Jump to content

EnjoyTheJourney

Members
  • Posts

    739
  • Joined

  • Days Won

    1

Everything posted by EnjoyTheJourney

  1. Acre plays earth / earth very well, which was a key reason for how well earth / earth held up. Also helpful were stacked to hit debuffs from dark control (Vol) and earthquake (more minor in amount than what dark control brings, but it probably tagged some mobs that Vol's powers didn't). It also helped that the earth / earth dom had ice as the mastery, with hoarfrost. Having a hefty heal and +max hit points buff is so much better than not having one, even if it is on a long recharge. Something else that helped the run quite a bit, although it may not be immediately obvious from watching battles in the video, was that there were two doms with sleet from taking ice mastery (fire/psi/ice and earth/earth/ice). Stacked -defense and -res debuffs from sleet made everything easier to take down. That's why, for example, even as just a trio AVs went down quite quickly in part 3 and mobs in the part 4 towers also went down quite fast.
  2. A very good single target attack chain for any given set of powers will fully realize the single target damage potential of those powers, keep endurance management in a good place, be relatively easy to execute, and use slots and other resources in an efficient way to achieve these objectives. Fully realizing single target damage potential ... Much about this is straightforward. One issue is straightforward in theory, but potentially a bit challenging to sort out in practice. In theory, it helps to have a seamless transition between powers used in the single target attack chain. One power is used, the next one is ready to go and used immediately, and so on ... with no gaps between the availability of powers to be used (ie: no "dead space" in the attack chain). This is relevant because time spent waiting for the next attack to recharge is time spent doing no damage*. * A possible exception is that sometimes a short wait will allow a key power to fully recharge (ie: a power that boosts damage) so it can be used just ahead of a barrage of heavier damage attack powers. In practice, figuring out how to minimize "dead space" in a single target attack chain can be challenging. This is true in part because of uncertainty concerning when powers start to recharge. Do they start to recharge immediately after you press a button to use them? Do they start to recharge when they activate, but before they finish their animation? Do they start to recharge after their animation fully completes, but before arcanatime finishes up? Do they only start to recharge after arcanatime casting time finishes up? Are there different answers to these questions for different powers and, if there are differences, is there an observable patterns to the differences? Thank you in advance for any insight provided.
  3. Two reasonably inexpensive and effective options would be to slot the full set of either Mako's Bite or Touch of Death. Check out Mids with both of them and see the differences between them for melee and ranged defense. Pick the one you like better. Bear in mind that stacked speed and recharge debuffs can really put a damper on your dom's day. And, if you dropped all the winter set IOs from this build then your dom would only have 20% resistance to speed and recharge debuffs. If you can find a way to pay for it, then it's highly likely to be helpful to keep the 2 superior frozen blast IOs in the build, especially if you take out all the blistering cold IOs.
  4. I can empathize with where Mezmera is coming from, as I initially had quite low expectations when you mentioned that you were going to stay away from purple IO sets. But, after having put together a build it seems clear that a sans-purple-IOs build can still do decent damage and survive quite well. For damage, with 3 AOEs that all do decent damage that part of your build is in good shape. The single target attack chain has reasonable DPA as well. Survival was my biggest concern for your build, ahead of seeing how it might finally come together. But, especially if barrier core destiny and melee core hybrid are taken then this "no-purples" build should survive quite well in most situations. Not all ATO sets are worth slotting. And, the dominating grasp IOs aren't efficiently helping you do more damage, build up recharge, or put together better defenses for this build. The Call of the Sandman set that replaces dominating grasp is providing you 6.25% global recharge that helps you attain permadom and the "heal" proc IO in the fifth slot, which has a 90% chance of healing 15% of your hit points every time you cast mass hypnosis. Since you sometimes want to use mass hypnosis to shut down mobs when they're hammering your dom, it's helpful that it offers a high chance of triggering a noticeable heal when you use it. Also, unlike with a damage proc, healing your character shouldn't draw mobs' aggro to you and make them want to kill your dom when they wake up after being asleep (at least, not as far as I know). On that note, by all means use mass hypnosis freely when you don't have a damage proc in it. The fiery orb proc IO is a bit of an iffy pick on purely functional grounds, for terrify. But, fiery orb looks fairly cool, it distracts mobs, and it can potentially be viewed as a "kitsune" thing to do to create globes of fire. If you swap out fiery orb and put in another damage proc IO then that's also a reasonable choice that gives you more up front damage than spawning fiery orbs. Call swarm has a very low DPA and is only potentially useful as a filler when all of your main single target attack skills are on cooldown (maiming slash, call hawk, and vicious slash). It's very common in many dominator builds to leave the T1 dominator assault power at 1 slot for this reason. You already have 3 AOEs with good DPA and a good "cool factor". Psi nado has low damage and low utility. If you really love it, though, then perhaps consider making room for it by dropping one of your other AOEs (at least try terrify out before dropping it, though, it's a mind dom's bread and butter way of stopping incoming damage while also noticeably damaging mobs as well). Check out what mind over body does for your build by looking at the "totals" screen across all your defenses with it in the build, drop it, check the numbers again, and put it back to see what you've gained by slotting it as it is. Dropping increases any smash / lethal damage taken by about 140% (ie: every 100 points of damage taken with mind over body in the build becomes about 240 points of damage taken without it in the build, 200 damage becomes 480, 300 damage becomes 720, and so on). Removing it also makes melee defense noticeably lower, meaning more hits would get through. It would be a Big Hit to survivability to take mind over body out of the build. At the end of the day, though, fun > all. You should build your dom the way you want and, hopefully, you'll have a blast playing her.
  5. It's easier to pay little attention to defenses for a mind / fire because you're usually free to operate safely from range. Mind / savage tends to be in melee range a lot. Having minimal defenses can go sideways really quickly when in melee range.
  6. Two main challenges stand out. 1. 120% global recharge isn't enough to maintain "permadom". You'll want noticeably more (145 - 150 global recharge would be a minimum total). 2. Defenses are not that robust. Other ideas for potential improvements ... 1. Mass hypnosis has a damage proc in it, which will wake mobs up shortly after putting them to sleep. It's good to avoid that because otherwise any control over mobs gained by using a sleep power is almost immediately negated. 2. Terrify is a very helpful power to have because it stops mobs from attacking much more effectively than its written description might suggest, because it's frequently available, and because it does damage. Also, intimidating enemies into cowering in fear may reasonably be considered "cool." To address these challenges and a few others, here is a revised build ... (caveat: defenses are still not quite in a comfortable place, but they're at least noticeably more solid). Switch out the two new winter IOs with some other acc / dam / end combo if you'd prefer to save some funds. Do splurge if possible on the steadfast defense / resistance IO and the gladiator's armor +defense IO, though, as they boost all defense by 6% and take defense totals to a noticeably better place. Global recharge is now 147.5%, which will be workable for a permadom build, albeit not more than "just workable." Since you'll be in melee a *lot* with this build and melee attacks are both more numerous and more damaging than ranged attacks, good melee defense should help quite a bit. With this build you only need a small purple inspiration to softcap melee defense. Best of luck with your dom, however you might decide to move forward. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Yosako: Level 50 Magic Dominator Primary Power Set: Mind Control Secondary Power Set: Savage Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Mesmerize -- CaloftheS-EndRdx/Sleep(A) Level 1: Call Swarm -- Acc-I(A) Level 2: Maiming Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), TchofDth-Dam%(45) Level 4: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(46), BslGaz-EndRdx/Rchg/Hold(46), BslGaz-Acc/EndRdx/Rchg/Hold(46) Level 6: Vicious Slash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(7), CrsImp-Acc/Dmg/Rchg(7), CrsImp-Acc/Dmg/EndRdx(9), CrsImp-Dmg/EndRdx/Rchg(9), TchofDth-Dam%(11) Level 8: Mass Hypnosis -- CaloftheS-EndRdx/Sleep(A), CaloftheS-Acc/EndRdx(23), CaloftheS-Sleep/Rng(31), CaloftheS-Acc/Sleep/Rchg(31), CaloftheS-Heal%(31) Level 10: Unkindness -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rng(13), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dam%(15), AchHee-ResDeb%(15) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(17), ShlWal-ResDam/Re TP(36) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 16: Spot Prey -- GssSynFr--Build%(A), RechRdx-I(19), RechRdx-I(37) Level 18: Mystic Flight -- WntGif-ResSlow(A) Level 20: Spirit Ward -- Prv-Heal/EndRdx(A), Prv-Heal(23) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(37) Level 24: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(25), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/Rchg(27), Obl-Acc/Dmg/EndRdx/Rchg(27), Obl-%Dam(29) Level 26: Terrify -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(34), Bmbdmt-+FireDmg(34), PstBls-Dam%(36), SprDmnGrs-Rchg/Fiery Orb(37) Level 28: Blood Craze -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(47), Prv-Heal/Rchg/EndRdx(48), Prv-Absorb%(48) Level 30: Boxing -- Empty(A) Level 32: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-EndRdx/Rchg(33), UnbGrd-ResDam/EndRdx/Rchg(33) Level 35: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(36) Level 38: Call Hawk -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/Dmg/Rchg(39), Dcm-Build%(40), CldSns-%Dam(40) Level 41: Mass Confusion -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(42), SprAscoft-EndRdx/Rchg(42), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(42), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(43), SprAscoft-Rchg/+Dmg%(43) Level 44: Link Minds -- LucoftheG-Def/Rchg+(A), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(45) Level 47: Mind Over Body -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(47), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(49), UnbGrd-Max HP%(50) Level 49: World of Confusion -- MlsIll-Acc/Conf/Rchg(A), MlsIll-EndRdx/Conf(49) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(21), Mrc-Rcvry+(21) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 1: Blood Frenzy ------------
  7. Here's a "spare no expenses" build that offers very good single target damage and a layered approach to defenses that makes your dominator very tough. Try out this build on a pylon (beta is a good place to try for a cost of zero influence) and you'll see that a rotation of gather shadows (whenever it's up), moonbeam, gloom, smite, and midnight grasp will lead to a fluid single target attack chain and to good single target damage. The defensive scheme is to cast barrier when it's up, and when barrier is in the low part of its buff cycle (ie: just as one minute of barrier being active has passed) to pre-cast gather shadows, and then cast unleash potential; casting gather shadows before unleash potential boosts the defensive values unleash potential offers by quite a bit. Check this out in Mids to confirm.* There will be occasional low points in defenses because the availability of unleash potential and barrier don't always perfectly synch up. But, with good judgment you can figure out when you'll need your strongest protection. Mix in melee core hybrid when you'd like to be even tougher (and keep it handy so that when your dom gets defeated you may have immediate mez protection after resurrecting). * Mezmera deserves credit for explaining how much stronger a dominator can be by using this combination of defensive powers. It's a bit complicated at first. But, you get used to the rhythm fairly soon and then it works really well. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Mutation Dominator Primary Power Set: Ice Control Secondary Power Set: Dark Assault Power Pool: Speed Power Pool: Force of Will Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Fire Mastery Hero Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Dark Blast -- HO:Nucle(A) Level 2: Smite -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(15), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dmg/EndRdx/Rchg(23), TchofDth-Dam%(17) Level 4: Gloom -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(27), Apc-Dam%(29), GldJvl-Dam%(29) Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprAscoft-Rchg/+Dmg%(9), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 10: Mighty Leap -- WntGif-ResSlow(A) Level 12: Ice Slick -- DS:DSyncSlowRechEnd(A) Level 14: Weaken Resolve -- AchHee-ResDeb%(A) Level 16: Gather Shadows -- RechRdx-I(A), RechRdx-I(17) Level 18: Boxing -- Empty(A) Level 20: Engulfing Darkness -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(27), SprAvl-Acc/Dmg/EndRdx/Rchg(21), SprAvl-Rchg/KDProc(33), Arm-Dam%(33) Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(25), RechRdx-I(31) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(34), Rct-ResDam%(25) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(43), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(34) Level 28: Life Drain -- DS:DSyncHealAcc(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33) Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(40), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(43) Level 32: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(40), ShlWal-Def(50), ShlWal-Def/EndRdx(50) Level 35: Moon Beam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), GldJvl-Dam%(48) Level 38: Midnight Grasp -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(46), Mk'Bit-Dam%(47) Level 41: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(49) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 47: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(47), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(49) Level 49: Flash Freeze -- CaloftheS-Heal%(A), CaloftheS-EndRdx/Sleep(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(11), Prv-Absorb%(19) Level 1: Stamina -- PrfShf-End%(A) Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Vigor Radial Paragon Level 49: Quick Form Level 10: Takeoff ------------
  8. It's not certain how many responses you might get for such a specific list of requests. Perhaps you'll get some. Perhaps not. One potential starting point for putting together a build to which others can react is the "Trust Fund Dominator" thread currently visible on this webpage. It gives a good set of ideas Regarding your concept, kitsune have a lot of possible permutations to their powers. They can be good or evil. They can have elemental powers, nature powers, and even darkness powers. So, beyond the few things you've listed there are quite a few possibilities, depending on how specifically or broadly defined your character concept is. This reply probably isn't what you'd hoped to receive, which would be understandable. Hopefully it still ends up being helpful. Edit & PS: A few powersets and combinations other than the one you're targeting that could fit with a kitsune theme include ... - dark control, take "possession" (ie: a single target confuse) + dark assault (evil kitsune) - soul mastery for soul drain (evil kitsune) - ice mastery + sorcery pool for mystic flight (has a teleport power when engaged) and rune of protection + melee core hybrid incarnate + barrier destiny incarnate for good overall defense / resistance totals. - fire control, fire assault, and/or fire mastery (many kitsune are good at fire magic, although the pure fire combo has no "possession" power) - plant control (seeds of confusion, nature powers, ...), earth assault, and fire mastery - fire control / psi assault / mu mastery ... and so on, as there are lots of combos that can potentially fit with a kitsune theme.
  9. Next, a bit more testing with savage assault, this time using plant as the primary. Also, intuition radial alpha incarnate was replaced by nerve radial alpha, plus more procs were added into the savage assault single target attack chain. Plant / Savage / Ice dominator Pylon defeats: 3:12 (328 DPS) and 2:44 (362 DPS) - 1st defeat forgot to cast creepers until late, 2nd defeat creepers were cast right awayTrapdoor run: 6:32 - 2 pylon defeats and 1 trapdoor run T4 nerve radial alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. ------------------------------ Savage assault differs from most other assault sets in how--with a reasonably achieveable amount of recharge--you can have a complete attack chain with just three single target attacks. The short single target attack chain makes it a good pairing, performance-wise, with primaries that have only low damage, slow animating powers that can be used as part of a single target attack chain; the primary won't necessarily hold back single target DPS when savage assault is the secondary. Also, needing only 3 powers for single target attacks makes it easier to fit in the potentially hefty heal that savage assault offers. A key drawback is that there isn't any place in savage assault single target attacks for the +damage AT proc IO. To have the +damage AT proc IO as part of the single target attack chain it needs to go into a primary (ie: control set) power, which would usually be the T2 single target hold because holds can accept several damage procs. Despite that limitation, though, single target damage is still fairly good even when not incorporating the +damage AT proc IO into attacks used as part of the single target attack chain. Pylons ... As I did for an earlier build for this powerset combination, reported about earlier in this thread, I forgot to cast creepers until late into the first pylon defeat. Minor "doh" there. But, it turned out that creeper added mid-30s DPS to the single target attack chain both times, which was an interesting data point. Swapping alpha incarnates and some other tweaks seemed to make a positive difference to single target DPS compared to an earlier iteration of this build, reported about earlier, at least based on the two runs done here. This is notable in part because the way to make this work was to drop intuition radial as the alpha incarnate, even though it directly boosted damage, and to swap to nerve radial instead. It may seem counterintuitive for that to work. And yet, it seems to work here. The key reasons that it worked probably have to do with getting more procs into maiming slash and with a small number of IO swaps for vicious slash and call hawk. Trapdoor ... This was my shortest trapdoor run for a dominator thus far by close to 30 seconds. It's not a top tier time. But, it's still a pretty good clear time for that mission. There was a fair amount of driver error and fumbling, as experience with these powersets together is still very much on the low end of the scale. It wouldn't be surprising if somebody more practiced at these powersets and at trapdoor runs achieved a clear time of somewhere around five minutes. Having two hefty heals and all the other layered defenses available made the pylon defeats and the trapdoor run very safe. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Dominator Primary Power Set: Plant Control Secondary Power Set: Savage Assault Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 1: Call Swarm -- HO:Nucle(A) Level 2: Maiming Slash -- TchofDth-Dam%(A), Mk'Bit-Dam%(3), IceMisTrmt-+ColdDmg(3), ImpSwf-Dam%(13), DS:DSyncDamEnd(17), DS:DSyncDamEnd(13) Level 4: Vicious Slash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Dmg(5), Hct-Dmg/EndRdx(15), Hct-Dam%(15), TchofDth-Dam%(17) Level 6: Roots -- SprDmnGrs-Rchg/Fiery Orb(A), SprFrzBls-Acc/Dmg/EndRdx(7), DS:DSyncDamEnd(7) Level 8: Seeds of Confusion -- SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SprAscoft-Rchg/+Dmg%(11) Level 10: Mystic Flight -- WntGif-ResSlow(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(31) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 16: Spot Prey -- GssSynFr--Build%(A), DS:DSyncSlowRechEnd(29), DS:DSyncSlowRechEnd(31) Level 18: Spirit Ward -- DS:DSyncEndHeal(A) Level 20: Rending Flurry -- Arm-Dmg(A), Arm-Dmg/Rchg(21), Arm-Acc/Dmg/Rchg(23), Arm-Dmg/EndRdx(23), Arm-Dam%(27), FuroftheG-ResDeb%(29) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(39) Level 24: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(25), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(27) Level 26: Carrion Creepers -- SprFrzBls-Dmg/EndRdx/Acc/Rchg(A), SprFrzBls-Dmg/EndRdx(36), PstBls-Dam%(36), Bmbdmt-+FireDmg(36), TraoftheH-Dam%(37), JvlVll-Dam%(48) Level 28: Blood Craze -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(45) Level 30: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(40) Level 32: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(33), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(46) Level 35: Call Hawk -- Apc-Dmg/Rchg(A), Apc-Dmg/EndRdx(42), Apc-Dam%(43), Apc-Acc/Dmg/Rchg(45), Apc-Dmg(46), FrcFdb-Rechg%(46) Level 38: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(43) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(43) Level 44: Hoarfrost -- Pnc-EndRdx/Rchg(A), DS:DSyncHealRech(45) Level 47: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(47), Rgn-Acc/Dmg/Rchg(50), Rgn-Acc/Rchg(50), Rgn-Dmg/EndRdx(48) Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(49), Rct-Def/EndRdx(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(40) Level 1: Stamina -- PrfShf-End%(A) Level 1: Blood Frenzy Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Nerve Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  10. 2. fire / savage / ice dominator Pylon defeats: 2:29 (385 DPS) Trapdoor run: 9:15 - 1 pylon defeat and 1 trapdoor run T4 vigor core alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Driver inexperience with this powerset combination and with savage in general meant that this build's potential wasn't being fully unlocked. And, this build doesn't have the same burst AOE potential as some other dominator builds. Instead it puts out an army of smaller numbers to take mobs down via AOE damage. Thus, it didn't shine all that well in the Trapdoor run. But, where this build does particularly well is with single target damage; even at 385 DPS this build can still probably have noticeably higher single target DPS with smoother execution. Tex was probably onto something when he mentioned that savage may be a particularly strong DPS set. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Dominator Primary Power Set: Fire Control Secondary Power Set: Savage Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Char -- GldNet-Dam%(A), NrnSht-Dam%(19), GhsWdwEmb-Dam%(19), GldJvl-Dam%(21), UnbCns-Dam%(36), SprAscoft-Rchg/+Dmg%(36) Level 1: Call Swarm -- HO:Nucle(A) Level 2: Maiming Slash -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(17), TchofDth-Dam%(34) Level 4: Vicious Slash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Dmg(5), Hct-Dmg/EndRdx(15), Hct-Dam%(15), GldStr-%Dam(17) Level 6: Fire Cages -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(7), JvlVll-Dam/End/Rech(7), SprDmnGrs-Rchg/Fiery Orb(13) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/Rchg(11), SprAvl-Acc/Dmg/EndRdx/Rchg(11) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(31) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(33), AbsAmz-Acc/Rchg(33), AbsAmz-EndRdx/Stun(33), AbsAmz-Stun(45) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 16: Spot Prey -- GssSynFr--Build%(A), RechRdx-I(29), RechRdx-I(31) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(23) Level 20: Rending Flurry -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(25), Arm-Dmg/EndRdx(27), Arm-Dam%(27), FuroftheG-ResDeb%(29) Level 22: Mystic Flight -- WntGif-ResSlow(A) Level 24: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(34) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(36) Level 28: Blood Craze -- Pnc-Heal(A), Pnc-Heal/Rchg(37) Level 30: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(39) Level 32: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(40) Level 35: Call Hawk -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Dmg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(46), FrcFdb-Rechg%(46) Level 38: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(39) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(43) Level 44: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(46), Prv-EndRdx/Rchg(48), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(45), Prv-Absorb%(45) Level 47: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(47), UnbGrd-ResDam(47), UnbGrd-ResDam/EndRdx(48) Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(49), Rct-Def(49), Rct-Def/EndRdx(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(40), Mrc-Rcvry+(37) Level 1: Stamina -- PrfShf-End%(A) Level 1: Blood Frenzy Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Vigor Core Paragon ------------
  11. There are runs for two new and yet quite similar builds to share and compare. A different alpha was used than for other runs, which seems like may lead to higher DPS than cardiac when endurance management is challenging. The powerset combinations tested were ... 1. fire / thorns / ice dominator 2. fire / savage / ice dominator -------------------------------------------------------------- 1. fire / thorns / ice dominator Pylon defeats: 3:52 (293 DPS), 4:10 (281 DPS) Trapdoor run: 9:50 - 2 pylon defeats and 1 trapdoor run T4 vigor core alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. The "X" factor for this thorny assault build is that it debuffs mob defense in big chunks and can leave most mobs literally defenseless within seconds. Also, between sleet and 2 -res proc IOs the build can debuff mobs resistances up to 50% or thereabouts fairly often. So, while the numbers for soloing are not “top shelf” the debuffs this build offers make it particularly team friendly when facing mobs that have high defense buffs. Vigor was chosen for both of these builds to allow for another proc in char, to slightly boost damage in other key powers by removing some acc and adding in a bit more damage, to boost the heal from hoarfrost, and to resolve endurance problems. Cardiac wouldn't have brought as much to the table for this build, compared to vigor. Pylons ... Two pylon defeats were done because the results from the first run were quite a bit better than an earlier build for a mind / thorn / soul dominator (about 230 DPS across four pylon defeats, with 1 outlier run that was noticeably worse for the mind / thorn dominator build). The times were similar enough for both pylon defeats this time around to believe it was unlikely to be sheer luck that single target DPS increased as much as it did. This build just does better single target DPS the other build, it would seem. Thorns still doesn't reach 300 single target DPS, though, even with an improved build. Trapdoor ... Trapdoor was busy, but not that quick. Runners were one reason for all the busyness; single target damage that is fairly good, but not great, was another reason for all the busyness. Lots of errors were made picking attacks as well. So, for example, often the best attack was used on a minion with a sliver of life and the worst one would be used on a boss. In short, it could definitely have been a faster run with a bit better luck and better execution. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Mutation Dominator Primary Power Set: Fire Control Secondary Power Set: Thorny Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Char -- SprEnt-Rchg/AbsorbProc(A), NrnSht-Dam%(5), GhsWdwEmb-Dam%(5), GldNet-Dam%(7), UnbCns-Dam%(33), GldJvl-Dam%(34) Level 1: Thorny Darts -- HO:Nucle(A) Level 2: Fire Cages -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Acc/Dmg(3), JvlVll-Acc/Dmg/End/Rech(7), SprDmnGrs-Rchg/Fiery Orb(9) Level 4: Skewer -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(13), Hct-Dam%(13), AchHee-ResDeb%(15) Level 6: Mystic Flight -- WntGif-ResSlow(A) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40) Level 10: Impale -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(40), SprAscoft-Rchg/+Dmg%(21) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(23), AbsAmz-Acc/Rchg(25), AbsAmz-EndRdx/Stun(43), AbsAmz-ToHitDeb%(43) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 16: Build Up -- GssSynFr--Build%(A), DS:DSyncSlowRechEnd(17), DS:DSyncSlowRechEnd(17) Level 18: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(19) Level 20: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(23) Level 22: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(37) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27) Level 28: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Max HP%(33) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(45), Rct-Def/EndRdx(45), Rct-Def(50) Level 35: Ripper -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(36), Arm-Dam%(37), FuroftheG-ResDeb%(37) Level 38: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(39) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(45) Level 44: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(46), Rgn-Acc/Dmg/Rchg(47), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48) Level 47: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg/EndRdx(47), RechRdx-I(48) Level 49: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(49), KntCmb-Dmg/Rchg(49), KntCmb-Dmg/EndRdx/Rchg(50) Level 1: Domination Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(46) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3) Level 1: Stamina -- PrfShf-End%(A) Level 50: Vigor Core Paragon ------------
  12. I was also curious, and so put together a build. It goes against usual practice for dark control in the selection of multiple powers, though, and it can probably be better put together by somebody more experienced with dark control. dark / savage / ice dominator Pylon defeat: 3:18 (321 DPS)Trapdoor run: 10:28- 1 pylon defeat and 1 trapdoor runT4 intuition radial alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Pylon ... The lack of having the +damage unique AT IO in any single target attack power probably decreased pylon defeat DPS at least somewhat. Still, there was quite a bit of fumbling and some mis-clicks along the way. So, 321 DPS is probably a bit on the low side of what can be consistently achieved. Trapdoor ... This wasn't a completely unexpected result, although probably it can be noticeably shortened. There were lots of runners with no AOE immobilize and with multiple fear-inducing powers (fearsome stare, sleet, and ice storm). Having no previous experience running these particular powersets in combination also didn't help. This combination offers noticeably more durability than many other dominator builds with two hefty heals and a number of other sources of layered defenses. It solos *quite* safely and should contribute just fine on teams. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Mutation Dominator Primary Power Set: Darkness Control Secondary Power Set: Savage Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 1: Call Swarm -- HO:Nucle(A) Level 2: Maiming Slash -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(15), TchofDth-Dam%(15) Level 4: Vicious Slash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(11), Hct-Dam%(11), TchofDth-Dam%(13) Level 6: Possess -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprAscoft-Rchg/+Dmg%(9) Level 8: Fearsome Stare -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(33), CldSns-Acc/EndRdx/Rchg(33), CldSns-%Dam(33) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(46) Level 12: Heart of Darkness -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(29), Obl-%Dam(31), ScrDrv-Dam%(31), CldSns-%Dam(31) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 16: Spot Prey -- GssSynFr--Build%(A), DS:DSyncSlowRechEnd(17), DS:DSyncSlowRechEnd(17) Level 18: Mystic Flight -- WntGif-ResSlow(A) Level 20: Rending Flurry -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(23), Arm-Dam%(25), FuroftheG-ResDeb%(25) Level 22: Spirit Ward -- Prv-Heal/EndRdx(A), Prv-Heal(39) Level 24: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(48) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Blood Craze -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(36) Level 30: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43) Level 32: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 35: Call Hawk -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(37), Apc-Dam%(37), FrcFdb-Rechg%(39) Level 38: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(39) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(42) Level 44: Ice Storm -- Rgn-Acc/Dmg/Rchg(A), Rgn-Dmg/EndRdx(48) Level 47: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(47), RechRdx-I(47) Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(49), Rct-Def(49) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(40), Mrc-Rcvry+(40) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(40) Level 1: Blood Frenzy Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
  13. A few thoughts and suggestions follow ... This is a very carefully thought through build. You showed a lot of creativity at finding defensive bonuses, comfortably attaining enough recharge for perma-dom, and mixing in resistance to recharge debuffs to keep permadom more secure. Having those solid defense totals and maxed smash / lethal resists should make for a very tough dom in most situations. A key tradeoff for doing so well at achieving those objectives is that damage is quite low for the build. Also, for better or worse, given the endurance burn for the build you'll probably need ageless destiny of one kind or another to avoid running out of endurance. If you're comfortable using the beta server and know how to export builds from Mids for import to beta server characters, then it would probably be quite helpful to take your fully kitted out build out for a spin on the beta server. You'll get a good sense of whether you're comfortable with the damage and defenses by soloing one or two pylons and soloing a trapdoor run. It's a "try before you buy" opportunity that costs you a bit of time, but zero influence. As a minor technical suggestion it's better to toggle domination "off" in Mids because the to hit bonus that engages when domination is toggled on in Mids only applies to the first 15 seconds domination is active. Most of the time the only to hit bonus will be from link minds. Thus, for example, with the to hit bonus from domination inactive drain psyche has a to hit chance of 89%. Since to hit debuffs can be cast on your dom and sometimes defense buffs will be on mobs, that's probably a bit lower than you would like. Mass confusion will have an 87% chance to hit, as well. Other powers will have better to hit chances, which is good. Still, it's a good habit to toggle domination off in Mids when evaluating to hit chances.
  14. Had kind of a cool and somewhat unexpected finding for my fire / psi / ice dom. She's lvl 50 now and IO'd up. She has three T3 incarnates and three T4 incarnates, so not quite at full power yet. But, she seemed ready for a test I like to put dom builds through. One of the ways I like to test dom builds is to solo a +4x8 timed mission offered by Marcus Valerius in Cimerora. Cims present some unusual and significant challenges for doms. First, they're very dangerous when they swarm a character in melee range because of their ability to rapidly stack defense debuffs. Second, with shouts cims can buff their defenses up potentially quite high and also provide mez protection to themselves and nearby allies. Essentially, because they can provide each other with solid mez protection through shouts they can invalidate most of the controls a dom brings to the table. These abilities tend to diminish a dom's effectiveness in battle (and their safety) by quite a bit. Following a conservative, "safety first" approach she never needed hoarfrost once and she cleared a "kill the boss" mission in a little under 10 minutes. There's no way that's a speed record across all ATs. But, in my experiences running doms through that mission it's a decent clear time, especially when not pushing for a fast clear. The best part was watching a closely bunched ambush get mezzed, then decimated in a very short period of time by AOEs (without needing judgment). Mobs go down very fast when sleet is active and hot feet, psy shockwave, fire cages, fiery orb, and ice storm are all able to focus.
  15. Nice! And, you're posting pylon times for a dominator, very much on topic for this thread. FWIW, when I first started defeating pylons my characters' DPS was usually in the low to mid 200s, tops. Some runs were sub-200 DPS for the first while. Survival was also often challenging. Those early pylon runs ended up helping me to build characters to do better DPS and to execute single target attack chains at least somewhat better in-game than I did before I started them.
  16. Do a search for "Voltak" focused on this forum and look for his dark / dark builds. You'll get a lot of good ideas to help you, even if it takes a bit of time to put all the pieces together. In case you'd like to just pick a build and go, then here's a dark / dark / ice build which should do fine in most gameplay. As a caveat, what's below is something I theory-crafted and have not played. Key unresolved questions include whether or not the influence the build would take to put together is something you feel comfortable spending or not, and also whether endurance will hold up well as the build currently stands. If endurance is a problem, then two possibilities for managing that include picking the cardiac alpha incarnate instead of musculature or picking ageless core for very endurance strong recovery. GL with your dom, however you decide to move forward. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Dark Assault Power Pool: Leaping Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(9), BslGaz-EndRdx/Rchg/Hold(11), BslGaz-Acc/EndRdx/Rchg/Hold(11) Level 1: Dark Blast -- HO:Nucle(A) Level 2: Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), TchofDth-Dam%(9) Level 4: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(5), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(13), Apc-Dam%(13), GldJvl-Dam%(31) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(33) Level 8: Fearsome Stare -- CldSns-Acc/EndRdx/Rchg(A), CldSns-Acc/ToHitDeb(19), CldSns-Acc/Rchg(25), CldSns-%Dam(27) Level 10: Possess -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(42), CrcPrs-Acc/Rchg(42), CrcPrs-Conf/EndRdx(43), CrcPrs-Conf%(29) Level 12: Heart of Darkness -- Acc-I(A), DS:DSyncThreatAccRech(15), Obl-%Dam(15), Erd-%Dam(17), ScrDrv-Dam%(19), CldSns-%Dam(37) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Gather Shadows -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(17) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 20: Engulfing Darkness -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(23), Arm-Dam%(23), FuroftheG-ResDeb%(25) Level 22: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(46) Level 24: Rune of Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(31) Level 28: Life Drain -- DS:DSyncHealAcc(A), DS:DSyncHealAcc(29) Level 30: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(40), KntCmb-Dmg/EndRdx/Rchg(50) Level 32: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(34) Level 35: Moon Beam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), GldJvl-Dam%(37) Level 38: Midnight Grasp -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(40), SprAscoft-Rchg/+Dmg%(40) Level 41: Sleet -- RechRdx-I(A), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(48), Rct-Def(48), Rct-Def/EndRdx(48) Level 49: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(50), Prv-EndRdx/Rchg(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(33), Mrc-Rcvry+(33) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43) Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
  17. Hi Witch, Below is another take on that build. If you can give it a try on the beta server, see how it works for you. To get the most you can defensively out of the build below, cast power up just before casting unleash potential. Both are unchecked in Mids for this build; check out what happens to your defense totals when both are active at the same time by pressing the green buttons to the right of both powers. Since unleash potential is up about 1/3 of the time, it gives you a solid defensive wall for a noticeable period of time. Rotate that with barrier and 3/4 of the time you've got better defenses working in your favor. Notice also that whenever power up is active your defenses automatically rise; that's another key reason for getting an extra recharge IO into it, in addition to the bonus it provides to damage. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Gravity Control Secondary Power Set: Energy Assault Power Pool: Force of Will Power Pool: Flight Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Lift -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(3), GldJvl-Dam%(5), Apc-Dmg(5) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Gravity Distortion -- NrnSht-Dam%(A), NrnSht-Acc/EndRdx(7), UnbCns-Dam%(7), GhsWdwEmb-Dam%(9), GldJvl-Dam%(11), GldNet-Dam%(11) Level 4: Weaken Resolve -- AchHee-ResDeb%(A) Level 6: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13) Level 8: Crushing Field -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(9) Level 10: Mighty Leap -- WntGif-ResSlow(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Boxing -- Empty(A) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(17) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-Acc/EndRdx/Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19) Level 20: Whirling Hands -- Arm-Dam%(A), Arm-Dmg/EndRdx(29), Arm-Dmg/Rchg(21), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(25), FuroftheG-ResDeb%(29) Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(49), RechRdx-I(50) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(27) Level 26: Wormhole -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-EndRdx/Stun(31), AbsAmz-Stun(31), AbsAmz-Acc/Rchg(34), AbsAmz-Stun/Rchg(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(36) Level 30: Total Focus -- Hct-Dam%(A), Hct-Dmg/EndRdx(36), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), SprAscoft-Rchg/+Dmg%(37) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39), SuddAcc--KB/+KD(50) Level 35: Sniper Blast -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(42), GldJvl-Dam%(42) Level 38: Power Burst -- Apc-Dam%(A), SprWntBit-Acc/Dmg(42), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), OvrFrc-Dam/KB(43), FrcFdb-Rechg%(45) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(47), UnbGrd-Max HP%(47) Level 44: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(49) Level 47: Dark Obliteration -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(50) Level 49: Dark Consumption -- FuroftheG-Acc/Dmg/End/Rech(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(15), Prv-Absorb%(17) Level 1: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Melee Radial Embodiment Level 10: Takeoff Level 50: Barrier Core Epiphany ------------
  18. This inspired me to take a look at a plant / savage / ice dominator. Since plant has the best AOE of any primary and savage assault has 2 good AOEs that can both take -20% resistance procs, the hope was that trapdoor clear times would noticeably drop. Results are below ... plant / savage / ice dominator Pylon defeat: 3:44 without creepers (299 DPS), 3:06 with creepers (334 DPS)Trapdoor run: 6:57- 2 pylon defeats and 1 trapdoor runT4 intuition radial alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Pylons ... A couple of minutes into the first pylon defeat I realized that I had forgotten to cast creepers. So, I kept going that way and ended up with a 3:44 pylon defeat time, while not using creepers. Since not casting creepers for extended single target fights is a mistake, that got corrected for the second pylon defeat. The second pylon defeat took 3:06 with creepers helping out, for 334 DPS. Single target damage of 334 DPS is not "top shelf", but it's also not a bad figure. If savage is paired with a primary that has a power which can accept the AT +damage proc IO, then single target damage can be noticeably better. For example, between hotfeet, a proc'd up char that offers better DPA than maiming slash, and +damage AT proc IO activations, Tex's suggestion for pairing fire control with savage assault seems likely to lead to single target DPS of at least the high 300s. Trapdoor ... A run of 6:57 is a personal best for trapdoor runs involving dominators. In other hands it seems likely that one to two minutes could be shaved off. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Dominator Primary Power Set: Plant Control Secondary Power Set: Savage Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 1: Call Swarm -- HO:Nucle(A) Level 2: Maiming Slash -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(17) Level 4: Vicious Slash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(15), Hct-Dam%(15), TchofDth-Dam%(17) Level 6: Roots -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(7), JvlVll-Acc/Dmg/End/Rech(7), SprDmnGrs-Rchg/Fiery Orb(13) Level 8: Seeds of Confusion -- SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SprAscoft-Rchg/+Dmg%(11) Level 10: Unkindness -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rng(33), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(34), AchHee-ResDeb%(34) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(31) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 16: Spot Prey -- GssSynFr--Build%(A), RechRdx-I(29), RechRdx-I(31) Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(23) Level 20: Rending Flurry -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(25), Arm-Dmg/EndRdx(27), Arm-Dam%(27), FuroftheG-ResDeb%(29) Level 22: Mystic Flight -- WntGif-ResSlow(A) Level 24: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(34) Level 26: Carrion Creepers -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), PstBls-Dam%(36), Bmbdmt-+FireDmg(36), TraoftheH-Dam%(37) Level 28: Blood Craze -- Pnc-Heal(A), Pnc-Heal/Rchg(37) Level 30: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(39) Level 32: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(40) Level 35: Call Hawk -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(45), Apc-Dam%(46), FrcFdb-Rechg%(46) Level 38: Sleet -- RechRdx-I(A), RechRdx-I(43) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(43) Level 44: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(48) Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(47), Rct-Def(47), Rct-Def/EndRdx(48) Level 49: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(49), RechRdx-I(49) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(40), Mrc-Rcvry+(37) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 1: Blood Frenzy Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
  19. It's a bit challenging to figure that out, at least for now. The melee pylon tests and trapdoor runs are often done by those who are highly experienced at building finely tuned melee damage machines and whose execution during pylon defeats and trapdoor runs exceeds my more modest abilities. Support for that conclusion comes from looking at trapdoor clear times for two others, one of whom drove a plant/fire/fire dom (4:55) and another a fire/fire/fire dom (5:35); in contrast, I'm still working on getting trapdoor runs below 7 minutes. Thus, doms as an AT can probably be built and played better for these kinds of tests (and for +4x8 content in general) than I've figured out how to do in the relatively short time I've been doing them. Hopefully over time, as more test runs get reported, we'll end up with a better collective sense of how to build and play doms so they can sail through content many find challenging now. Doms have good damage modifiers and, with care and attention, defenses can be brought to a pretty sturdy place. So, that hope does have some reasoned basis for being. We'll hopefully (probably) also develop a better sense of which dom primaries and secondaries seem to consistently fall short, why they fall short, and by how much, which will hopefully help with any future balance passes. FWIW, my intuition is that doms can do noticeably more DPS and do so with a noticeably higher degree of sturdiness than is widely believed. The powerset combinations with superior DPS potential can probably consistently complete most +4x8 content in comparable time frames to melee classes. I can't prove this, though, at least not yet. And, it's possible that I'm being overly optimistic. Edit: Misremembered clear times earlier for two others who had below-6-minute clear times for their doms.
  20. Gravity control tests were reported on page 1. So far the dominator tests done were for gravity / energy / ice and gravity / earth / ice. In case it's of interest to you, there was also a gravity / storm / psi test reported for controllers. The short summary about gravity is that single target damage can be in a very good place with gravity as the primary and lift used as part of the single target attack chain. But, to realize that potential there needs to be a good single target attack in the secondary that can accept the unique +damage dominator AT proc IO, as lift cannot accept it. Also, despite the promise of bunching mobs up with wormhole, a secondary / epic combination with better AOE potential than was chosen for the runs done probably needs to be selected to fairly quickly clear +4x8 spawns (ie: trapdoor runs were not particularly quick).
  21. What are your objectives for your build? For example, are you looking to do speedrun endgame TFs / SFs (ie: even level notoriety, or thereabouts)? Are you looking to exemp down and, if so, then how far? Are you looking to run highly challenging endgame content at the highest notoriety level? Is this build intended for soloing, for team play, or both? Are you looking to make a single "all rounder" build that can handle all of the kinds of content you'd like to run? It's easier to receive feedback on a build when those who might provide it can visualize what kinds of content you'd like to enjoy.
  22. I wanted to tweak an earlier powerset combination to see if fiery orb could improve trapdoor clear times for it. fire / psi / ice dominator (an earlier version is in the tenth post on page 1 of this thread) Pylon defeat: 2:19 (385 DPS), 2:42 (365 DPS) (edited, wrong numbers were given here earlier) Trapdoor run: 8:08, 7:48, defeated, 7:58 - 2 abandoned pylon defeat attempts, 2 successful pylon defeats, and 4 trapdoor runs T4 intuition radial alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. These powersets complement each other well. Sleet allows drain psyche to hit reliably even when mobs have defense buffs. Drain psyche improves recovery enough to allow incarnates to be chosen without regard for improving endurance management, even when running hot feet full time. Thus, a damage-focused alpha can be taken over cardiac, for example, and barrier core destiny can be chosen over ageless. Also, sleet, hot feet and the fast casting animation time for char help to improve the otherwise potentially mediocre damage of psi assault, which is the only assault set that has no damage-boosting power. Pylons ... Even with drain psyche the tweaked build initially drank endurance so fast that the first two pylon defeat attempts ended with endurance bottoming out, de-toggling, and retreats from the pylon after being nearly defeated. Multiple build tweaks ensued, bringing endurance management to a much better place. The final two pylon defeat attempts were much smoother and ultimately successful. As I've gotten more experience playing these powersets single target attack chain execution became less shambolic. This was reflected in the improved pylon defeat times shown above, with 375 average single target DPS across two runs. If defensive powers didn't need to be used in rotation and if single target attack chain execution improved further then this build can probably consistently reach about 400 DPS without any damage buffs from teammates. Sleet, hot feet, and the procs in a fast-animating char are key reasons why single target DPS is in a pretty good place. Trapdoor … This dom was defeated in the third trapdoor run after speeding into a mixed arachnos / council spawn without bothering to cast any AOE control other than fire cages and with barrier in the lowest part of its buff cycle. 🙄 For the other three trapdoor runs, clear times didn't improve enough to conclude that using fiery orb was noticeably shortening them. However, minions did seem to drop noticeably quicker, which was a good outcome from incorporating fiery orb. A fair number of lieutenants needed to have a sliver of life removed with a single target attack, for these runs; that didn't seem to be needed as often when using roots / fiery orb. In the end, DPS from fire cages is probably too far behind the DPS of roots to noticeably move trapdoor run times; the absence of a damage boosting power in psi assault probably contributes further to the DPS limitations of fire cages, in comparison with roots. Another key limitation on trapdoor clear speed is probably the driver. I'm having a lot of difficulty getting trapdoor runs below 7 minutes on any dominator. But, others are able to do that. I'm optimistic that in the build given below I've found my favorite dominator combination to play. I'll move it from beta to the live servers and try it out in the coming weeks. 🙂 This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Psionic Assault Power Pool: Leaping Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- SprWntBit-Acc/Dmg/EndRdx(A), GhsWdwEmb-Dam%(3), GldJvl-Dam%(3), UnbCns-Dam%(5), SprAscoft-Rchg/+Dmg%(21), NrnSht-Dam%(23) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Mind Probe -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(7), Hct-Dam%(11), TchofDth-Dam%(11) Level 4: Telekinetic Thrust -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(15), OvrFrc-Dam/KB(17) Level 6: Fire Cages -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(9), JvlVll-Acc/Dmg/End/Rech(17), SprDmnGrs-Rchg/Fiery Orb(21) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(23) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(25), AbsAmz-Acc/Rchg(27), AbsAmz-EndRdx/Stun(29), AbsAmz-Stun(29) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 18: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(25) Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33), TchoftheN-Heal(33), TchoftheN-Acc/EndRdx/Rchg(33), DS:DSyncEndModRech(34), DS:DSyncThreatAccRech(34) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(42) Level 24: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(46) Level 26: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(27) Level 28: Boxing -- Empty(A) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(48), UnbGrd-Max HP%(45) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def/EndRdx(42), Rct-Def(43) Level 35: Psionic Lance -- Apc-Dmg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37), GldJvl-Dam%(37) Level 38: Psychic Shockwave -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(46), ShlWal-Def/EndRdx(46) Level 47: Ice Storm -- Rgn-Acc/Rchg(A), Rgn-Dmg/Rchg(47), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Dmg(50) Level 49: Hoarfrost -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(50), RechRdx-I(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43) Level 2: Stamina -- PrfShf-End%(A) Level 49: 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 4: Ninja Run Level 50: Degenerative Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany Level 50: Intuition Radial Paragon ------------
  23. Tried out a different pairing with ice control and the Trapdoor run results were surprising. Ice / energy / ice dominator Pylon defeat: 3:12, 328 DPS Trapdoor run: 10:36 - 1 pylon defeat and 1 trapdoor run T4 cardiac core alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. The pylon run was marred by some bad execution, especially in the first 30 seconds. Most likely 328 DPS is an under-estimate of the single target damage potential of the build. Basic strategy was to drop sleet right whenever it was up, toggle on enflame whenever it was up and sleet wasn't available, and use power up as soon as it was ready and the first two powers mentioned weren't already available. For single target attacks the order was total focus, power burst, bone smasher, snipe, repeat. When a gap occasionally appeared in the single target chain it was usually power bolt that got used. The trapdoor run was unexpectedly slow. Letting mobs live as long as they did led to needing hoarfrost once, but otherwise the run was very safe. It probably slowed down a lot because of mob scatter in reaction to arctic air, given that there was no AOE immobilizer to limit their movement. There were a lot of runners, many with a sliver of life left, who needed to be taken down one by one with single target attacks. That didn't happen as much with the ice / ice / ice dominator run because chilling embrace and arctic air work together to make mobs basically crawl when they try to run away. Regarding enflame, including it was an experiment to see if AOE could be noticeably improved by having an auto-attack power working away in the background while in melee range. I'm not sure if the approach to slotting enflame was good or not and it wasn't easy to tell if it was really helping or not. If enflame has a fear effect then that could help to explain how long the trapdoor run took. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Energy Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Ice Mastery Hero Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Bone Smasher -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(13), TchofDth-Dam%(13) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17), SprDmnGrs-Rchg/Fiery Orb(21) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 10: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(33) Level 12: Ice Slick -- DS:DSyncSlowRechEnd(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(34) Level 16: Power Up -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(19) Level 18: Flash Freeze -- CaloftheS-Heal%(A) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(23), Arm-Dam%(42), FuroftheG-ResDeb%(45) Level 22: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(36) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(25), Rct-Def(40), Rct-Def/EndRdx(42) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(34) Level 28: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(31), Hct-Dam%(31), Mk'Bit-Dam%(47) Level 30: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(36) Level 32: Enflame -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), JvlVll-Dam%(46), PstBls-Dam%(33), Bmbdmt-+FireDmg(34) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(43), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(37), GldJvl-Dam%(37) Level 38: Power Burst -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(39), GldJvl-Dam%(39), Apc-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(42) Level 44: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(46), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(50) Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def(48) Level 49: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5) Level 1: Energy Focus Level 49: 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 4: Ninja Run Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Cardiac Core Paragon Level 50: Void Radial Final Judgement ------------
  24. Below are results for another build that explores the value of fiery orb (and arctic air as a home for fiery orb). Ice / Ice / Ice dominator (This is what happens when an ice cream truck driver goes bad!) Pylon defeat: 3:34, 307 DPS Trapdoor run: 8:38, plus another run of 10:26 due to a Big Blunder - 1 pylon defeat and 2 trapdoor runs T4 cardiac core alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Given the primary and secondary, which are not known for delivering high damage, the pylon defeat time was a pleasant surprise. The incarnate choices also didn't lead to an expectation of higher damage either. Most likely procs and sleet were the keys to being able to break 300 DPS for this particular primary and secondary. Still, the attack chain wasn't executed as well as it could be, as usual, because I'm not great at that. So, the build given below probably has a higher single target damage ceiling through better attack chain execution. Also, defensive skills were used when needed and that lowered DPS. Thus, it's not likely that 300+ DPS was a fluke. The first trapdoor run took 10:26 because it basically went off the rails when I accidentally took domination off "auto-cast" and didn't notice until after it dropped and my dom was mezzed. Rune of protection, barrier, and melee core all happened to not be available to click on when my dom got mezzed; barrier was in the "low buffs" part of its cycle. So, it wasn't the best situation in which to try to recover. The underlying build was tough enough that it survived (although just barely) and ultimately rebuilt domination. Naturally arctic air and chilling embrace both dropped, but I forgot about re-toggling them until about 2 spawns later. 🙄 The second trapdoor run was also pretty fumbly wumbly stuff, but not on the same level as the first. It took 8:38, with most of the extra time needed being due to mobs running away and me doing such things as repeatedly trying to use melee attacks while standing too far away from mobs 😏. Fiery orb was quite helpful for speeding up the run; ice sword circle and chilling embrace could never have taken down those large spawns as fast on their own. This is a tough, relatively safe build overall; it could lead a team in most settings just fine, whether there was a tank available or not. It felt good to see such a classic thematic combination perform decently well in-game. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Icy Assault Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Ice Bolt -- HO:Nucle(A) Level 2: Ice Sword -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(13), ImpSwf-Dam%(13) Level 4: Ice Sword Circle -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(46), Arm-Dam%(42), FuroftheG-ResDeb%(45) Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17), SprDmnGrs-Rchg/Fiery Orb(21) Level 8: Mystic Flight -- WntGif-ResSlow(A) Level 10: Ice Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(15), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(23), Apc-Dmg/EndRdx(33), GldJvl-Dam%(34) Level 12: Ice Slick -- DS:DSyncSlowRechEnd(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(34) Level 16: Power Up -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(19) Level 18: Flash Freeze -- CaloftheS-Heal%(A) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(33) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(36) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(34) Level 28: Chilling Embrace -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Acc/Dmg/Rchg(31) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(40), Rct-Def/EndRdx(42) Level 32: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(43) Level 35: Ice Slash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(37), Hct-Dam%(37), TchofDth-Dam%(37) Level 38: Bitter Ice Blast -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(39), CldSns-%Dam(39), IceMisTrmt-+ColdDmg(39), Apc-Dam%(40), GldJvl-Dam%(40) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(42) Level 44: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(46), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(50) Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def(48) Level 49: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(50), GldArm-End/Res(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5) 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 4: Ninja Run Level 50: Mighty Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Cardiac Core Paragon ------------
×
×
  • Create New...