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oedipus_tex

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Everything posted by oedipus_tex

  1. Thanks all. I made some tweaks and am going to chase the build below. It improves the Recharge a bit, getting Hasten down to a ~16-25 second gap (depending on when +100% Recharge procs). It does mean uneven attack chains, but I am used to Dominators, who dont really have 'attack chains' so I am fine with that. I tend to be a pretty aggressive player who bites off more than he can chew, so I swapped to the Ice APP for Hibernate, with Water Spout for a bit of extra AoE/chaos. I'm not nearly complete with the build but early results are promising for what I hoped this character could do. 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 Stalker Primary Power Set: Ice Melee Secondary Power Set: Radiation Armor Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Ice Sword -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Acc/Dmg(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(7), ShlWal-ResDam/Re TP(9), Ksm-ToHit+(9) Level 2: Frost -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/Rchg(13), SprFrzBls-Dmg/EndRdx/Acc/Rchg(13), SprFrzBls-Rchg/ImmobProc(15) Level 4: Gamma Boost -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15) Level 6: Assassin's Ice Sword -- SprStlGl-Dmg/EndRdx/Rchg(A), SprStlGl-Dmg/Rchg(17), SprStlGl-Rchg/Hide%(17), Hct-Dam%(19), TchofDth-Dam%(19), TchofDth-Acc/Dmg(21) Level 8: Alpha Barrier -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), StdPrt-ResDam/Def+(25) Level 10: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27) Level 12: Build Up -- GssSynFr--Build%(A) Level 14: Boxing -- Empty(A) Level 16: Fallout Shelter -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(31), GldArm-3defTpProc(31) Level 18: Ice Patch -- RechRdx-I(A) Level 20: Radiation Therapy -- Prv-EndRdx/Rchg(A), Prv-Heal(31), Prv-Heal/Rchg(33), ThfofEss-+End%(33) Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(33), Ags-EndRdx/Rchg(34), Ags-Psi/Status(34), Ags-ResDam(34) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36) Level 26: Freezing Touch -- SprStlGl-Acc/Dmg(A), SprStlGl-Acc/Dmg/Rchg(36), SprStlGl-Acc/Dmg/EndRdx/Rchg(36), GhsWdwEmb-Dam%(37), UnbCns-Dam%(37), NrnSht-Dam%(37) Level 28: Particle Shielding -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(39), Prv-Heal(39), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(40) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 32: Frozen Aura -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43) Level 35: Ground Zero -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(43), SprAssMar-Acc/Dmg/Rchg(45), SprAssMar-Dmg/EndRdx/Rchg(45), SprAssMar-Acc/Dmg/EndRdx/Rchg(45), SprAssMar-Rchg/Rchg Build Up(46) Level 38: Water Spout -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(46), Rgn-Dmg/Rchg(46), FrcFdb-Rechg%(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48) Level 41: Hibernate -- RechRdx-I(A) Level 44: Meltdown -- Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/Rchg(50), Ags-EndRdx/Rchg(50) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ ------------ Set Bonus Totals: 7% DamageBuff(Smashing) 7% DamageBuff(Lethal) 7% DamageBuff(Fire) 7% DamageBuff(Cold) 7% DamageBuff(Energy) 7% DamageBuff(Negative) 7% DamageBuff(Toxic) 7% DamageBuff(Psionic) 27.56% Defense(Smashing) 27.56% Defense(Lethal) 28.81% Defense(Fire) 28.81% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 26.63% Defense(Melee) 6% Defense(Ranged) 27.25% Defense(AoE) 11.25% Enhancement(Max EnduranceDiscount) 69% Enhancement(Accuracy) 63.75% Enhancement(RechargeTime) 15% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 135.5 HP (11.26%) HitPoints 15% JumpHeight 15% SpeedJumping MezResist(Confused) 65% MezResist(Held) 65% MezResist(Immobilized) 65% MezResist(Sleep) 65% MezResist(Stunned) 65% MezResist(Terrorized) 65% MezResist(Teleport) 100% (20% chance) 16% (0.27 End/sec) Recovery 20% (1 HP/sec) Regeneration 30% ResEffect(SpeedFlying) 30% ResEffect(RechargeTime) 30% ResEffect(SpeedRunning) 29% Resistance(Fire) 29% Resistance(Cold) 17.75% Resistance(Smashing) 17.75% Resistance(Lethal) 16.25% Resistance(Energy) 16.25% Resistance(Negative) 8% Resistance(Toxic) 13% Resistance(Psionic) 15% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1459;673;1346;HEX;| |78DA6594494F136118C7DF61A622D0B2434196B2175AA92D8B5763440D421302119| |54B3381112696B6B615C1E5E0C1BB6BFC0C5E3CB9E1A770BDF901DC5013C5258AF5| |61FE7F96642699FC669E7D7967E2CB23DE07C7AF1D529AEF48D2CCE51253793379C| |ECA7AE2E6BC3DAB2BB98AE5F6539C885B49CB8A8CCE5A780A6CC947ACB3562A6745| |26CD39DBCCDBE954E27076319D55BE89743A193966CF2FE4EDD47CA9F33695B1ACB| 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|53992924AA57456B226475BD3766BBFEC969CD09C6FFAB3CBEAEB6EC93DCCF93FF2| |55F868| |-------------------------------------------------------------------|
  2. The reason Roots is such a powerful attack is partly the radius and target cap. It's a 30ft radius power with a target cap of 16. Most Dominator cones cap at 10 targets and the spherical powers tend to be 15ft radius. At a glance, 30ft radius sounds like its double the area of a 15ft radius power. Actually, it's 2827ft vs 706ft (more than 4 times the size). Although it does do only about 17 DPA before enhancements and procs, it's also likely to hit more targets than a 15ft radius AoE. Fire Control isn't toooo far behind with ~15 DPA. Ice Control.... ouch. The less said about that the better. Here's a couple of the immobilizes DPA compared to the DPA of some of the APP attacks (and some Psi attacks and Blaster Archery since I happened to be looking at that). In comparison they don't seem too strong, but remember most app attacks start with a Recharge of 32 and end on a top end build at around 9 seconds (exception is Explosive Blast, which is half that). They also have a 15ft radius.
  3. So I haven't done an official count, but I think I have something like 2000 merits scattered across all my characters. Thing is, I almost never spend them. I occasionally have used enhancement converters to flip cheap recipes. Also I've converted merits to converters and sold for cash. I need to start moving these merits and stop hoarding. What would the experts do with them?
  4. Hi all, I recently reimagined a Ice/Rad Controller from live as an Ice/Rad Stalker. It's interesting how, conceptually, it feels like a fresh take on older comic character. I don't really roleplay, but it's cool to think of him having concentrated his older powers and emerged in this stealthier, more deadly form. Anyway, here's my proposed build. I was planning to pair it with Destiny: Barrier T4 which provides a residual base +5 Defense +5 Resist. I am new to this archetype, but I believe that Hide gives a portion of its +Defense even when suppressed, which I calculate as +2.17 on this build. If my crafting is correct, paired with Barrier this should soft cap to Slash/Lethal/Fire/Cold and Melee/AoE. This would leave me open only to Ranged Psi, Energy, and Negative attacks. Of these, Psi is the most dangerous given limited Resistance there, but this is a hole I believe I'll have to accept. Cold resist is never going to be great, so hopefully capped Cold Defense helps deal with that. I've tried to proc the power I can and mind my Accuracy which I think is at 95% chance to hit +3 enemies. When Meltdown is up, I get capped Resist to most sources, but mainly I need it to fill in when faced with Psi damage. Anything obvious you'd adjust? 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 Stalker Primary Power Set: Ice Melee Secondary Power Set: Radiation Armor Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Ice Sword -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(7), ShlWal-ResDam/Re TP(7), Ksm-ToHit+(9) Level 2: Frost -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/Rchg(11), SprFrzBls-Dmg/EndRdx/Acc/Rchg(13), SprFrzBls-Rchg/ImmobProc(13) Level 4: Gamma Boost -- Pnc-Heal/+End(A) Level 6: Assassin's Ice Sword -- SprStlGl-Dmg/EndRdx/Rchg(A), SprStlGl-Dmg/Rchg(15), SprStlGl-Rchg/Hide%(17), Hct-Acc/Rchg(17), Hct-Dmg(19), Hct-Dam%(19) Level 8: Alpha Barrier -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(23), StdPrt-ResDam/Def+(23) Level 10: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(27) Level 12: Build Up -- GssSynFr--Build%(A) Level 14: Boxing -- Empty(A) Level 16: Fallout Shelter -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(29), GldArm-3defTpProc(31) Level 18: Ice Patch -- RechRdx-I(A) Level 20: Radiation Therapy -- TchoftheN-Acc/Heal(A), TchoftheN-Heal/HP/Regen/Rchg(31), DctWnd-Heal/Rchg(31), EffAdp-Acc/Rchg(50) Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(33), Ags-EndRdx/Rchg(33), Ags-Psi/Status(33) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(34), RedFrt-Def/EndRdx(50) Level 26: Freezing Touch -- SprStlGl-Acc/Dmg/Rchg(A), SprStlGl-Acc/Dmg(34), SprStlGl-Acc/Dmg/EndRdx/Rchg(34), GhsWdwEmb-Dam%(36), UnbCns-Dam%(36), NrnSht-Dam%(36) Level 28: Particle Shielding -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Frozen Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Rchg/KDProc(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40) Level 35: Ground Zero -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(40), SprAssMar-Acc/Dmg/Rchg(40), SprAssMar-Dmg/EndRdx/Rchg(42), SprAssMar-Acc/Dmg/EndRdx/Rchg(42), SprAssMar-Rchg/Rchg Build Up(42) Level 38: Meltdown -- Ags-ResDam/Rchg(A), Ags-EndRdx/Rchg(43), Ags-ResDam/EndRdx/Rchg(43), Ags-ResDam(50) Level 41: Dark Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(46) Level 44: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(46), StnoftheM-Acc/ActRdx/Rng(46), StnoftheM-Dmg/ActRdx/Rchg(48), StnoftheM-Dam%(48), CldSns-%Dam(48) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(15) ------------ ------------ Set Bonus Totals: 7% DamageBuff(Smashing) 7% DamageBuff(Lethal) 7% DamageBuff(Fire) 7% DamageBuff(Cold) 7% DamageBuff(Energy) 7% DamageBuff(Negative) 7% DamageBuff(Toxic) 7% DamageBuff(Psionic) 28.19% Defense(Smashing) 28.19% Defense(Lethal) 32.25% Defense(Fire) 32.25% Defense(Cold) 12.25% Defense(Energy) 12.25% Defense(Negative) 6% Defense(Psionic) 27.88% Defense(Melee) 11% Defense(Ranged) 26.63% Defense(AoE) 45% Enhancement(Accuracy) 7.5% Enhancement(Max EnduranceDiscount) 47.5% Enhancement(RechargeTime) 15% SpeedFlying 112.9 HP (9.38%) HitPoints 15% JumpHeight 15% SpeedJumping MezResist(Confused) 73.75% MezResist(Held) 73.75% MezResist(Immobilized) 73.75% MezResist(Sleep) 73.75% MezResist(Stunned) 73.75% MezResist(Terrorized) 73.75% MezResist(Teleport) 100% (20% chance) 20% (0.33 End/sec) Recovery 12% (0.6 HP/sec) Regeneration 60% ResEffect(SpeedFlying) 60% ResEffect(RechargeTime) 60% ResEffect(SpeedRunning) 38% Resistance(Fire) 38% Resistance(Cold) 15.5% Resistance(Smashing) 15.5% Resistance(Lethal) 14.75% Resistance(Energy) 14.75% Resistance(Negative) 8% Resistance(Toxic) 13% Resistance(Psionic) 15% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1454;671;1342;HEX;| |78DA6594594F13611486BF69A70285B208A52020FBD64A6D01AF8D1135084D088DE| |B4D33811126165ADBA2E072E12F306EF1C6F54EDCAE54C43F2120FE06B97149DC2F| |4C3DCEFB42496692E6F9E6FDCE7BCEF996696C7EA8ECC591ABFB95E63B9834B2D94| 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  5. So I'm playing my first Stalker (and he's turned out great.) He was a reconcept roll of an Ice/Rad Dominator build I tried because someone asked if that was a bad combo and I told them it was, but I am obstinate and I rolled it anyway and, yes, it was bad. Anyway I'm working in Mids and I see I can do this: In case you're wondering, that's a +5% Smashing/Lethal Defense bonus for 3 slots. 😮 So you can split the set between two powers for +10% S/L Defense from 6 slots (and +30% Accuracy). Here's what the very poor Superior Dominating Grasp set looks like: If we could lower that HP bonus and move it to Tier 2, do you think we could we get a good splittable bonus here like most other ATs get? Either +10 Recharge or +S/L Defense or +Melee Defense? Overall I think Dominators need to be reconceptualized a bit. They are caught in a bit of a perpetual loop. Not being given decent armor, and then not getting armor from set bonuses on account of them not getting decent armor and therefor no one thinking of them as needing armor even though it's probably near the top of things they need.
  6. There are a small handful of powers that are coded to only damage a mob it is not Sleeping. That's what I think should be done to Dominator auras in Earth and Icy Assault. Unless it's one of those that has the flag already. I know it was added somewhere, just can't remember which set. There were a few cool things done to Blaster powers that I think should roll over to Doms/Controllers. Blazing Aura for example is a damage toggle (and self heal/recovery) that does not detoggle on mezz. I think that is how all self-cast toggles like Arctic Air should work. The hoops you have to jump through to get Arctic Air to do its job currently are over the top in my opinion. I love the idea of that power and I really want to see it come into its own, but it's a long way from that currently.
  7. Yeah it makes me very jealous. Ascendancy of the Dominator isn't terrible, it gets you +10 Recharge and +5 Ranged Defense for 6 slots. The other set though, Dominator's Grasp. We might as well use it to fill potholes haha. The only decent bonuses are +6% S/L resist at 4 slots and +2.5% Ranged defense for 6 slots. Absolutely NOT worth 6 slots when you can get better Ranged defense from Thunderstrike for 1/20th the price. It does provide +5 En/Neg Defense which is not useful on 99% of Dominator builds. The Defender ATOs are super powerful because one of them has a +10 Recharge at the 3 slot mark, so you can split it up into 2 separate powers for a total of +30 recharge. Doms (and Controllers) can get a max of +10 Recharge. Also, Ranged Defense. Not useless on a Dom, but it's very Controller-y. I think the OG developers didn't really understand what Dominators need. Looking at the procs in the other ATs kinda fills me with jealousy to be honest. 😄Dominators make out slightly better than Controllers because their Ascendancy set provides a global +Damage buff, but that's not saying much. It's still contingent on being able to put this in a power you use often enough to get the bonus. I can do that with Electric, Mind, Dark. It's far harder to do it with sets like Gravity or Ice that have only 2 or 3 total "control" powers you can put the set in. All other ATs other than Dominator and Controller (and Mastermind) put their ATOs in their attacks. With Controller I can see why it has to be that way, because their secondaries are all over the map. But Dominators are just as much, or more so, a damage archetype as Defenders.
  8. If changes to the archetype aren't possible, I'd like a look at this classes ATOs. IMO they miss the mark. Dominators are a Control/Assault hybrid with a powerset devoted to attacks, but their ATOs can only be slotted in Control powers. One or both of the ATOs would have been more useful if they could be slotted in attacks and if they provided some defensive value. The Defender ATO on Dominators would be amazing even if ported directly with no changes. Did you know Defenders can get +30 Recharge from their ATOs? It might feel like I'm slamming this archetype, which is not what I intend to do. I think there's potential for a great AT. But I also don't feel like it's there yet. The performance of a few top sets doesn't cover for the archetype as a whole. As a minimum, I would settle for: Fixes to powers that don't Dominate but should Eliminating most DoTs in favor of one-hit powers that don't ruin Sleep Normalizing damage and animation times of the Holds and Immobilizes Deciding what to do with blast powers in Control sets (especially Propel) A break somewhere with healing, defense, resistance or mezz protection. At a minimum, armor provided in the APPs should be as strong as what Controllers or Corruptors get. This would hopefully be in addition to general changes to the powersets. Moving Terrify, Wormhole and Synaptic Overload from level 26 to level 8, 12, or 18 so all sets have a medium cooldown control by level 20 for example.
  9. I wanted to do a comparison between Fire and Primal to determine AoE damage output. I thought I might as well share the results. I looked at each using the Arcanatime of the animations vs the damage output. For Recharge, I used the base Recharge, and in parenthesis the theoretical top Recharge. I included Psi just because. I left off ice because of the difficulty Sleet adds, and the 4 patron sets out of time expediency. Nothing here is particularly surprising. But given that Primal's Explosive Blast recharges twice as fast as any other AoE blast I wanted to see for myself how that translates versus the other sets. It turns out to mean pretty much what you'd think: you can treat Explosive Blast as if you are actually getting two AoEs for the price of one. It does more total damage (720) than any other AoE. However, its a got a longer cast time than some other AoEs, so assuming you could hit max Recharge, you'd expend 27 seconds(!) of a 60 minute encounter animating this power. Whether that mean you come out ahead or behind depends on the other powers in your set. If you're a Dark Assault Dominator you don't have any other AoEs to be using anyway, so might as well devote that animation time to Energy. With Fire, you could throw in your other blasts and in the overall out damage Energy. No wonder Plant/Fire/Fire is considered so powerful. It's dealing more than twice as much damage as many other Dominators before taking Carrion Creepers into account. I threw in Roots in the end since its double base damage has been talked about recently. Please help me out by pointing out any clarifications or corrections. Some of you are better at the math side than I am. FIRE Rain of Fire Cast: 2.24 Dam: 125 (over 15s) DPA: 55 Recharge: 60 (15) Casts per 60 second encounter: 1, expending 2.24 seconds netting 125 dam (4, expending 9 seconds netting 500 dam) Fireball Cast: 1.16 Dam: 66 DPA: 56 Recharge: 32 (8) Casts per 60 second encounter: 2, expending 2.42 seconds netting 132 dam (7.5, expending 8.6 seconds netting 495 dam) PRIMAL Explosive Blast Cast: 1.848 Dam: 48 DPA: 24 Recharge: 16 (4) Casts per 60 second encounter: 3.75, expending 6.93 seconds netting 180 dam (15, expending 27.2 seconds netting 720 dam) Energy Torrent NOTE: Target cap is 10. Cast: 1.32 Dam: 51 DPA: 38 Recharge: 24 (6) Casts per 60 second encounter: 2.5, expending 3.3 seconds netting 127 dam (10, expending 10.32 seconds netting 510 dam) PSI Psionic Tornado Cast: 2.5 Dam: 46 DPA: 18.4 Recharge: 20 (5) Casts per 60 second encounter: 3, expending 7.5 seconds netting 138 dam (12, expending 30 second netting 552 dam) PLANT CONTROL Roots Cast: 1.84 Dam: 31 DPA: 16 Recharge: 8 (2) Casts per 60 second encounter: 7.5, expending 13.8 seconds netting 232 dam (30, expending 55.2 seconds netting 930 dam)* * You would likely not really use this power this way on Dominator, instead using it as a filler. Still, you can see why Plant Controllers are viable, since they rely on this power for a bulk of their AoE damage.
  10. Psi damage does suck a bit, yes. Savage does better there both in raw numbers and in access. Savage Leap is a great power largely on behalf of the teleport in its attack. Sadly this is a bit of a theme for Domination sets. I was deflated the day I looked at the Dominator APPs and realized the bulk of my AoE damage for most Dominator builds comes from ranged APP powers that are identical on Scrappers. Then I looked at armors and realized even Trick Arrow and Empathy Controllers have an easier time building for Defense and Resistance than my supposed-to-be-in-melee Dominators. The low Defense and Resist, while it may not seem relevant at first, is a big set back because it means making deep cuts on damage procs. On top of that you're trying to hit "magic numbers" on your Recharge to stay a perma dom. It just feels to me like this archetype is pulled in too many directions and even after building out, most combos don't result in anything spectacular. IMO Psi and Savage are on the better end of an archetype that to me needs a close look by the developers. Some of the other sets out there, like Electric Assault... I don't even know what I'm supposed to do with that, being Mr No Armor at Melee with Long Animations. At least with the other two sets I can feel kinda what this archetype is meant to be though.
  11. The reason Mind/Psi was popular for a while is that prior to incarnates it was one of the few combos that could solo the Lord Recluse SF. I forget the specifics, but I think it involved using Mass Hypnosis in combo with Confuse. The trick was to confuse the heroes into attacking each other while you stand around and wait. Then for the final hero remaining you'd perma confuse them while sapping their regen with Drain Psyche. For a while whenever anyone said "Buff Mind Control" the reply was "But Mind can solo the LRSF!" This was also before Dark Control existed, so at the time Mind was the only set with a Mag 6 (from Domination) Confuse that didn't alert enemies.
  12. The first draft of Dominators was a bit clunky. It was an unpopular archetype for the first several issues after it was introduced in City of Villains. In the original design, power damage was lower, and there was +Damage in Domination. The only Dominators who did enough damage to be considered effective were permadoms. Later, the developers removed the +Damage from Domination and increased the base damage of Dominator powers to even performance out. It helped, but personally I don't think they went far enough. It's always a little disconcerting to me when I switch from Dominator to a melee archetype how much easier that is to play. Dominators have very low modifiers for Defense, Resistance and Healing, but are supposed to be played as mid range or melee hybrids. While it's not fair to do a strict 1:1 comparison with other archetypes, it's worth noting that is is easier to armor up a Controller with a secondary like Kinetics than it is most Dominators even tho Kinetics lacks defense or resistance. The reason is Controllers get better values out of armor powers like Tough, Weave, and their APP armor. That just feels wrong to me.
  13. I'm not sure I'd classify Psi as a defensive option, because Drain Psyche is very up close and personal. I'd classify it as a very aggressive option because it lets you (mostly) take your eyes off your health bar and concentrate on controls and attacks. You don't have to worry that your huge 30ft AoE immobilize is drawing aggro, or that you missed an enemy at the edge of the group with your controls. It feels very... Dominator-y. Like a superhero or villain unleashing absolute hell on the battlefield and shrugging off enemy counterfire. In my mind that's what separates Drain Psyche from other heals. After you've committed the animation time at the start of the power, the power will continually top off your health bar. Note it IS still possible to die if you take a big burst of damage from a boss, so you can't totally ignore the battle field. But against pot shots that sneak past your Defense you avoid "chip damage" and that translates to the ability to confront enemies very directly, since all of your animation time can be devoted to that. That's why it feels so different from say, Dark Assault's heal, which you have to invest animation time in with every cast.
  14. 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.
  15. /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.
  16. 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.
  17. 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.
  18. 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.
  19. 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 2.6.1.25 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| 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  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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