you need with the three sets. You have powers that compliment you either range or melee. And Jack does nicely on his own. With my Ice dom I usually stay range distance and also rotate AOE attacks since Jack loves to pull up on your foes. But when it comes to teams and everyone wanting to blitz through everything I sitback and play crowd control and keep enemies held or immob. Truthfully speaking you're not going to out DPS a Corr or Blast. Doesn't mean you shouldn't build for dps, just something to keep in mind.

     

    I can post my ice build but honestly it's gonna be one of those things where ymmv.  But this topic has been discussed before.

     

     

  4. On 2/14/2021 at 7:08 PM, Vulpoid said:

    What is people's strategy with Flash Freeze?
    How do you like to use it?

    I honestly only take that just to slot it with FH five slots. On a team your group will kill too fast before the effects are even beneficial. Solo, it just pisses Jack off. He doesn't like his victims asleep as he murders them.

    • Thanks 1
  5. Man for the dom AT sets I always always always frakenslot those. 32% boost to most your abilities? I'll take that. Although the downside to that is if you're a permadom none of that matters anyway lol. 

     

    As for the proc as most ppl said i put it in the aoe immob.

  6. On 2/9/2021 at 10:29 AM, Coyote said:

     

    Counterproductive to what? Gaining Exp and Inf?

    If the goal of the game is to score higher Exp and Inf, then there are far better ways than fighting AVs, as a team or solo. Like Radio Missions, or DA repeatable missions.

    If the goal of the game is to face and defeat challenges, fighting AVs is a lot better than fighting poor Council in Radio Missions.

     

    On 2/9/2021 at 1:21 PM, Frosticus said:

    I think the purpose is because AVs and GMs represent the big named opponents. It's ultimately a super hero game, so topping out at arresting common thugs is fine for some characters, but falls short of what other characters want to achieve. 

     

    At the end of the day I personally RP very lightly, but I imagine some of my characters as the one that they call when a major threat is detected. Some of my characters are more in the background of such fights. Some don't show up at all haha.

     

    As far as rewards go? Fire farms eclipse all if that is one's primary motivation. 

    I honestly think that's what the architect missions is for. You would gain a far better immersion feeling than in the "open world" aspect. But again I both think you understand where I'm coming from as well as I understand your points. The game was definitely not designed to make soloing Capped AVs and GMs an accomplishable feat. but same thing could be said about completing SF/TF so fast as that was meant to be something that would take days to get through. Yet here we are speedrunning Dr Q like it's nothing. 

  7. On 1/8/2021 at 6:11 AM, Clave Dark 5 said:

    Thanks everyone for your input.  I ended up creating a Grav/Energy, because I wanted to throw forklifts at people, amongst other things.  At 20th so far, she plays indeed a lot like a blaster (based on what powers I've chosen so far), which is easy peasy-playing (so much so, I haven't leveled a blaster past 20, too dull overall).  Now that I'm starting to get near the exciting Grav powers, this "feel" should change.

     

    Dark was a very close second, so maybe I'll go for that one one next.  Or Plant; never played a Plant.

    Grav/Nrgy is a very fun build. Until you realize you are actually the pet summon for signy as singy will outclass your mez at every turn. And really doesn't need you outside of being it's damage absorption shield. Seriously one of the best pets in the game outside of PA and pals.

    • Like 1
  8. On 1/22/2021 at 12:37 PM, Tacheyon said:

    I have started up my own Ice/Ice/Ice Dom and getting near 50 so was looking at doing a respec and reading up on others peoples builds.  I was wondering why people were skipping the melee attacks?  I have been finding them pretty good.  Or is it better to stay at range with this powerset?

    I skip it because Jack loves to stay in Melee range. and who am I to take that from him? But yea, Jack really does love his melee attacks so adds more survivability to me to stay range and let him absorb the aggro. Which in most cases he won't because by the time he draws ire, the mob would be frozen. 

  9. I would image trying to solo a Gm would take quite a bit of time. Is that even worth it? What would be the purpose of building AV/GM killers singlehandedly? I mean from a numbers standpoint congratulations, but it ultimately has no payoff outside of that. To each their own and all but seems kind of pointless.  It's like watching that video of that person spending so much time soloing a pylon when you can get 4 or 5 people and do it in less than 2 minutes. Good luck either way. Don't want to come off as negative but it just seems counterproductive.

    • Like 1
  10. 2 hours ago, oedipus_tex said:

    Before the proc changes, Contagious Confusion in Arctic Air was pretty effective. It's taken a hard nerf since those days tho.

    This is very much true but luckily the confuse once enhanced with Dom it's on point. When the proc goes off it's even better. Especially when fighting an AV. 

  11. 9 hours ago, Pyrul said:

    Cheers for that! I'll have a thorough look when I'm home (I'm a shift worker). Also thank you @oedipus_tex and @Toxis for your inputs and builds! Peoples takes on the sets are quite unique and that's what I love about this game 🙂

     

    One thought has come to mind during all this...and that is how set defining is Artic Air? Is it truly necessary? has anyone built an Ice/ troller or dom without it? I mean without it you could make a purely ranged build no? either use /Energy or /Fire...but then I guess the argument would be if that's the case then why not simply use Mind/. Without AA Ice/ looks similar to Earth/ just minus the versatility ie Quicksand and the AOE hold is ranged compared to PBAOE. 

    I don't know I'm just spitballing and or/tired after work lol.

    In Artic Air you can put confuse prcs in it. Or partial sets to frankenslot. I would not skip AA for anything. I would skip ice slick for AA,

  12. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Natural Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Energy Assault
    Power Pool: Presence
    Power Pool: Force of Will
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Crush

    • (A) Superior Ascendency of the Dominator - Accuracy/Control Duration
    • (3) Superior Ascendency of the Dominator - Control Duration/Recharge
    • (3) Superior Ascendency of the Dominator - Endurance/Recharge
    • (5) Superior Dominating Grasp - Accuracy/Control Duration
    • (5) Superior Dominating Grasp - Control Duration/RechargeTime

    Level 1: Power Bolt

    • (A) Decimation - Accuracy/Damage
    • (7) Decimation - Damage/Endurance
    • (7) Decimation - Damage/Recharge
    • (9) Decimation - Accuracy/Endurance/Recharge
    • (9) Decimation - Accuracy/Damage/Recharge

    Level 2: Gravity Distortion

    • (A) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance
    • (11) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance/Recharge
    • (11) Superior Ascendency of the Dominator - Recharge/Chance for +Damage
    • (13) Superior Dominating Grasp - Endurance/RechargeTime
    • (13) Superior Dominating Grasp - Accuracy/Control Duration/Endurance

    Level 4: Pacify

    • (A) Empty

    Level 6: Mighty Leap

    • (A) Jumping IO

    Level 8: Crushing Field

    • (A) Overwhelming Force - Accuracy/Damage
    • (15) Overwhelming Force - Accuracy/Damage/Endurance
    • (17) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
    • (17) Superior Dominating Grasp - Accuracy/Control Duration/Endurance/RechargeTime
    • (19) Superior Dominating Grasp - RechargeTime/Fiery Orb

    Level 10: Power Blast

    • (A) Decimation - Accuracy/Damage
    • (19) Decimation - Damage/Endurance
    • (21) Decimation - Accuracy/Endurance/Recharge
    • (21) Decimation - Accuracy/Damage/Recharge
    • (23) Decimation - Damage/Recharge

    Level 12: Weaken Resolve

    • (A) Empty

    Level 14: Intimidate

    • (A) Empty

    Level 16: Unrelenting

    • (A) Preventive Medicine - Heal
    • (23) Preventive Medicine - Heal/Endurance
    • (25) Preventive Medicine - Endurance/RechargeTime
    • (25) Preventive Medicine - Heal/RechargeTime
    • (27) Preventive Medicine - Heal/RechargeTime/Endurance
    • (27) Preventive Medicine - Chance for +Absorb

    Level 18: Gravity Distortion Field

    • (A) Unbreakable Constraint - Hold
    • (29) Unbreakable Constraint - Hold/Recharge
    • (29) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (31) Unbreakable Constraint - Accuracy/Recharge
    • (31) Unbreakable Constraint - Endurance/Hold

    Level 20: Unleash Potential

    • (A) Reactive Defenses - Defense
    • (31) Reactive Defenses - Defense/Endurance
    • (33) Reactive Defenses - Endurance/RechargeTime
    • (33) Reactive Defenses - Defense/RechargeTime
    • (33) Reactive Defenses - Defense/Endurance/RechargeTime
    • (34) Reactive Defenses - Scaling Resist Damage

    Level 22: Boxing

    • (A) Empty

    Level 24: Tough

    • (A) Unbreakable Guard - +Max HP
    • (34) Unbreakable Guard - Resistance
    • (34) Unbreakable Guard - Resistance/Endurance
    • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 26: Wormhole

    • (A) Absolute Amazement - Stun
    • (36) Absolute Amazement - Accuracy/Stun/Recharge
    • (36) Absolute Amazement - Accuracy/Recharge
    • (37) Absolute Amazement - Endurance/Stun
    • (37) Absolute Amazement - Chance for ToHit Debuff

    Level 28: Total Focus

    • (A) Hecatomb - Damage
    • (37) Hecatomb - Accuracy/Damage/Recharge
    • (39) Hecatomb - Accuracy/Recharge
    • (39) Hecatomb - Damage/Endurance
    • (39) Hecatomb - Chance of Damage(Negative)

    Level 30: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (40) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Defense/Endurance
    • (40) Shield Wall - Defense/Endurance
    • (42) Shield Wall - Defense
    • (42) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 32: Singularity

    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (42) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (43) Expedient Reinforcement - Accuracy/Damage
    • (43) Expedient Reinforcement - Resist Bonus Aura for Pets

    Level 35: Hasten

    • (A) Recharge Reduction IO
    • (43) Recharge Reduction IO

    Level 38: Power Burst

    • (A) Apocalypse - Damage
    • (45) Apocalypse - Accuracy/Damage/Recharge
    • (45) Apocalypse - Accuracy/Recharge
    • (45) Apocalypse - Damage/Endurance
    • (46) Apocalypse - Chance of Damage(Negative)

    Level 41: Link Minds

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (46) Red Fortune - Defense/Endurance
    • (46) Red Fortune - Defense/Recharge
    • (48) Red Fortune - Endurance/Recharge
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (48) Red Fortune - Defense

    Level 44: Indomitable Will

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 47: Mind Over Body

    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (50) Aegis - Psionic/Status Resistance
    • (50) Impervium Armor - Psionic Resistance
    • (50) Steadfast Protection - Resistance/+Def 3%

    Level 49: Power Up

    • (A) Empty

    Level 1: Brawl

    • (A) Empty

    Level 1: Domination 


    Level 1: Quick Form 
    Level 1: Prestige Power Dash

    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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  13. I have an Ice/Ice dom and a Gav/EM dom. Depending on your playstyle I can share. Both my builds are range however I do use a melee with Grav/EM

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Icy Assault
    Power Pool: Force of Will
    Power Pool: Speed
    Power Pool: Presence
    Power Pool: Flight
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Block of Ice

    • (A) Superior Ascendency of the Dominator - Recharge/Chance for +Damage
    • (3) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance/Recharge
    • (3) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance
    • (5) Superior Dominating Grasp - Accuracy/Control Duration
    • (5) Superior Dominating Grasp - Control Duration/RechargeTime

    Level 1: Ice Bolt

    • (A) Decimation - Accuracy/Damage
    • (7) Decimation - Damage/Endurance
    • (7) Decimation - Damage/Recharge
    • (9) Decimation - Accuracy/Endurance/Recharge
    • (9) Decimation - Accuracy/Damage/Recharge

    Level 2: Frostbite

    • (A) Superior Ascendency of the Dominator - Accuracy/Control Duration
    • (11) Superior Ascendency of the Dominator - Control Duration/Recharge
    • (11) Superior Ascendency of the Dominator - Endurance/Recharge
    • (13) Superior Dominating Grasp - Accuracy/Control Duration/Endurance/RechargeTime
    • (13) Superior Dominating Grasp - RechargeTime/Fiery Orb

    Level 4: Mighty Leap

    • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range

    Level 6: Arctic Air

    • (A) Malaise's Illusions - Accuracy/Recharge
    • (15) Malaise's Illusions - Endurance/Confused
    • (17) Malaise's Illusions - Chance of Damage(Psionic)
    • (17) Superior Dominating Grasp - Endurance/RechargeTime
    • (19) Superior Dominating Grasp - Accuracy/Control Duration/Endurance

    Level 8: Project Will

    • (A) Empty

    Level 10: Ice Blast

    • (A) Decimation - Accuracy/Damage
    • (19) Decimation - Damage/Endurance
    • (21) Decimation - Accuracy/Endurance/Recharge
    • (21) Decimation - Accuracy/Damage/Recharge
    • (23) Decimation - Chance of Build Up

    Level 12: Hasten

    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO

    Level 14: Provoke

    • (A) Empty

    Level 16: Intimidate

    • (A) Empty

    Level 18: Flash Freeze

    • (A) Fortunata Hypnosis - Sleep
    • (25) Fortunata Hypnosis - Sleep/Recharge
    • (25) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (27) Fortunata Hypnosis - Accuracy/Recharge
    • (27) Fortunata Hypnosis - Sleep/Endurance

    Level 20: Unleash Potential

    • (A) Reactive Defenses - Defense
    • (29) Reactive Defenses - Defense/Endurance
    • (29) Reactive Defenses - Endurance/RechargeTime
    • (31) Reactive Defenses - Defense/RechargeTime
    • (31) Reactive Defenses - Defense/Endurance/RechargeTime
    • (31) Reactive Defenses - Scaling Resist Damage

    Level 22: Unrelenting

    • (A) Preventive Medicine - Heal
    • (33) Preventive Medicine - Heal/Endurance
    • (33) Preventive Medicine - Endurance/RechargeTime
    • (33) Preventive Medicine - Heal/RechargeTime
    • (34) Preventive Medicine - Heal/RechargeTime/Endurance
    • (34) Preventive Medicine - Chance for +Absorb

    Level 24: Power Up

    • (A) Recharge Reduction IO

    Level 26: Glacier

    • (A) Unbreakable Constraint - Hold
    • (34) Unbreakable Constraint - Hold/Recharge
    • (36) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (36) Unbreakable Constraint - Accuracy/Recharge
    • (36) Unbreakable Constraint - Endurance/Hold

    Level 28: Chilling Embrace

    • (A) Armageddon - Damage
    • (37) Armageddon - Accuracy/Damage/Recharge
    • (37) Armageddon - Accuracy/Recharge
    • (37) Armageddon - Damage/Endurance
    • (39) Armageddon - Chance for Fire Damage

    Level 30: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 32: Jack Frost

    • (A) Expedient Reinforcement - Accuracy/Damage
    • (39) Expedient Reinforcement - Damage/Endurance
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (40) Expedient Reinforcement - Resist Bonus Aura for Pets

    Level 35: Sleet

    • (A) Positron's Blast - Chance of Damage(Energy)
    • (40) Annihilation - Chance for Res Debuff
    • (40) Touch of Lady Grey - Chance for Negative Damage
    • (42) Achilles' Heel - Chance for Res Debuff

    Level 38: Bitter Ice Blast

    • (A) Apocalypse - Damage
    • (42) Apocalypse - Accuracy/Damage/Recharge
    • (42) Apocalypse - Accuracy/Recharge
    • (43) Apocalypse - Damage/Endurance
    • (43) Apocalypse - Chance of Damage(Negative)

    Level 41: Hoarfrost

    • (A) Unbreakable Guard - +Max HP
    • (43) Gladiator's Armor - TP Protection +3% Def (All)
    • (45) Aegis - Psionic/Status Resistance
    • (45) Steadfast Protection - Resistance/+Def 3%
    • (45) Impervious Skin - Status Resistance

    Level 44: Ice Storm

    • (A) Ragnarok - Damage
    • (46) Ragnarok - Damage/Recharge
    • (46) Ragnarok - Accuracy/Damage/Recharge
    • (46) Ragnarok - Accuracy/Recharge
    • (48) Ragnarok - Damage/Endurance

    Level 47: Frozen Armor

    • (A) Red Fortune - Defense/Endurance
    • (48) Red Fortune - Defense/Recharge
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (50) Red Fortune - Defense
    • (50) Red Fortune - Endurance
    • (50) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 49: Hibernate

    • (A) Recharge Reduction IO

    Level 1: Brawl

    • (A) Empty

    Level 1: Domination 


    Level 1: Quick Form 
    Level 1: Prestige Power Dash

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  14. I use hoarfrost as following:

     

    Five resist procs can go in there.

     

    Use it alongside Unrelenting and Unleash potential. 

     

    Hoarfrost has a 120 minute duration and with my build a 186 recharge. So mine is down for like 26 secs which I can reduce even further with incarnates. I really guess how your play style is. Those three powers and I can tank alpha strikes with ease. 

    • Like 1
  15. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Icy Assault
    Power Pool: Force of Will
    Power Pool: Speed
    Power Pool: Presence
    Power Pool: Flight
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Block of Ice -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(3), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(5), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(5)
    Level 1: Ice Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Acc/Dmg/Rchg(9)
    Level 2: Frostbite -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), SprAscoft-EndRdx/Rchg(11), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(13), SprDmnGrs-Rchg/Fiery Orb(13)
    Level 4: Mighty Leap -- WntGif-RunSpd/Jump/Fly/Rng(A)
    Level 6: Arctic Air -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(15), MlsIll-Dam%(17), SprDmnGrs-EndRdx/Rchg(17), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19)
    Level 8: Project Will -- Empty(A)
    Level 10: Ice Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(19), Dcm-Acc/EndRdx/Rchg(21), Dcm-Acc/Dmg/Rchg(21), Dcm-Build%(23)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 14: Provoke -- Empty(A)
    Level 16: Intimidate -- Empty(A)
    Level 18: Flash Freeze -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(25), FrtHyp-Acc/Sleep/Rchg(25), FrtHyp-Acc/Rchg(27), FrtHyp-Sleep/EndRdx(27)
    Level 20: Unleash Potential -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31)
    Level 22: Unrelenting -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34)
    Level 24: Power Up -- RechRdx-I(A)
    Level 26: Glacier -- UnbCns-Hold(A), UnbCns-Hold/Rchg(34), UnbCns-Acc/Hold/Rchg(36), UnbCns-Acc/Rchg(36), UnbCns-EndRdx/Hold(36)
    Level 28: Chilling Embrace -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39)
    Level 30: Hover -- LucoftheG-Def/Rchg+(A)
    Level 32: Jack Frost -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-+Res(Pets)(40)
    Level 35: Sleet -- PstBls-Dam%(A), Ann-ResDeb%(40), TchofLadG-%Dam(40), AchHee-ResDeb%(42)
    Level 38: Bitter Ice Blast -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(43), Apc-Dam%(43)
    Level 41: Hoarfrost -- UnbGrd-Max HP%(A), GldArm-3defTpProc(43), Ags-Psi/Status(45), StdPrt-ResDam/Def+(45), ImpSki-Status(45)
    Level 44: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(48)
    Level 47: Frozen Armor -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(48), RedFrt-Def/EndRdx/Rchg(48), RedFrt-Def(50), RedFrt-EndRdx(50), LucoftheG-Def/Rchg+(50)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination 
    Level 1: Quick Form 
    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 -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    ------------
    ------------
    Set Bonus Totals:

    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 4.5% Max End
    • 20% Enhancement(Stunned)
    • 22% Enhancement(Terrorized)
    • 106.3% Enhancement(RechargeTime)
    • 40% Enhancement(Immobilized)
    • 40% Enhancement(Sleep)
    • 60% Enhancement(Accuracy)
    • 20% Enhancement(Held)
    • 22.5% Enhancement(Confused)
    • 7.5% Enhancement(Max EnduranceDiscount)
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 167.9 HP (16.51%) HitPoints
    • MezResist(Confused) 76.25%
    • MezResist(Held) 76.25%
    • MezResist(Immobilized) 76.25%
    • MezResist(Sleep) 76.25%
    • MezResist(Stunned) 76.25%
    • MezResist(Terrorized) 76.25%
    • MezResist(Teleport) 100% (20% chance)
    • 18.5% (0.31 End/sec) Recovery
    • 16% (0.68 HP/sec) Regeneration
    • 18.25% Resistance(Smashing)
    • 18.25% Resistance(Lethal)
    • 44.5% Resistance(Fire)
    • 44.5% Resistance(Cold)
    • 17.5% Resistance(Energy)
    • 17.5% Resistance(Negative)
    • 13% Resistance(Toxic)
    • 18% Resistance(Psionic)

    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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    |-------------------------------------------------------------------|

  16. For me on the Ice/? primary I skipped the single target immob, shiver, an ice slick. I know people gonna ask why skip ice slick its a powerful knockdown. Its because I took Sleet and it has knockdown in it and has the same recharge. Plus you can proc sleet with damage IOs where as ice slick you can not. 

     

    On the ?/Ice side I took all the range attacks and power up and chilling embrace. 

     

     

  17. 21 hours ago, JnEricsonx said:

    So you used Stone Spears? 

    I love stone spears because you can juggle it with hurl boulder and it does double kb/kd depending on how you proc it. Plus it fires off really fast and has good range. 

     

    As far as what powers you can skip? I skipped the last two. Just didn't fit my play style.

  18. Maybe it's people's builds that determine if Ice is weak however I can't see it. I have grav/, ice/ and earth/ doms i use mainly and I honestly never see my ice/ dom under performing. Slows, aoes, holds, is really all you need. Plus a perma kd which you can leave it 1 slotted. And an aoe confuse. I can literally go in melee range and still hold my own. Jack does an amazing job doing dam first and focusing on holds and immobs later.  /Rad for me range wise seems like it lacks damage. Melee on the other hand it looks great. If I would to use the two I would make a melee build which is very doable with Ice/ since your pet Jack loves to stay in melee range anyway. 

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