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EnjoyTheJourney last won the day on June 11 2022
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Archery Martial Arts Soul Master Build feedback
EnjoyTheJourney replied to Zergor's topic in Blaster
If you'd like to blap from time to time, which your OP mentions, then you probably would find softcapped smash / lethal defense quite helpful. Then a key question to consider is how much more effort you'd like to make on building up either positional or typed defense totals. Having a fair amount of ranged defense helps to limit the number of mezzes and really nasty debuffs that are likely to reach your blaster and to make taking ranged alphas from large spawns much easier. Alternatively, you might want to work on boosting energy / negative energy / fire / cold defense totals to try to bring about a broadly similar end result to boosting ranged defense. Or, you could decide to live with lower defense totals outside of smash / lethal and do the best you can to max out damage and recharge instead. There aren't any a priori wrong choices here. It's just a matter of how you want to play. -
Archery Martial Arts Soul Master Build feedback
EnjoyTheJourney replied to Zergor's topic in Blaster
Hopefully an experienced third party will come along and take a look at both builds. It's not that there's nothing good about your build. But, another experienced builder will probably shed more light on a bunch of things to consider. Some notes about differences between builds ... 1. There is no* 4 points of knockback protection in your build versus 7 points in the build provided. (*I originally missed the 4 points in super jump, my apologies) 2. There is another mez protection power (rune) that also boosts resists when that's needed in the latter build. 3. Your added global recharge is actually 100% less than what is stated by Mids. 4. Your damage is substantially overestimated. Two toggles should be switched off because the associated buffs will usually not be active (aim, aimed shot). 5. Decimation build up in aimed shot will seldom go off. Also, swapping the sets put into aimed shot and blazing arrow would probably be helpful. 6. Quickform should probably be toggled on so you know how much damage ranged shot will be doing while in combat. 7. The steadfast protection defense / resist unique would contribute more in body armor than the Aegis psi resist unique. 8. Explosive arrow has a default amount of knockback that can frustrate teammates. Putting a knockback-to-knockdown IO in it (either the sudden acceleration or overwhelming force unique IOs) would make mobs fall over instead of knocking them back in different directions. There is more feedback that could be offered. One question I have is the extent to which you see having softcapped smash / lethal defense as being helpful. Some probably overrate its value and it's certainly not even close to being a kind of defense-related "I win" button. Still, it's possible that you're underrating its value if you see your build as light years better. If you'd really prefer the pool powers you have, then naturally there will be ways to make that work. -
Archery Martial Arts Soul Master Build feedback
EnjoyTheJourney replied to Zergor's topic in Blaster
Here's a candidate build ... Hopefully you thoroughly enjoy the build, however you decide to proceed. PS: Burst of speed is an AOE and it is a waaaayyyy better pick for this kind of build than dragon's tail, in my experience. Also, you can operate at range for safety, or switch to melee for maximum damage. Blaster - (Archery - Martial Combat - Mace Mastery).mbd -
I found JJ's build intriguing and wondered if it could be tweaked in some ways. What's below isn't definitively better or worse, overall, but it may (or may not) be more to the OP's liking overall. Or, perhaps the OP can find ideas in each build that they end up using. Tis all up to the OP, of course. The build below is more expensive overall than JJ's build. That may matter a lot. Or not so much, not sure of how much inf the OP has. The build below offers more single target damage, probably better overall survivability, and quicker access to status protection by taking rune of protection earlier. The ability to teleport others in JJ's build gets replaced by a self teleport in mystic flight; that is a loss of utility because the build below can't easily teleport teammates anymore (and can't teleport enemies at all). On the other hand, sometimes being able to self teleport is very helpful. Losing rain of fire in the build below means less AOE damage when first engaging with many mobs. On the other hand, more global recharge in the build below means having fireball and inferno available for use more often. Losing evasive maneuvers means more problems with immobilizes when rune of protection is down. But, having 7 points of knockback protection in the build below means spending less time spinning in place while hovering, after getting hit with knocks. Endurance costs per second are down overall in the build below. But, endurance recovery is better in JJ's build. Good luck to the OP, however they decide to build. Wizard Specified Defender (Cold Domination - Fire Blast - Mace Mastery),v2.mbd
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Here is a sample build. It may understandably attract concern from those who prefer better defenses and may also not be chosen by those who prefer to build for high damage and to rely on controls for survival instead of defenses. But, hopefully there's some things you can pull from it that end up being helpful. Regarding AOEs, this build has 3 of them and they work well together. For example, you can begin combat by using spot prey, then use feral charge (an AOE) from maximum distance away from mobs, and then use vicious slash. At that point rending flurry's AOE radius grows from 8 feet to 15 feet because 3 blood frenzy charges from a maximum range feral charge and 2 blood frenzy charges from vicious slash generates 5 blood frenzy stacks. Next, use rending flurry and then cast fireball. That's a decent amount of AOE damage. Feral charge works very well as part of the single target attack chain because it animates quickly and because its DPA is pretty good for an AOE. It also allows for nearly seamless transitions from one part of a battlefield to another, reducing time that would otherwise be spent doing no damage when jumping or running to the next target to attack. Vigor alpha holds the build together with a mixture of endurance reduction and accuracy, allowing for the use of more procs in skills. You could drop melt armor, take tactics, and remove some procs if relying on incarnates to have a workable amount of accuracy isn't for you when fighting higher level mobs. Dominator (Earth Control - Savage Assault - Fire Mastery).mbd
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Poison characters can benefit a lot from having fold space, wormhole, and/or singularity in their powers list. All of these powers help you to move mobs into melee range of your poisoner, which helps survivability once venomous gas has been taken and slotted up. Fold space is probably more than enough in many situations, allowing you to bring ranged attackers that never seem to group up into "bear hug" range with your poisoner. Using corners and other terrain features to group mobs up can also be quite helpful, especially when soloing. Bringing mobs into melee range with your usually fragile corruptor, controller, or defender can quite understandably feel uncomfortable at first; it tends to take a while until you gain enough experience with the set for that feeling of discomfort to change to a grin. 😁
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In general, dominators tend to have a harder time keeping pet alive than controllers, as controllers have access to a secondary that can often help their pets survive better. Also, controllers have a stronger incentive to take their pets because they're a substantial source of extra damage for an AT that doesn't have a damage secondary or primary. That said, Frosticus has found ways to keep certain pets alive and to build AV-hunting dominators around the ability to do that. You can still find a fair percentage of dominators that take pets, though. Most who post regularly here would agree that there are multiple reasonable ways to build a dominator. There are some who post fairly frequently who prefer to rely primarily on controls for safety, rather than defenses. It's a viable playstyle. But, having good defenses is also viable without necessarily giving up having good damage. Also, a fiery assault dominator tends to do very well operating at range and there's nothing wrong with making that choice. If you're concerned about damage and you'd like to operate at range, then you may want to consider taking fire mastery instead of psi mastery and hover-blasting. Fire breath and fireball (from fire mastery) make a nice 1-2 punch, especially supported with fiery embrace. Melt armor is a good debuff and a self rez is never a bad thing (more fire mastery stuff), depending on how you'd like to put together your build. Hover blasting also allows you to focus mostly on ranged defense and resistances, which lessens the degree to which you may be tempted to sacrifice defenses to get good damage. Below is a sample build, in case you're interested. Barrier core Tier 4 adds a minimum of 5% to all defense and resistance totals while active, plus superior invisibility adds a persistent 2%-ish to all defense totals even when attacking. So, the ranged defense total you end up with in-game will be higher than what shows on Mids. Dominator (Illusion Control - Fiery Assault - Fire Mastery),v2.mbd
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I don't have an arsenal / poison build handy. But, here's an endgame arsenal / dark / psi build that can hopefully provide some helpful ideas. If you'd like a budget version, then some substitutions can be made for multiple sets. Good luck with your arsenal control character, whichever path you ultimately choose. Edit: It's been a while since I looked at this build. After learning a bit more about arsenal control I'd probably swap out enflame and instead take psionic tornado, with five armageddon IOs in it (not the knockdown proc, though) and a force feedback +recharge IO in the sixth and final slot. That would make it easier to keep mobs to having been damaged every 15 seconds or less, which helps for keeping mobs confused with smoke canister. Nightshell - Controller (Arsenal Control - Darkness Affinity - Psionic Mastery),v2.mbd Nightshell - Controller (Arsenal Control - Darkness Affinity - Psionic Mastery),v2.pdf
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Glad to hear you found the build appealing. I forgot to tweak the IOs in subdue. You can increase the damage a bit more, get a hit point buff from the apocalypse set, and noticeably improve endurance management by slotting it as follows: Apocalype - Damage / EndRed Apocalype - Acc / Damage / Recharge Apocalype - % chance of negative energy damage Gladiator's Javelin - % toxic damage Trap of the Hunter - % lethal damage Superior Ascendancy of the Dominator - % damage buff You'll still have 97.83% accuracy against +3 mobs with this slotting, even with no to hit buffs from external sources or from the Gaussian build up proc.
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Here's an alternative build that you may find interesting, even if in the end you decide to go in another direction. Some key changes ... 1. Noticeably more damage. 2. A little less global recharge. Still comfortably permadom, though, and with a good amount of slow resist to better protect global recharge from debuffs. 3. More resistances. Hits will still hurt, but a bit less so than earlier. See further down for ways to increase resistances on a temporary basis. 4. The empty slot in tactics would contain the Gaussian build up proc. On teams it should activate about 3 times per minute, which means about 1/4 of the time there's a good to hit and damage buff active. 5. No knockback IOs. You cut down on "Freem" knockdowns with those IOs, but most of those will be screened out by your smash / lethal defense. You don't really need them. 6. The superior ascendancy of the dominator damage proc has been placed in subdue. If it's being used regularly in the single target rotation then you can get multiple stacks of that proc active at one time. That should help damage for all powers being used. Endurance management is still going to be fine the clear majority of the time, except when drain psyche fails to hit. Haven't really resolved that with the attached build, but maybe it won't happen often enough to be concerned about. Your build seems most focused on fighting from range. And there are benefits from doing that. Still, to get more damage out of your build and to leverage the survivability granted by seeds, creepers, and drain psyche, it is absolutely fine to fight in melee. Plus, with this build you can take the barrier core T4 destiny, which boosts defenses further and provides strong "peak survivability" when your dom is receiving a lot of aggro from mobs that hit hard. Also, consider taking melee core hybrid for better mez protection, better resistances when the heat is on your dom, and better regen. Hopefully you get some ideas from this that you end up liking. Good luck with your dom, however you decide to move forward. Psylantt - Dominator (Plant Control - Psionic Assault - Ice Mastery).mbd
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It's probably best to begin with a question about budget. The absence of winter sets, Hami-Os, and D-Synchs, the limited presence of purple sets, and the limited use of damage procs suggests that you'll want to be careful about how much you spend on your dominator. If that's wrong, then please let us know and your build can change a lot. Also, knowing your plans for incarnates (if you've made choices, that is) would be helpful. Even as is, though, this is a carefully thought out build that should be quite effective in-game. There's a lot to like about it. Key powers are supported with a lot of slots and reasonable IO set choices. Softcap smash / lethal defense helps to screen out quite a bit of damage. Ranged defense isn't capped. But, it is still noticeably higher than the floor and it will also be helpful. You're well over the global recharge floor for permadom, which helps in a number of ways. Hoarfrost is well slotted and should have very good uptime, which noticeably helps survivability. As a "technical" suggestion, consider switching off "domination" in Mids when evaluating your dominator builds because when it is engaged a temporary "to hit" buff that is only applied for about 15 seconds about every 90 seconds is also engaged; that makes it very hard to see the true likelihood of hitting mobs for the clear majority of the time domination is active. Also, hold down the "shift" key and press the "+" key 5 times while hovering your mouse button over an IO that you'd like to boost to +5. After you've boosted an IO to +5 click on that IO with the mouse to put it into your build with a +5 boost. The main limitations of your build would seem to be fourfold: 1. Endurance drain is quite close to recovery on a "per second" basis, by default. Thus, if drain psyche misses, which it sometimes will, then endurance can become a problem quite soon. 2. Resistances are all quite low. When hits get through they will hurt. 3. Slow resistance seems to not be present in the build. Most of the time this won't matter, especially with such high global recharge. But, when it does matter, it will tend to matter a lot. 4. Damage could be higher. Initial thoughts that might differ quite a bit from (reasonable, definitely worthy of consideration) feedback that you might get from others. PS: I can't copy the data chunk into Mids and make that work. You can try dragging and dropping the Mids file itself into one of your posts. That would probably be easier to work with than a data chunk.
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If you'd rather not share your build, then that is (of course) totally up to you. But, if you are OK with sharing it then hopefully you won't mind posting it in a response to this thread. You can get more build-specific help that way. Also, for those who frequent this forum it's always welcome to see a thoughtfully put together dominator build plan.
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Psi assault is a very reasonable pick for an assault set. Drain psyche is one of the main jewels of the set. It's a strong debuff against harder targets. It makes endurance management much easier. It handles incoming chip damage quite well. Also, unless it was recently changed and City of Data is now incorrect, psy shockwave is the only assault set PbAOE that hits up to 16 targets, instead of the default maximum of 10 targets*. Psy shockwave applies a default 20 second duration, 50% recharge debuff to mobs that it hits; even with purple patch effects in play that still noticeably slows down incoming damage from a wide swathe of enemies. In the end, psy shockwave makes handling crowds easier. As well, the melee single target attacks hit hard, as does the snipe. Procs and telekinetic thrust offer some diversification from psychic damage, which helps when fighting mobs that heavily resist psy damage. * Other than thunderstrike, but it has quite low damage for the AOE component
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That makes sense. Thank you for explaining.
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Perhaps best filed under the "pretty good, definitely fun, but fire may be mechanically better" could be leviathan mastery. These days I'm playing an ice / savage / leviathan dom for whom water spout is proving very helpful. Uptime for water spout is about 60 - 65% of the time without external buffs such as speed boost. The soft cc it adds makes getting into the middle of spawns noticeably safer and tougher mobs get chewed down to zero hit points faster with water spout throwing them up in the air and generally ruining their day. Also, while hibernate can fail to save your dominator at times it's still a decent self protection button if RNG turns against you. For AOE damage fireball is clearly better than water spout. Heat metal has no equivalent in leviathan, as well. But, water spout works well with control sets which can slow down enemy movement by quite a bit because feared mobs will generally not be going anywhere fast anyways. FWIW, written knowing that you may have already experimented extensively with leviathan mastery and found that it falls short.