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oedipus_tex

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Everything posted by oedipus_tex

  1. No, it only fires when place the Quake. But on a good IO build you're probably dropping a Quake every 30 seconds or so, so the uptime is considerable.
  2. Tornado is a stackable rather than perma-able power. You can have multiple Tornadoes out at once. Generally, you want to push the Recharge as high as possible. This is partly because the power deals amazing damage for its cast time, but also for its control effect and the fact that it procs the +100% Recharge proc reliably. A KB to KD IO can be expected to greatly increase the power's damage because it will prevent enemies from getting flung away, resulting in a terrifying wood chipper. Tornado was always a good power, but with the new procs it's one of the top 10 in the game.
  3. Tiers aren't an official system, they're just a general way to categorize the damage/recharge ratio at a glance. A "vanilla" blast set, like Fiery Assault, serves as a good example. Fiery Assault contains a Tier 1, Tier 2, and Tier 3 ranged single target blast. Each tier does higher damage but has a longer recharge. (Note this structure is much more observable on Blasters/Corruptors/Defenders than on Dominators. Nearly all true Blast sets follow a version of this structure.) Mainly we talk about this structure so we can discuss sets that deviate from the pattern. Psi Assault is one example. Instead of a T1, T2, T3 structure, it basically has a T1, T2, T2 (with side bonus) structure. Subdue does identical damage to Mental Blast. You trade away extra damage for the Immobilize. Dark Assault is another set with this structure. The structure is T1, T2, T2 + self heal. Electric Assault follows the pattern of Electric Blast: T1, T2, Voltaic Sentinel (i.e. a mini pet) instead of a T3. Savage Assault is very weird and features only two single target blasts, but one of them features damage typical of a Tier 3 on a recharge schedule typical of a Tier 2. The classification of a blast into a tier structure isn't formal. There are many exceptions to the rule. But it's a handy way to summarize how some sets work.
  4. Subdue is mainly useful against Arch Villains, who have high mezz protection to all mezzes except Sleep and Immobilize. Its a harder hitting version of the standard single target immobilize most Control sets (but not Mind or Illusion) get in their first slot. Virtually everyone skips the standard control power. Most builds do take Subdue I believe. IMO the power to skip in Psi Assault, usually, is the Tier 2 blast. I forget its name. Its basically identical to Subdue except it does not Immobilize. With Subdue you get a Tier 2 blast with Immobilize. The power replaces what would otherwise be a T3 blast, which is why Psi has lower single target damage than Fire/Ice/Energy. Annoying, buts the tradeoff of having access to Drain Psyche.
  5. I haven't seen your build but IMO if you're 6 slotting Expedient Reinforcement in Tornado you should reconsider. The Chance for 100% Recharge proc is just too amazing in that power. Plus you're missing out on being able to put a KB to KD IO. Singy would be better 6 slotted with Expedient Reinforcement, if you must. (But probably it would still be better to do x4 Exp Rein, 1 KB to KD, and 1 Build Up proc).
  6. One of the best uses of TK is on the Croatao content and Katie Hannon Task Force when you are being swarmed by witches running Hurricane. Hurricane has a brutal -ToHit component that stacks from multiple casters and can make it really hard to land a hit. TK is auto hit and will detoggle them. It's definitely an edge case, but at least it's something.
  7. IMO there is a lot of synergy between Mind Control and Dark Affinity. Mind Control lacks an Immobilize, and while Dark Affinity doesn't provide one, it does provide a very good slow patch. Moreover, the slow patch won't wake up sleeping enemies, unlike similar powers like caltrops/freezing rain/sleet. So you can safely Sleep a mob, drop a patch, add debuff toggles, and then start the fight on your own terms.
  8. Telekinesis is indeed what you describe: a Mag 6 (in Dom mode) auto-hit hold. It is technically an AoE centered on your target, and can hit up to 5 targets. Functionally, the Repel works exactly the same as the Repel in Force Field's Force Bubble T9 power. And unfortunately it's about as useful. The only difference vs Force Bubble is Force Bubble creates a sphere of effect around the caster, and TK creates a sphere of effect around your target (but enemies are still repelled from you, the caster). A Mag 6 auto hit hold would obviously be the best power in the game if not for some set backs. In TK's case it's mainly the recharge (60 seconds) and the fact that Repel is more of a negative than a positive in the majority of cases. You can somewhat slow the rate of repel by: Fighting higher level enemies (Repel is affacted by level differences; it's about 50% slower vs +4 enemies) Hovering above enemies (since some of the repel effect is slowed by the enemy being pushed straight down into the ground) It does have its occasional use as a guaranteed hit. But there just aren't a lot of mobs out there with sky high defenses. If there were more enemies with Super Reflexes where you could detoggle their armors it would be more useful. It can be used, though, as a near-auto detoggle of Circle of Thorns enemies who cast Dispersion Bubbles, since the Mag 6 will auto hit and overpower their mezz protection. Of course, plain old normal Dominate also cuts through their Dispersion Bubble, so its not that huge a lift.
  9. For a while now I've wanted to write up descriptions/reviews of the oddball powers available in Dominator Assault secondaries. The general design of Dominator Assault sets tends to be 7 attack powers, with 2 slots reserved for an unusual power. However, this pattern isn't followed perfectly. I've played most Dominator sets to 50 over the years. Exceptions are Electric, Radiation, and Dark Assault. It's many years in some cases tho, so my observations may not be perfect. Feel free to provide your comments in the replies. I hope someone finds this overview helpful. ------------------------------------------- LIFE DRAIN - Dark Ranged blast (60ft range) Self heal Dark Assault gets this power instead of a T3 blast. Life Drain is in most ways similar to a tier 2 ranged blast, except it also happens to contain a self Heal. This power is fairly spammable, although damage is not amazing and the cast time (2.1 seconds) can wear on you. Still, it's a very attractive power due to the sustainability. Note the 60ft range is 20ft closer than most standard blast powers (80ft) including other Ranged blasts in Dark Assault. ---------------------------------------------- POWER UP/GATHER SHADOWS - Earth, Ice, Energy, Dark - +34 damage to self for 10 seconds Force multiplier: 74.5% for 10 seconds Power Up was originally Power Boost, identical to the power available to Blasters. It was later changed to Power Up, which resulted in it getting bonus damage and the force multiplier slightly lowered. Force multiplication will work on any power that is not flagged not to receive external buffs. A brief discussion of each factor of the force multiplication is provided below. Healing This will effect any power that can be slotted for Healing. On a Dominator this isn't usually a whole lot of powers to pick from, but it will boost the Healing in Dark Assault's Life Drain. Defense This will generally boost any power that provides Defense except for powers that also provide Resistance. (That's in order to prevent powers like Build Up from boosting Resistance powers). Sadly, this does not includes Link Minds in the Dom Psi tert pool. In a toggle like Combat Jumping or Manuevers, the boost will last for the 10 seconds Power Boost is active, not the full duration of the toggle. Absorption In theory this will boost the Absorption of any powers you use. However, there are not a lot of powers available to Dominators that have this effect. Endurance Modification This applies to powers that provide or drain endurance, and is different from Endurance Discount (i.e. it generally will not make powers cheaper, the way Conserve Power does). This effect makes the endurance drain in Electric Control reach incredible potential. ToHit This applies to any enhanceable power that provides -ToHit. There is self-synergy between this effect in Gather Shadows and most of the powers in Dark Assault. This effect will also increase the -ToHit of many of the powers in the Dark Control primary powerset. Run Speed / Fly Speed This is what it says on the tin. The effect lasts while the multiplier is active. Mezz Duration (Confuse / Terrorize / Hold / Immob / Stun / Sleep) This will increase the duration of most mezz powers by roughly 75%. Note what is increased is duration, not magnitude (like Domination provides). What isn't boosted by these powers: Recharge Although run speed is affected, -recharge (mainly in Ice powers) or +recharge (Hasten) is not affected. Resistance (or powers that include +Resistance) No power that provides +resistance in the game is allowed to receive boosts from a force multiplier power. This includes powers like Link Minds, Frozen Armor, etc. Knockback Despite what the description of the power says, knockback is NOT multiplied by these powers (it used to be, and the text was never updated). --------------------------------------- MUD POTS- Earth PBAoE aura, 15ft radius Damage, slow, immobilize (mag 2) This power is unique to Dominators. This power is borrowed from Tanker/Brute armor sets. It is a 15ft radius damage and slow aura that is nearly identical to Fire Control's Hot Feet, except it has a slightly smaller radius (15ft versus 20ft) and does somewhat less damage. Interestingly, it contains a Mag 2 Immobilize with a 100% chance when the power hits, so any minions within 15ft of you won't be going anywhere. It cannot, however, be slotted for Immobilize. Note this power does have a ToHit check, unlike Chilling Embrace below. --------------------------------------- CHILLING EMBRACE- Icy PBAoE aura, 15ft radius Damage, slow, -damage (-10%) Chilling Embrace was originally borrowed directly from the Blaster secondaries. It was widely regarded as a worthless power for Dominators, so the developers have given it some love in recent issues. Its main function now is a -damage aura. It also deals, and can be slotted for, some direct damage. Interestingly, the damage and secondary effects of this power bypass Defense checks entirely and are true auto-hit. This power is specifically flagged to not injure enemies who are Sleep-ing, making it the only damage aura in the game that will not wake enemies you've put to Sleep; however, it also will not injure them until you wake them up. ------------------------------------- VOLTAIC SENTINEL - Electric Assault Summons a Voltaic Sentinel (unkillable pet that hurls lighting bolts) This power is derived from the Blaster Electric Blast set. As pets go, its mostly unremarkable. Damage is not very high. The pet cannot be targeted by enemies, cannot tank, and cannot receive buffs. If you hit Build Up prior to summoning the pet, I believe the pet's damage will be boosted for 10 seconds (not the duration of the summon). EDIT: Build Up or other +Damage powers have no effect on the Sentinel. ------------------------------------- BUILD UP - Electric, Thorns +17% ToHit for 10 seconds +68% Damage for 10 seconds This power is identical to the similar power available to most Blasters in their secondary pools. On a Dominator, it has a slightly different context. Because Build Up contains a +Aim component, it can help make control powers easier to land, in particular the 240 second AoE holds in most Dominator primaries which otherwise have very poor Accuracy. However, because Dominators do not have nukes, most Dominators probably receive less total damage lift from Build Up relative to a Blaster. ---------------------------------------------- FUSION- Radioactive +17% ToHit for 10 seconds +42.5% Damage for 10 seconds 100% chance to spread Contamination This is Build Up by another name, with slightly lower damage values. It differs only in that it provides a 100% chance to infect enemies with Radiation's special Contamination effect. ---------------------------------------------- SPOT PREY- Savage +17% ToHit for 10 seconds +42.5% Damage for 10 seconds +80% perception for 30 seconds Another Build Up clone, but this one comes with +Perception. This provides Savage Assault with the ability to ward of the Blindness effect used by some enemy groups, most notoriously Arachnos. Given this power's 90 second Recharge and the +Perception's 30 second duration, it is possible to make this effect perma. ---------------------------------------------- EMBRACE OF FIRE- Fiery +68% damage (fire) for 30 seconds +68% damage (all other) for 10 seconds Embrace of Fire is the reason no other Assault set can touch Fiery Assault for damage. It provides +68% damage to all Fire attacks for 30 seconds. It also boosts all other sources of damage for 10 seconds, similar to Build Up. However, it does have double Build Up's recharge time (180 seconds versus 90 seconds). Embrace of Fire heavily pushes Fire Assault Dominators towards the Fire Mastery pool, where Rain of Fire and Fireball benefit from the huge bonus damage. Of the primary powersets, only Fire Control itself deals fire damage. Fire Imps or other pets do not benefit from Embrace of Fire. ------------------------------------ DRAIN PSYCHE - Psi PBAoE, 10ft radius +100% Regen rate per enemy hit (to self) for 30 seconds +100% Recovery rate per enemy hit (to self) for 30 seconds -500% Regen to each enemy hit for 30 seconds -500% Recovery to each enemy hit for 30 seconds This power is identical to the power available in Blaster Psi Manipulation. It is widely considered one of the best powers available in a Dominator secondary. Most players slot it for Healing in order to increase their Regen rate to the highest possible (even without slotting its often easy to hit the hard cap on Recovery). The -Regen in this power is highly valued for taking out AVs and Giant Monsters. The fact that is PBAoE can cause some minor conficts with some builds, particularly builds that make heavy use of cone powers (although it is still manageable). The power does require, however, that the player get up very close in monster's faces on a regular basis. ---------------------------------------------- ENVENOMED BLADES - Martial +12% ToHit (40 seconds) Adds Toxic damage to all attacks Envenomed Blades is an interesting and often overlooked power. It is unique to Martial Dominators, not appearing in any other AT's primary or secondary set nor any tertiary pool. For one thing, it adds +12% ToHit to that lasts 40 seconds, far longer than similar powers like Build Up. This will assist not just with damage, but with landing any of the various control powers, including the notoriously inaccurate 240 second recharge AoE holds available in most Dominator primaries. Beyond that, the bonus damage provided by this power is provided as a temporary power that lasts 40 seconds. The damage works as a proc similar to those available in Incarnate powers that add proc damage. ---------------------------------------------- TRICK SHOT - Martial Ranged Blast Summon entity: trick shot Trick Shot is a unique power for Martial Assault. In most ways it is identical to the Electric Control power Jolting Chain, except it maxes out of targets quickly. A nice thing about this power, compared to the AoEs available to many other Dominator sets, is that the power can work effectively at PBAoE range or from afar. Trick Shot is one of the small list of powers that has an AoE effect but takes single target invention sets. Also, because of its unique chain component, procs placed in Trick Shot have a higher chance to fire than normal procs. These two facts combine to make this a top performing power in the right hands. ---------------------------------------------- CALTROPS / THORNTROPS - Martial, Thorny AoE damage patch and slow Mag 50 fear This is the standard Caltrops power from the Traps set available to Defenders/Controllers/Corruptors/Masterminds. Nothing much can be added here, except that since most Dominator primaries feature Immobilizes, the utility of an AoE slow patch is somewhat diminished. It is, however, autohit. Enemies who are not immobilized will try to run out of the patch due to the Mag 50 fear effect. Mind Control Dominators are likely to find these powers very attractive, although the minor damage the powers deal interrupt Sleep. Be aware these powers have very short range (25ft). On the plus side, they have 45 second duration and recharge in 45 seconds, making them perma from get-go. ---------------------------------------------- BLOOD CRAZE- Savage Self Heal (35%) Blood Craze is a self heal, no more, no less. It is functionally identical to the Healing Flames power in the Fire Armor set, although it heals more than that power and has a much longer recharge (40s for a 25% heal versus 180 seconds for a 35% heal). Healing amounts are fairly impressive (base 35% heal; with two heal IOs you heal 64.18% of your heal bar.) Unlike heals available in other Dominator secondaries, it is 100% reliable, requiring no enemy to target (Dark) or enemies nearby (Psi). The long recharge keeps Savage from being as sustainable as those sets. Despite the name, this is the only power in Savage Assault that has no interaction at all with the Blood Frenzy mechanic. It neither builds stacks nor Consumes them and thus is a quiet island of reliability in an otherwise very busy set. ---------------------------------------------- FERAL CHARGE- Savage Ranged AoE blast + Teleport Feral Charge is unique to Savage Dominators. It is derived from the Savage Melee power Savage Leap, which has very similar mechanics. This power requires an enemy to target within 70ft. When you cast it, your character instantly teleports in front of the target and launches a PBAoE with a 15ft radius. Because of the fast recharge (10seconds, which is brought down to 5 with simpe slotting and around 2 or 3 on an optimized build) make Savage Assault the most mobile secondary available to Dominators. Note that because you need an enemy to target, it is not quite as mobile as a teleport. The teleport portion of the attack happens instantly, prior to the attack animation. The attack itself is fast (1.32 seconds) but does give enemies an opportunity to strike before your next move. This mainly comes into play when Savage is combined with Dark Control; Terrorized enemies may wake up and swing at you if you Fearsome Stare > Feral Charge > Heart of Darkness. Note that you can use this power while flying/hovering. You will teleport just in front of the targeted enemy, still flying or hovering. This can be exploited to make a hover-dom who quickly covers distance, particularly for primary sets like Fire, Ice, Electric, or Dark that benefit from closing distance quickly. ---------------------------------------------- CALL HAWK- Savage Ranged single target blast, -Fly Although Call Hawk is functionally identical to a ranged blast, its worth bringing up because some players assume it is an actual summon. It isn't; it's a ranged blast where the projectile happens to look like a bird. It does have some unusual characteristics for a blast power, however. It recharges in 6 seconds (T2 recharge time) but deals 120 damage. (T3 damage). ---------------------------------------------- CONSUME- Fiery PBAoE +Endurance (self) This power is taken directly from the Blaster secondary power Consume. It adds to your Endurance bar based on the number of enemies nearby. It also provides 50% resistance to endurance drain effects for 120 seconds (nice!) making this a very attractive power for any build, but especially for any player planning to get up close and personal with Carnival or Malta enemies, who are notorious for their endurance drains. The reasonable recharge on this power (180 seconds) combined with the full bar of endurance perma-dom provides means any Fiery Assault Dominator is likely to be able to safely never run out of endurance, which may enable some otherwise gonzo builds with lots of toggles to function flawlessly.
  10. Sorry I'm talking out of turn. Must be getting old. I forgot it generally is worth slotting Heat Loss for End Mod anyway. Just double worth it for Electric, since slottig it with End Mod will provide you with more Endurance, and drain more from your enemies.
  11. One unusual opportunity for you, not available to virtually any other combo of powersets, is slotting Heat Loss with some Endurance Mod. This is usually not worth it, but for this combo, has tons of synergy. Combined with an Agility alpha Heat Loss on its own drains an even level mob of 69% of its Endurance (or 35% on +4s which is still very good). It's an AoE so should show remarkable results on enemies. With your Electric powers you should be able to easily floor their endurance after this and keep it there. BTW I said Spiritual alpha and should have said Agility. Agility Core Paragon offers +45% Endurance Modification, +33% recharge, and +20% defense buffs. All hugely useful to Electric/Cold. One thing I keep forgetting is you are a /Cold, so you have access to Sleet. That means access to a large amount of -defense. So you can slack some with Accuracy if you need to.
  12. Probably, especially if you go after the Musculature Alpha that has Endurance mod. The other option is Spiritual for faster Recharge and technically more Endurance Mod. It would be hard for me to pick between those 2 on an elec/cold. Ultimately Spiritual might be better since getting the Cold powers recharged faster probably means more total damage.
  13. I would ultimately frankenslot Conductive Aura with Accuracy/Endurance. The power is very very effective at draining, but it does have to roll ToHit. It's a power you want to miss as infrequently as possible, as 1 miss could result in the enemy's Endurance ticking up enough to attack.
  14. Not really worth it except for Conductive Aura IMO. However, when you go incarnate, some of the Alpha slots offer Endurance modification as an side effect, and that is very worth for it Electric characters.
  15. You could take a look at my Elec/Psi dom build for some slotting ideas. Note I am not actually currently running this build. I have an "older school" build presently and am moving toward adding more procs, sacrificing some Ranged defense. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Social Medium: Level 50 Magic Dominator Primary Power Set: Electric Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Tesla Cage -- BslGaz-Rchg/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Acc/Hold(5), Apc-Dmg(5), HO:Nucle(7) Level 1: Psionic Dart -- Thn-Acc/Dmg(A) Level 2: Chain Fences -- Rgn-Dmg(A), TraoftheH-Dam%(7), PstBls-Acc/Dmg(9) Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(9), Hct-Acc/Rchg(11), Hct-Acc/Dmg/Rchg(11), Hct-Dmg/Rchg(13) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A), PrfShf-EndMod/Acc(15) Level 10: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(15), LucoftheG-Rchg+(17), Rct-ResDam%(46) Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb(A) Level 14: Jolting Chain -- Apc-Dam%(A), FrcFdb-Rechg%(17), ExpStr-Dam%(19) Level 16: Boxing -- Empty(A) Level 18: Paralyzing Blast -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprAscoft-EndRdx/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprAscoft-Rchg/+Dmg%(23) Level 20: Drain Psyche -- TchoftheN-Acc/Heal(A), NmnCnv-Heal/Rchg(25), TchoftheN-Heal/HP/Regen/Rchg(25), PrfShf-Acc/Rchg(27) Level 22: Tough -- StdPrt-ResDam/Def+(A) Level 24: Weave -- LucoftheG-Rchg+(A), RedFrt-Def(27), RedFrt-EndRdx(29), RedFrt-Def/EndRdx(29), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx/Rchg(31) Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(31), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(33), CrcPrs-Conf%(34) Level 28: Subdue -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(34), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(36) Level 30: Super Speed -- BlsoftheZ-ResKB(A) Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(37), OvrFrc-Dam/KB(39), SlbAll-Build%(39) Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Acc/ActRdx/Rng(40) Level 38: Psychic Shockwave -- Obl-%Dam(A), Obl-Acc/Dmg/Rchg(42), Arm-Dmg(42), Arm-Dam%(42), Erd-%Dam(43), ScrDrv-Dam%(43) Level 41: Power Sink -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(43) Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/Rchg(46), PstBls-Dam%(46) Level 47: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 49: Charged Armor -- GldArm-3defTpProc(A), UnbGrd-Max HP%(50) Level 1: Brawl -- Empty(A) Level 1: Domination 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 -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A) Level 50: Musculature Radial Paragon ------------ ------------ Set Bonus Totals: 19% DamageBuff(Smashing) 19% DamageBuff(Lethal) 19% DamageBuff(Fire) 19% DamageBuff(Cold) 19% DamageBuff(Energy) 19% DamageBuff(Negative) 19% DamageBuff(Toxic) 19% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 20.06% Defense(Energy) 20.06% Defense(Negative) 6% Defense(Psionic) 26.63% Defense(Ranged) 6% Defense(AoE) 4% Enhancement(Held) 4% Enhancement(Stunned) 4.4% Enhancement(Terrorized) 8% Enhancement(Confused) 8% Enhancement(Immobilized) 8% Enhancement(Sleep) 87.5% Enhancement(RechargeTime) 52% Enhancement(Accuracy) 6% SpeedFlying 95.38 HP (9.38%) HitPoints 6% JumpHeight 6% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 36.25% MezResist(Held) 36.25% MezResist(Immobilized) 36.25% MezResist(Sleep) 36.25% MezResist(Stunned) 36.25% MezResist(Terrorized) 36.25% 20% (0.33 End/sec) Recovery 22% (0.93 HP/sec) Regeneration 15.25% Resistance(Smashing) 15.25% Resistance(Lethal) 23.5% Resistance(Fire) 23.5% Resistance(Cold) 13% Resistance(Energy) 13% Resistance(Negative) 10% Resistance(Toxic) 10% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 6% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1480;692;1384;HEX;| |78DA65944B4F135114C7EF6DA7164A5F502AEF5795022D140AF858680C017443131| |2B66A9DB41398A4749A4E4924AE5CB8528C89D18DF1F901DCB8C1D76750231A176C| |FC0002023ED8389ECCFF509ACC24CDAFF77FCEFFDC73CF3C32D767FC2F2FDDBC206| |468BAA09A6676C658D68B6AC5287B32EAA29E137405168C9CAE167A335A5E5F59F6| |9212AB6665A78D62A56C1452B3052D5729EBB943A1EF2865CA34D5954225356FEA4| |69132782D7CF30619174A9A960FD97FE73435AF95CD25BD14B0D717F5C5A58A5E5C| |F41F464BB4689B2DE9B9D451F5CC4A36A39A15ADBCDA4A9DC5E9B71B167C591EF1D| |5254497225C5F98DF406583394C4C2BE2D8394A57DCC2EBAE7A85782CECD81ED593| |D05C729CF31F499B75AF9053473E582DC59D444E5D02F40D310741FF0018A3517AE| |CC296F42451C7CFFC457B7A514F7AEF213FF8106CA4403D7CEE7A1FFA0806C17014| |1CD973DBFC4D751AF83C0D538AADED931680DF1548A366F816D8B44A8C2842D21E2| |1F6852CBAC41F7235F2541BD751BDE935D8FC8EF9063CFE96F91EF4132252DA1D47| |A2D05A17D0696B33D6ED0FD0819B768EA23B116D91B84BA4B540F3B4F009DBF9C49| |D21264FA23BC0F4837FA9EF36F6B65DC61EDD57C0DEABCC2CF31AD8A782016AAD83| |CFDCC14F43DF13E653F0C433E673E60B26F5DCC5E7E8DA44BD03EAA587EBF56C433| |BB9C3FCC9DC05E3DF3197F834DF7D5AC6F8098B7DC01EF18FE0C006F333F3131822| |4F3FEFD72F506FE81FEA0D9D659E07135B78231237E0BD4DE983F6736FC9C1FB9CB| |306AE512CC9759367A00D9F664E324F812313CC75D4BD4BDE147B533C83519EC128| |CF60946790DE63EE8377C83BC66FCCD8382D0628768073752A356FAEFDC4C68E142| |BE1888E3994B443997028930E65CEA1CC2BD5EF8590B6521FAE7E1DAC1F3E8ACADA| |E8B643D972283BB54A2F2639172140B3FE03911DFEF6| |-------------------------------------------------------------------| There's a video of the current build here, run on +1/x7:
  16. Put a KB to KD IO in Sigularity and one in Wormhole. Then use your Wormhole to teleport enemies in a pile on top of Singularity. Result: hilarity as enemies bounce in place. Make sure the KB to KD IO you use is the one that applies to non-damage powers or this won't work.
  17. Synaptic should normally get x6 Coercive Persuasion. Static Field is fine with a single Accuracy IO. I've always wanted to test procs in Static Field. I've tried the Dominator Fiery Orb proc and it works well. There is a Call of the Sandman self heal, and the Placate proc. Never tried either.
  18. I forgot about Snowstorm. I'd skip it.
  19. I'd skip the single target Immob in Electric and Frostwork in Cold. Everything else is useful. I used to skip Jolting Chain too, but procs save it from obscurity.
  20. Static Field is way too good to skip. For whatever reason it requires almost no slotting. Put a single Accuracy in it. You won't use too often on teams but its still not a bad idea to drop it occasionally when fights get feverish.
  21. I don't run it but I would go for capped Ranged defense on the theory that you can usually quickly drain the endurance of anything next to you, and its the stuff outside your radius that's the most dangerous. Going Mu Mastery in order to grab Power Sink helps tremendously with adding safety. You can easily floor the endurance of Elite Bosses with Power Sink + Electric Control, usually in about 2 seconds.
  22. Not bad. One observation: Dominators depend very heavily on the tertiary pool powers for their AoE damage. In this case, you've opted for Scorpion Shield but not taken any of the AoE blasts or the pet, which translates to a big loss in damage. Electric Control has little damage to speak of, and although Savage offers some, you're still missing out. I would personally refactor this build so that it either takes both of those powers, or reconfigure to take the Ice Mastery pool along with Sleet and Ice Storm. Ice Armor offers similar defense values. to Scorpion Shield. It can also now be reconfigured visually to suppress the bulky ice graphics. EDIT: I just noticed you skipped Synaptic Overload, the best power in Electric Control and one of the best in the game. I would definitely restructure the build to grab that.
  23. I finally took a video of my Elec/Psi Dom. Here's a short mission versus Circle of Thorns at +0/x7 with bosses on. He's mostly incarnated out at this point.
  24. I was able to make a short video of this partial build, which you can view here: Note defense is still low and endurance management is poor. More work is needed to complete this build. You'll note I'm not the best player and struggle a little with which power to pick when. Settings are at +0/x4 for demo purposes.
  25. I managed to get the build to perma-dom so far. Haven't finished buying all the necessary slots, so very low defense overall. but its still Imostly) fine. I'll probably rethink my slotting of Fearsome Stare. The Chance for Fiery orb is fine. But I don't need the whole set slotted. I could add some procs here. I just hit incarnate Alpha level 2. Overall impressions are very positive. Plus it's fun to play. Can someone recommend video filming software? I could video a short mission.
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