Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


oedipus_tex last won the day on November 16 2019

oedipus_tex had the most liked content!

Community Reputation

650 Excellent
  1. That's a good description of the fun side of Savage. Let me see if I can do justice for /Psi. Psi can allow you to increase mission difficulty because it matters less when your controls miss a target. Thus it allows you to unleash AoEs and controls with freedom you wouldn't normally have. On paper, Psi does less damage than other sets. But in practice, it is very competitive because it is safe for you to be that close to an enemy without dying. Dominators have some of the lowest scale values of any archetype for self Defense, Resistance, or Healing. With Drain Psyche you can blow past the heal limits and any armors you do have are magnified in usefuless. In particular, the late game is dominated by a choice among 4 Destiny powers. One provides healing, one recharge/endurance, one defense/resist, and one mezz protection. You've got healing and endurance covered. So you can take the defense/resist option, which combined with your Regen providing in the neighborhood of 35 HP/second and capped recovery lets you keep upright long after other Dominators or even many other archetypes drop. Note it's a very specific playstyle, a bit reminiscent of Kinetics--running to the next group for your HP/Recovery fix. But it's very effective, hence the reputation of this set. It allows you to survive some insanely chaotic battles and focus on unleashing total screenshaking, enemy flinging havoc, like a proper superhero. If I had to pick one Assault set that can run difficult content and emerge alive, it would be Psi.
  2. /Psi doesn't really start to diverge until you get a bit of Recharge going. The closer Drain Psyche gets to perma, the less downtime you'll have. Eventually it will be up for most fights and at that point, around the same time you're perma-dom, you discover why Psi is so highly praised. With Savage, it really unlocks at level and 35 and 38 with the two best powers in that set. They more or less define how that set plays. With Kinetics, same story. It unlocks at 38 with Fulcrum Shift and doesn't really get going until very late, around lvl 45.
  3. I agree that Electric Control gets shortchanged. Synaptic Overload should Dominate based on it having an identical recharge to Seeds of Confusion, but doesn't on the technical reason that it summons psuedopets. Thus the first target is Dominated and others are not. IMO fixing this and Arctic Air in Ice should be top priorities, because it holds both sets back.
  4. Although I am not sure and am basing this on nothing, I'm tempted to guess it would work well in Volcanic Gasses for the same reason procs work so well in Carrion Creepers. I have not tested it to see and could be dead wrong.
  5. If I had to describe the difference between late game IOed /Psi vs /Savage, I'd say that I trust Psi to do better at tanking through difficult scenarios and survive, and Savage to be able to run missions at around +2 x 4 cleanly and faster than many Psi builds. Both good at their respective strengths. I do wish Savage's self heal was stronger, but at least it gets one. /Psi benefits from the fact that Drain Psyche was supposed to be a panic button you only used occasionally. IOs and incarnate powers have made it something you can run (almost) all the time. The Regen it provides is absurd. I won't call it overpowered because I feel like some of the other Assault sets should provide survivability closer to it, even if not at that extreme. What I like about both of these sets though is they legit have reasons to be in melee. Psi because Drain Psyche legit provides rewards for it, Savage because it can get there quickly when it needs to and then with its heal recover for the next battle. I wish more of the Dominator sets provided reasons to engage enemies so directly.
  6. Here's an example of a Plant/Kin Controller build that I am quite proud of. I spent too much time I will never get back piecing it together. It's a bit like a house of cards where removing any piece of it makes it fall apart, but here's the idea: 40% S/L Defense, 39.6% Ranged, 38.7% Melee (wish this was slightly higher). 70% S/L Resist The above values stack with Destiny: Barrier to essentially soft cap to S/L/Ran and verrry close to soft cap Melee defense, while soft capping S/L resists Mezz protection and +50% defense to Psi from Indom Will Very nearly perma... made perma by spamming Siphon Speed and the proc in Psionic Tornado Alpha slot (Nerve core), combined with Tactics, combined with Kismet allows short changing accuracy in a number of powers (e.g. Transfusion) and proc powers without worrying too much about accuracy Also boosts Defense and Hold duration Spring Attack is there both for extra AoE damage and mobility and to have a place to slot a PBAoE set. Anyway, I'm just showing this to display how competitive a /Kin Controller build can be with a Dominator. Hero Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Transfusion -- Heal-I(A) Level 2: Roots -- PstBls-Dam%(A), TraoftheH-Dam%(11), SprOvrPrs-Rchg/Energy Font(11) Level 4: Siphon Power -- Acc-I(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Conf/EndRdx(15), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(17), CrcPrs-Conf%(17) Level 10: Siphon Speed -- Acc-I(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), ShlWal-ResDam/Re TP(19), Rct-ResDam%(21) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 16: Jump Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23) Level 18: Vines -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SprWiloft-EndRdx/Rchg(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprWiloft-Rchg/Dmg%(29) Level 20: Speed Boost -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(29) Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(31), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), GldArm-3defTpProc(34) Level 26: Carrion Creepers -- PstBls-Dam%(A), TraoftheH-Dam%(36), ImpSwf-Dam%(36), ExpStr-Dam%(36), Bmbdmt-+FireDmg(37), RechRdx-I(48) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(46) Level 30: Tactics -- RctRtc-Pcptn(A), RctRtc-ToHit(37) Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-+Res(Pets)(40), ExpRnf-Dmg/EndRdx(40) Level 35: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End/Rech(40), PreOptmz-EndMod/End(42), PreOptmz-EndMod/Rech(42), PreOptmz-EndMod/Acc/End(42), PreOptmz-EndMod/Acc/Rech(43) Level 38: Fulcrum Shift -- RechRdx-I(A) Level 41: Spring Attack -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45) Level 44: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-EndRdx/Rchg(46) Level 47: Indomitable Will -- LucoftheG-Def/Rchg+(A), RechRdx-I(48), RechRdx-I(48) Level 49: Psionic Tornado -- FrcFdb-Rechg%(A), PstBls-Dam%(50), PstBls-Acc/Dmg/EndRdx(50), PstBls-Dmg/EndRdx(50), PstBls-Dmg/Rchg(51), PstBls-Acc/Dmg(51) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9) Level 1: Containment 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 -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Nerve Core Paragon ------------ ------------ Set Bonus Totals: 11% DamageBuff(Smashing) 11% DamageBuff(Lethal) 11% DamageBuff(Fire) 11% DamageBuff(Cold) 11% DamageBuff(Energy) 11% DamageBuff(Negative) 11% DamageBuff(Toxic) 11% DamageBuff(Psionic) 26% Defense(Smashing) 26% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 17.56% Defense(Energy) 17.56% Defense(Negative) 6% Defense(Psionic) 24.44% Defense(Melee) 25.38% Defense(Ranged) 6% Defense(AoE) 1.8% Max End 4% Enhancement(Held) 5% Enhancement(Max EnduranceDiscount) 73.75% Enhancement(RechargeTime) 8% Enhancement(Confused) 24% Enhancement(Accuracy) 4% Enhancement(Stunned) 4.4% Enhancement(Terrorized) 8% Enhancement(Immobilized) 8% Enhancement(Sleep) 133.5 HP (13.13%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 43.75% MezResist(Held) 43.75% MezResist(Immobilized) 43.75% MezResist(Sleep) 43.75% MezResist(Stunned) 43.75% MezResist(Terrorized) 43.75% MezResist(Teleport) 100% (20% chance) 20% PerceptionRadius 16.5% (0.28 End/sec) Recovery 20% (0.85 HP/sec) Regeneration 30% ResEffect(SpeedFlying) 30% ResEffect(RechargeTime) 30% ResEffect(SpeedRunning) 18% Resistance(Smashing) 35.25% Resistance(Fire) 35.25% Resistance(Cold) 24% Resistance(Energy) 24% Resistance(Negative) 21% Resistance(Toxic) 21% Resistance(Psionic) 18% Resistance(Lethal) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1463;681;1362;HEX;| |78DA65945B4F135110C7CF6EB742A148A117AE95DA82454A2B45DF4DC4A29136A9F| |2AA625316D8A4699BB626F2E883EFDE121F10F5096F890F2201BF851A3526F81514| |1414F0927576FF53D96437D9FCF6CCFCE79C3373E66CE6DA69F78B33D74F0AC9335| |6C855AB5363A562AD522A14D48A33939BD5F2C2781AE80DED7BEAA244B6902BD6EA| |A34E8BE0D4D59999C48456546B5ABE2A9AB225124F965575DA6D7EA6D55C592BCEB| |6D607D36AA53AA7955BCCF1B8363B5723AF2F55D6F2896C552B15B5FC542657ADA9| |95F94EDA4994DE9792E0477788F7B2104145C81F981F41E51398DAD70AD14F482A6| |2996C30EBB2B4065BD38204528CC1711A3A4C952E1CDDD084A9144E3350979C31D8| |DCCC150995229FB3E1A20CDF25F0E015E665D033C5CC816729D625612D17AF15A0C| |99AB196A3D98FBDB5FF15664EED130E73ECDB02DB48DB02AD6861AD9F6CAD5CA3D6| |2C214CFAF360E00273125CA59036DE7BDB12E6EC7CCC7C02763F653E037B9F83E72| |8D68B58C9FB19F9F4AE8312EDC10F9FE2BF89BA1EBAC5BCCDBC0386EE820E8AE940| |2ECE0EE383F20DED62ADD03678F8077387390AAE91BC8BF3E8E2738DF0B94696305| |7649EF6E65544BFEC34EDC7F8FC145AB707EBCA3D5CC37E1F18F7805ED204F9FC83| |8B3CCF02F89AEC7DBC76DF06F23FB2C9FCCEDC02A3DBE8CDE837304DB1618E0DEFA| |00ED13FE0D15DE61EF31738F41BCC50EC00F7E900E722058418E4BA0FDE67FD22F3| |0138FC90F9087C4B258C71BFC5F650CF61AE779CEB1DFF09BE2124B85609AE55BD8| |E75BE23CD08E73472037927F94C92ABCC57E0E80A7319EC552CF79B7BF700F76E23| |F76E23F76E705FAB0F2996BBAED323466C96A4CD72DC663961B3A46D96ACF2FF1F2| |224D3E2F2187F0CECE44B137925AB77C36A312E4D54115F6DAA4DABE51EAA6638F4| |14DDB1241CFA3FA958F39C| |-------------------------------------------------------------------|
  7. I'll third the opinions that Savage is one of the stronger sets. The T9 kamikaze bird power is great. Also, I mentioned force multipliers and that Dominators generally are not this category. There's one glaring exception though: x/Psi/Ice builds. Drain Psyche in Psi and Sleet in the Ice APP pack an excellent debuff package. I have an unverified theory that Plant/Psi/Ice Dominator is one of the strongest builds in the game for all around utility while still packing excellent control and AoE damage and having extremely high survivability. The only thing it lacks is single target damage... which, admittedly is a difficult thing to lack.
  8. oedipus_tex


    The conflict with Static Field is why I tend to like non-damaging debuffs paired with Electric Control. I also think it is much easier to use the sap in Conductive Aura on a character with a self heal. So top sets for me are Radiation, Dark, or Time.
  9. Part of my answer depends on how you want to play. There's a play philosophy I call "sandbox" where truly any combo is viable. Then there is the more competitive, results oriented play where some sets perform much better than others. Plant Control is my recommendation for the Dom newbie. It's AoE immobilize does x2 as much damage as any other set, so from the start you're dealing much more damage than other Dominators. The advantages just pile on from there; huge damage from procced out Carrion Creepers, incredibly quick recharge from Seeds of Confusion. You can pretty much pair any secondary with Plant, but some are stronger than others. /Fire or /Psi would likely be the strongest picks but a few others aren't bad. I would personally avoid the more melee-oriented sets. Earth Assault, Radiation Assault, Electric Assault. You can make it work and they provide decent damage, but you will always be a low hit point, mostly unarmored squishy without reliable self heals. It works for some content but an Archvillain will completely shrug off your controls. Thorny and Electric are probably my least favorite of the Assault sets. Honestly don't think I've ever seen a level 50 Dominator with either set, tho I'm sure they exist. Electric's endurance drain is worthless unless you're Electric Control, but Electric Control doesn't pair especially well with Electric Assault, so.... And as for Thorny, it may be neat looking, but the animations are unforgiving and the powers do not offer enough to warrant this choice for me. One of the decision points for any Dominator is looking at the build and then looking at a comparable Controller. Controllers are force multipliers who increase the efficiency of the whole team, so if you can build a Controller with comparable damage and control to the Dominator, you've eclipsed it. This is mostly an issue for Gravity Dominators. With Plant, usually the Dominator can justify its existence. However you may still want to look at Plant/Kinetics builds, which dish enormous damage and significantly outdamage many Dominators while adding team utility and often being safer to play.
  10. It checks everytime and it's not a total waste, but as a Controller there are better places for this proc IMO. The Hold is only Mag 2 and not under your control. Damage procs on the other hand can be very effective.
  11. For me it would probably be a Defender to take advantage of better armor option and a strong self heal,. Since Poison offers the user very poor mitigation, that's extra important.
  12. I have mixed feelings about this set. A lot of it comes down to how much you value a single target Confuse. On the one hand it's not great in a lot of steam-roll type content. On the other, it's probably the best power you can get to tackle difficult AE content. Boggle obeys all the rules of the Controller versions of single target mezzes. Most of the actual Control sets don't even get a power like this. Since it is difficult for mission designers to give their custom creatures Confuse protection, a Psi Melee character can in some cases bring better controls than an actual Dominator or Controller. When you Confuse something you inherit whatever overpowered attacks, buffs or controls it has, so its very hard to determine how much damage this set brings in this situation. That may not appease everyone, because not everyone does AE missions, but it's something.
  13. oedipus_tex


    Electric Control is very low damage, so if soloing is important to you, you'll want to figure out how to address the damage deficit. A combo that sticks out to me as extremely hard to kill is Electric/Dark. Electric/Time is a similar tanky option. Neither will do huge damage but they'd be the top choices for wading in and sapping without dying. Electric Affinity, the newest secondary, naturally pairs very well. The mezz protection in Faraday Cage will keep Conductive Aura from detoggling, which is very useful. Also Faraday Cage provides knockback protection to pets. Electric/Kin isn't a bad choice either. Radiation or Nature both have some useful overaps with their PBAoE auras. Electric/Storm is fun. Electric wasn't my favorite pairing for Storm, but it wasn't terrible either. I just don't like that DoT powers like Freezing Rain or Sleet ruin the pulsing Sleep in Static Field. On live I ran an Electric/Force Field to 50. I don't consider it especially powerful. It's just something I did, mainly because back then FF was one of the only sets that gave mezz protection.
  14. Actually the new Burst of Speed power is one of my favorite play things. It's Super Speed mixed with Teleport and very useful for AE content.
  • Create New...