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EnjoyTheJourney last won the day on June 11 2022
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I'd suggest searching for dominator posts by Frosticus and Voltak. They both describe dominator builds that are effective at soloing AVs. Voltak tends to look most at dark / dark dominators that focus on stacking very high levels of magnitude of confusion on AVs by chain-casting possess. Frosticus tends to look most at control sets that have a sturdy pet with a taunt ability that reduces the amount of AV aggro directed at the dominator themself. The two dominator primaries that I can recall Frosticus using a fair amount for soloing AVs are earth control and arsenal control, as their tier 9 pets both have a taunt and are both very sturdy. There is no long duration single target confusion power in ice control. So, ice control doesn't offer the ability to stack confusion magnitude to such high levels that AVs will cease to view an "ice control" dominator as an enemy. Also, the tier 9 pet in ice control is Jack Frost. He doesn't have a taunt and he's not as sturdy as the tier 9 pets in arsenal control and in earth control.
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FWIW, I find that AOE immobilizes offer good utility for little cost for both trollers and doms. A key factor is that the AOE immobilize tends to be available at level 2 and there are only the T1 and T2 powers available in the secondary and primary available as alternative choices at that point in time. And, two of those four powers have already been taken by level 2, leaving only 2 choices left. If I have to choose between the single target immobilize and the AOE immobilize I tend to prefer the AOE immobilize because the ability to hit many targets is sometimes useful. That usually leaves the T1 in the secondary as the alternative to taking the AOE immobilize. Those powers don't tend to offer the package of benefits that the AOE immobilize does (more on that follows below). My typical slotting for an AOE immobilize is two superior frozen blast IOs. The base versions can be purchased with merits earned while leveling up for any new character and then upgrades can also be purchased using merits earned while leveling. They tend to be damage / end red + acc / damage / end red when accuracy is high enough to get 95%+ to hit chances for +3 enemies. Otherwise, I slot in an acc / damage superior frozen blast IO instead of a damage / end red superior frozen blast IO. This offers 15% slow resistance for the cost of 1 added slot, some endurance reduction to make using the AOE immobilize less endurance intensive, and enough to hit chance to make it hit consistently in most circumstances. The main use case for the AOE immobilize is to prevent bunched up mobs from scattering. Another occasionally very helpful use case is when an AV likes to run. A final use case for the AOE immobilize is to take fliers out of the air so they're more closely bunched up together and anybody on the team who doesn't fly can more easily hit them with any melee attacks that they like to use. This is all situational utility and not important for most fights. Still, getting 15% slow resistance and some good situational utility for such a low slot cost makes picking up an AOE immobilize an easy choice. PS: Here's a link to somebody who really, really wants you to skip those immobilize powers ... https://homecoming.wiki/wiki/Mary_MacComber I've occasionally been on a team where nobody has an immobilize that can knock Mary out of the sky for her "Ten times the victor" mission and especially if it's being run at +4 that can be very tedious.
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It's probably worth mentioning that for wormhole and singularity ... The sudden acceleration KB to KD unique IO works great to reduce knockback and repel effects. The overwhelming force KB to KD / damage unique IO doesn't work as well In this case "not as well" means that you'll still get some quite strong repel effects and some other problems with the overwhelming force KB to KD IO, while those kinds of issues are much less pronounced with the sudden acceleration KB to KD IO. I learned this the hard way by slotting the overwhelming force KB to KD IO into a gravity controller and causing problems on teams that I joined. Fortunately, I ended up teaming with somebody more experienced with the set and they pointed out how I could make KB and repel much less pronounced with the sudden acceleration KB to KD IO instead. The change was immediate and very noticeable once the sudden acceleration KB to KD IO was used in both wormhole and singularity.
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Dark control also feels clunky to me. I'd also second the suggestion that haunt doesn't contribute much and is an easily skippable power pick. Dark control is still very effective, though, as fearsome stare alone can win a lot of fights. Also, despite the edge mind has in some key ways, thematically dark powers are a great fit for savage and having a shadowy hound to assist your dark / savage dominator feels so fitting. And, single target damage on dark control will generally have a higher peak because a T9 pet will add damage.
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I'm not sure there is a dark control guide anywhere on the forums. At least, I don't recall ever having seen one. Of course, it is always possible there is one and I missed it. You could try searching for posts by Voltak about dark control in the dominator forum. He was definitely one of the better known posters who had good experiences and good things to say about dark control, back when he was frequenting the forums. IIRC, he also has one or more youtube videos that you might find helpful for getting to know how to build dark control dominators and how they can play.
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Two key perks for a sentinel are ... 1. Rapidly recharging nukes. They do less damage than blaster nukes. But, they're available about every 25ish seconds with good global and local recharge. It feels good to be able to nuke most new spawns at least once. 2. Vulnerability is a sentinel-specific single target debuff that scales very well against higher level enemies and has high uptime. Only one instance of vulnerability can be applied to an enemy at a time. But, it is a really good debuff and a valuable contribution to a team to use it against harder targets when you can. One not-as-great thing is that cones have a 5 target limit for sentinels, instead of the usual limit of 10 targets for ranged cones. Also, sentinels don't have as much range on their ranged attacks as other ATs.
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An ice / ice / ice dominator is very effective. Being able to apply chilling embrace, ice slick, arctic air, cold snap, and sleet to enemies absolutely destroys their ability to move around and also greatly hampers their recharge. Incoming damage goes way, way down for a triple ice dominator in the clear majority of situations. Because they can pile on so much -speed and -jump they're even quite effective at limiting movement for Olympic champion sprinters like mission 4 Romulus and Olympic champion jumpers like Director 11 in the first Tin Mage TF mission. In practice, many mobs tend to spend much or most of their remaining time before being defeated vainly trying to run away from the ice storm or some other effect, getting basically nowhere while trying to do that. Give this combo a whirl on the beta server if you're curious and you'll see that this is not an exaggeration. As one caveat, this combo thrives on teams. If your goal is to solo AVs, then there are better combinations than this. Also, to get the most out of this combo you'll want both arctic air and chilling embrace, which makes managing endurance more challenging. You'll almost certainly want unleash potential from the force of will pool powerset to get better endurance recovery and you may also want some help from incarnates with endurance management. Edit: I had a bit of spare time, so I put together a sample build. Toggle off power up and unleash potential to see the "baseline" defense and endurance recovery levels for the build. It's still good to note the peaks for endurance recovery and defense, though, as you can quite often use power up, and then activate unleash potential soon after. There are lots of reasonable ways to put together this kind of build, of course, and you may understandably prefer a different approach. Dominator (Ice Control - Icy Assault - Ice Mastery).mbd
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I'm building an electric / storm / psi troller. So, having a lot of recharge is very appealing to keep multiple nados / lightning storms out on a regular basis. I'm hoping that jolting chain can help with achieving that goal. Thus, I'm wondering roughly how often a force feedback +recharge proc in jolting chain would proc when there is no local recharge slotted into jolting chain. This would be a team play troller, so spawns will be large and most of the time jolting chain will hit anywhere from several to up to 16 targets. I'll have a force feedback +recharge IO in tornado and in lightning storm as well, in case that matters for figuring that out.
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There is no way that firing off a ranged debuff that affects a smaller number of mobs and has a smaller resistance debuff is "more impactful" than affecting more mobs and applying more than twice as much resistance debuffing to all but one or two mobs in the same amount of time. That's like arguing up is down, pregnant is not pregnant, alive is dead, air is water, earth is sky, and so on. There has got to be something that can be improved with how a character is played if they can't make a team move faster with venomous gas and envenom versus just envenom. Fire off envenom while in mid-air and then land in the middle of the next spawn and drop poison trap. Ideally, do that just ahead of the team's alpha strike so everything is choking on a proc'd up poison trap mini-nuke while the team's fire blaster is starting up their nuke sequence. If the team's fire blaster has their nuke started and your poison character wasn't already in melee range, preferably with poison trap already working, then that was a missed opportunity to make lieutenants and higher melt faster. Team play can be pretty chaotic, so it won't always happen. Still, whenever you're not already in melee for the team's alpha then you're not leveraging venomous gas to the extent that it can be.
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The resistance debuff from venomous gas is higher than the splash debuff from envenom. And, for the clear majority of mobs in a spawn the splash debuff is the only ranged resistance debuff likely to apply to them. Some numbers for defenders ... Envenom resistance debuff ... Target hit with envenom (maximum of 1 mob per use of envenom) = -40% to all damage resistances Mobs hit with the splash debuff (only affecting mobs within an 8 foot radius of the target) = -20% to all damage resistances Venomous gas resistance debuff ... Up to 16 mobs in a 15 foot radius of the defender = -25% to all damage resistances Thus, a mob with a splash debuff has -20% to all damage resistances, while a mob with a splash debuff and venomous gas applied to them has -45% to all damage resistances. It's baffling how anybody can convince themself that a debuff that will usually affect a smaller number of mobs and consistently has a smaller effect can somehow be more impactful than a debuff that will usually affect a larger number of mobs and consistently have a larger effect. Further to the above, some who don't take venomous gas seem to think that stacking the ranged debuffs is a worthwhile thing to do. However, stacking the ranged debuffs such that there's one full debuff and one splash debuff applied to two or perhaps three mobs does less resistance debuffing, and to fewer mobs, than applying venomous gas to those same mobs instead of layering on envenom more than once. Finally, those taking venomous gas will very likely be stacking debuffs, rather than dropping envenom and only taking venomous gas instead. The notion that comparing venomous gas vs envenom is somehow an important thing to do is at odds with how poison players who take venomous gas tend to play their characters. It's the stacked debuff total that matters, with higher clearly being better than lower. Especially since venomous gas more than doubles the amount of resistance debuffs applied to most mobs, it seems very clear that the argument "ranged debuffs are more impactful" holds no water. https://cod.uberguy.net/html/powerset.html?pset=defender_buff.poison&at=defender
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What Sent combo best showcases what Sentinels excel at?
EnjoyTheJourney replied to mistagoat's topic in Sentinel
SR provides softcap positional defenses within reach with IO sets, a good amount of DDR, absorb with master brawler, and scaling resists as life totals decline. The heal in water blast's "dehydrate" can address that key gap in survivability tools provided by SR. After the recent buff to sentinel's water blast damage, water/SR is a really solid combination. -
Admittedly, I'm not running a psi / martial / mace blaster these days, having replaced that character with a fire / martial / mace. Also, I'm drawing on past experiences in other content given that my psy / martial / mace blaster was retired before the newer KW content was introduced into the game. Perhaps I'm overestimating how well it would fare in the newer content. If there are blasters than can solo KW radios, though, a psi / martial / mace blaster is probably good candidate to be a member of that group.
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A psi / martial / mace blaster with rune of protection, inner will, T4 melee hybrid core, T4 barrier, and the usual accolades would probably be able to solo PI, DA, and KW content. There's quite a bit of control and debuffing available in the primary and secondary, plenty of mez protection, good peak survivability options through barrier, accolades, and inspirations, and plenty of AOE and single target damage. There's also a combat teleport available in the secondary with burst of speed.
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What if we buffed Dominators' Range Damage?
EnjoyTheJourney replied to blue4333's topic in Dominator
Probably a 0.05 buff to dominator damage won't move the needle in a visible way. AOE damage is the one kind of damage at which dominators do noticeably lag several other ATs. A change that would help dominators do noticeably more AOE damage would be to lift the target caps for targeted AOEs in the secondary assault sets to 16 targets, which is the usual number for blasters, defenders, and corruptors.