Jump to content

EnjoyTheJourney

Members
  • Posts

    779
  • Joined

  • Days Won

    1

Everything posted by EnjoyTheJourney

  1. Inspired by a post by Luminara about the newly revised aura of confusion, which can now trigger domination, a build was put together as follows: Gravity / rad assault / psi mastery dominator (conceptually, this is a scientist given psychic powers by a radiation experiment gone awry) Pylon defeat: 4:30 (270 DPS), 3:04 (336 DPS) Trapdoor run: 10:35, 10:30 - 2 pylon defeats and 2 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. Pylon ... I forgot to summon singularity until a little while into the first pylon defeat and got it repeatedly defeated by bad positioning. For the second pylon defeat I precast singularity and it stayed alive the whole time. This was the main difference between the first pylon defeat and the second. Trapdoor ... The functional idea behind this powerset combination was to improve upon the control limitations of gravity with aura of confusion. Another goal was to get more value out of aura of confusion by using wormhole to drop mobs on my dominator's head (hopefully near the singularity, as well, for even better herding). Radiation assault was chosen for the defense debuffs, to help with "to hit" for the dom and for confused mobs, and the heal. Also, a key goal was to avoid any powersets that would disable the ability of mobs to hit each other, to best leverage aura of confusion. Thus, no dark assault, no ice powersets with their -recharge, etc. For improving safety the addition of aura of confusion to gravity control was an unqualified success; when basically all mobs in melee range that con boss or below have no interest in hitting your dominator, your dominator will tend to live longer. For speeding up trapdoor runs this powerset combination wasn't as effective as hoped. A fair amount of this was my total lack of experience with this particular powerset combination. Part of this was that the AOE for this particular powerset combination isn't as strong as hoped. This is still a very effective combination overall, though, and it should contribute to teams just fine. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Gravity Control Secondary Power Set: Radioactive Assault Power Pool: Leaping Power Pool: Speed Power Pool: Force of Will Power Pool: Fighting Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Lift -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(46), Thn-Dmg/EndRdx(46), GldJvl-Dam%(50), ExpStr-Dam%(50) Level 1: Neutrino Bolt -- HO:Nucle(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(7), BslGaz-EndRdx/Rchg/Hold(7), BslGaz-Acc/EndRdx/Rchg/Hold(9) Level 4: Contaminated Strike -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(9), Mk'Bit-Dam%(11), TchofLadG-%Dam(11), TchofDth-Dam%(13), GldStr-%Dam(13) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), Rct-ResDam%(15) Level 8: Crushing Field -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(17), SprDmnGrs-Rchg/Fiery Orb(17) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 12: Mighty Leap -- WntGif-ResSlow(A) Level 14: Weaken Resolve -- AchHee-ResDeb%(A) Level 16: Fusion -- RechRdx-I(A), DS:DSyncSlowRechEnd(19), GssSynFr--Build%(21) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(23) Level 20: Radiation Siphon -- DS:DSyncHealAcc(A), DS:DSyncEndHeal(25) Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(25), RechRdx-I(27) Level 24: Boxing -- Empty(A) Level 26: Wormhole -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(27), AbsAmz-Acc/Rchg(29), AbsAmz-EndRdx/Stun(29), AbsAmz-ToHitDeb%(31) Level 28: Atom Smasher -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(31), Arm-Dmg(31), Arm-Dmg/EndRdx(33), Arm-Dam%(33), FuroftheG-ResDeb%(33) Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(37), SuddAcc--KB/+KD(37) Level 35: Proton Volley -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(37), Apc-Dmg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(39), AchHee-ResDeb%(40) Level 38: Devastating Blow -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(42), Hct-Dam%(42), SprAscoft-Rchg/+Dmg%(42) Level 41: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(43), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(43) Level 44: Mind Over Body -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def(48) Level 49: World of Confusion -- CrcPrs-Acc/Conf/Rchg(A), CrcPrs-Conf/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3), Prv-Absorb%(5) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5) Level 49: Quick Form Level 12: Takeoff Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
  2. 1. Gravity has lift, which has the best DPA of any T1 in a control set. It is an excellent single target DPS set. Singularity improves the control power of the set. But, even with singularity control is not as strong for gravity as it is for some other dominator control sets. Since control is part of a dominator's defenses, that can sometimes cause problems in higher end content because of all the aggro a dom can draw. But, you can substantially mitigate defensive challenges in a variety of ways and wormhole is a fun power to use. Although some don't find gravity to their tastes, it wouldn't be a mistake to play it. Just don't take propel because its DPA is substantially lower than you can find in other attacks that could be taken instead. 2. Energy assault has top tier single target DPS. If you wanted a single target damage machine then consider pairing energy assault with gravity, mind, or fire control; all three of these sets have T1 powers that have short cast times and potentially excellent DPA (especially when proc'd up). AOE is passable for energy, but definitely not a strength of the set. You'll probably want to lean more heavily on the mastery to shore up AOE if you choose energy assault. 3. Dark / dark is a *very* strong combo. It plays unlike basically every other kind of dominator when it is played to its potential. Search for dark / dark builds by Voltak. He has multiple builds from which you can choose. 4. Both ice / ice and earth / earth provide a lot of battlefield control. They can both do quite reasonable damage while also having solid defenses. They have a common link in that when players evaluate how these set combinations can affect the flow of battles they probably think primarily about their hard controls. But, for both of these powerset combinations it is how they can sharply limit enemy movement that keeps themselves and teammates much safer. Ice / ice / ice also substantially reduces mob recharge, as well as slowing down their movement. Topography has an excellent earth / earth build in the thread entitled "Questions on making a melee-centric earth / earth." I have an ice / ice / ice build and a bit of commentary about it in the second post on the second page of the thread entitled "Pylon times and trapdoor runs for dominators - Let's generate some data." 5. I prefer a fairly minimalist approach to the number of attacks taken so I can give at least most of them six slots and maximize the damage for each attack used. One approach is to take the attack powers with the best DPA potential and leave out the rest, while also ensuring the availability of single target attack powers is such that there aren't meaningful gaps in the single target attack chain. 6. Fiery orb is a good choice for an AOE immobilize or other powers cast by a dominator that have high target caps and good recharge. It will noticeably boost AOE damage and clear speed when soloing. Orbs make good distractions for mobs so they focus on damaging something other than your dominator, as well. Fiery orb is not good for pseudopets because the activation rate will be very low. Check out the "Pylon times and trapdoor runs for dominators - Let's generate some data" thread for more discussion about fiery orb, starting near the bottom of the first page of the thread. 7. The "How much defense do you need" question is often debated in this forum. Some say it's not needed, while others routinely build for strong defenses. It really boils down to how you like to play the game. If you love the journey to 50 and you're on to the next alt shortly after that or if endgame content consists of +0 speedruns then defenses are modestly helpful, but could be replaced with inspirations in many cases. Also, if you'd rather build for DPS then you'll probably at least somewhat lighten up your dom's defenses. But, if you like harder challenges, especially in endgame, then you'll want stronger defenses. There are basically three solid defensive schemes for dominators. Def 1 - You can softcap ranged defense and play largely from range. Def 2 - You can opt for a " defense" mastery such as ice mastery and focus on getting to or near the softcap for smash / lethal, while also building up ranged defense to a level you find comfortable. Def 3 - The strongest defensive scheme by a fair margin is to select one of the four assault sets with a "power boost" equivalent (dark, earth, energy, ice), take the "force of will" power pool and the fighting pool, and select a mastery that offers a "resistance" shield (ie: soul mastery). Use the "power boost" equivalent power just before casting "unleash potential" and rotate that with barrier destiny, plus choose melee core hybrid to put together a strong combination of defenses. Get the clicky accolades that boost defenses and the usual "passive four" accolades as well, to make your dominator even sturdier. A variation on the above schemes would be to select electricity control and use drain, which can be used together with the second and third choices above. Of the four assault sets mentioned above, dark assault leads to building a particularly sturdy dominator because it is one of the rare assault sets that offers a heal and it also debuffs mob to hit. However, the damage mitigation potential of ice shouldn't be undersold, especially if it is paired with a control set and a mastery that also interferes with mob movement and debuffs mob recharge. Check out the "Pylon times and trapdoor runs for dominators - Let's generate some data" thread for example builds featuring two out of the three defensive schemes above. There is an earth / dark / soul following defensive scheme #3 on page 1 of that thread. And, there are plenty of builds following defensive scheme #2. 8. The radius is too small and the duration too short for the psy mastery confusion aura to make much of a difference for a dominator. Given its limitations, if that was regularly a big difference maker in battles then I would probably need to be doing something substantially wrong with all the other tools at my dominator's disposal.
  3. Hopefully you enjoy the build! Dominators benefit greatly from having high global recharge because permadom is such a big step up in effectiveness and because their longer recharge AOE controls are available noticeably more often with high global recharge. Winter sets help in a key way by providing resistance to -recharge debuffs and to -speed debuffs, which helps to keep permadom active and to make both attacks and controls available more reliably, even when stacked -recharge debuffs are active on them. I usually aim for 50% or more -recharge resistance, which is usually provided by the winter's gift unique IO and 2 partial winter sets. Superior winter sets also provide high positional and typed defenses, plus some resistance to fire / cold, which makes them even more appealing.
  4. This post is a kind of "note to self" - If somebody else finds something useful here, then that would be good thing. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Psionic Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Mind Probe -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(7), Hct-Dam%(9), TchofDth-Dam%(9) Level 4: Telekinetic Thrust -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(13), OvrFrc-Dam/KB(15) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Conf/Rchg(17), CrcPrs-Conf/EndRdx(19), CrcPrs-Acc/Rchg(34), CrcPrs-Conf%(40) Level 8: Fearsome Stare -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(42), CldSns-Acc/EndRdx/Rchg(43), CldSns-ToHitDeb(43) Level 10: Living Shadows -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(42) Level 12: Heart of Darkness -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(43), AbsAmz-Acc/Rchg(46), AbsAmz-EndRdx/Stun(46), AbsAmz-ToHitDeb%(46) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(19) Level 20: Drain Psyche -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/EndRdx/Rchg(21), TchoftheN-Heal/HP/Regen/Rchg(21), TchoftheN-Heal(23), DS:DSyncThreatAccRech(25), DS:DSyncEndModRech(37) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(23) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25) Level 26: Shadow Field -- SphIns-Acc/Rchg(A), SphIns-Acc/EndRdx/Rchg(27), SphIns-ToHitDeb(27), SphIns-ToHitDeb/EndRdx/Rchg(34) Level 28: Subdue -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(31), Apc-Dam%(31), SprAscoft-Rchg/+Dmg%(31) Level 30: Boxing -- KntCmb-Acc/Dmg(A) Level 32: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-Max HP%(34) Level 35: Psionic Lance -- 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: Psychic Shockwave -- Arm-Dmg/Rchg(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), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45) Level 47: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg/EndRdx(48), RechRdx-I(48) Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(50), Rct-Def(50), 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+(48) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany ------------
  5. Here's another take on a fire / psy / ice dominator. Damage procs are fit into the build where they can be, which helps noticeably for DPS. On the defensive side, the usual controls are taken. Cinders and flashfire have a 25 foot radius, which helps in many situations. Another key feature of the build is to have good resists most of the time by rotating melee core hybrid incarnate and rune of protection. The demonic and eye of the magus clicky accolades help to fill in gaps for resists from time to time, as needed. Doing this makes for a noticeably tougher build when fighting in melee against mobs that can do big smash / lethal damage, as well as against mobs that do other, more exotic damage types. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Elekinetica: 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), NrnSht-Dam%(3), UnbCns-Dam%(5), GldNet-Dam%(21), SprAscoft-Rchg/+Dmg%(23) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Mind Probe -- Hct-Dmg/Rchg(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/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(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-Acc/Dmg/Rchg(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-ToHitDeb%(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-Acc/Rchg(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/Rchg(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), RechRdx-I(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-Dmg(A), Rgn-Dmg/Rchg(47), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(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 50: Melee Core Embodiment Level 50: Barrier Core Epiphany Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface ------------
  6. If your friend hasn't done it yet, then urge him (her?) to consider putting a "Theft of essence" "chance for +endurance" proc IO into dark regeneration. It can be slotted as early as level 7 and it works at the same level of efficacy through all levels from 7 on up. It is a complete game-changer for dark armor. Suggested (budget) slotting for dark regeneration could be ... Touch of nictus (acc / heal; acc / end / heal; acc / end /rech; heal), basic endurance reduction IO (highest level your tanker friend can slot), theft of essence +endurance proc IO
  7. My memory was clearly off. Thank you for improving the accuracy of information being given in this thread.
  8. Thank you for the insights. They're helpful and appreciated.
  9. Dang! Hopefully the next time will go better.
  10. Thank you for the responses. How -resistance debuffs are handled is much more clear now. As for the purple patch handling, I was wondering if the plus to mob levels from their rank (ie: boss, EB, AV, etc) added to their levels for the purpose of calculating purple patch effects. So, for example, a boss cons at +2, and so I was wondering if the purple patch calculated the level gap as ... 1. The level given over a mob's head (ie: lvl 54) + its level bonus for its rank (ie: +2 to level for being a boss) - player character level (ie: 51 with level shift) = 5 levels above the player character for the purpose of calculating purple patch adjustments. or ... 2. The level given over a mob's head (ie: lvl 54) - player character level (ie: lvl 51 with level shift) = 3 levels above the player character for the purpose of calculating purple patch adjustments And it would seem that calculation 2 is how things are done.
  11. Are -resistance debuffs by players highly resisted by AVs / Heroes, just like with defense debuffs or to hit debuffs? Do AVs automatically reduce incoming resistance debuffs by 85%, for example. Also, how does the purple patch apply to resistance debuffs applied by players to critters? For example, would a level 54 AV con at +6 to players that are getting +1 to their character level via incarnates?
  12. Finally got around to a fairly iconic powerset combination that has good DPS potential. fire / fire / ice dominator Pylon defeat: 2:52 (351 DPS) Trapdoor run: 8:30 - 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. Pylon ... I had an attack chain planned out ahead of time that went something like sleet, embrace of fire after sleet if they were both available at (nearly) the same time, and then blaze, char, snipe, blaze, char, fire blast, blaze, and so on. But, it didn't work out that way. Lots of mistakes were made when trying to predict which power would recharge next, plus there were some mis-clicks. So, getting 351 DPS with all that fumbling seems to suggest that fire blast single target DPS is in a pretty good place. Fire assault is known for having excellent single target damage, so that wasn't a surprise. About 15 seconds was removed from the actual time taken to account for time spent hiding behind a broken wall to avoid getting hit a second time by a passing dropship; the two other, safer pylons were previously defeated by another, and so a riskier pylon needed to be defeated. Trapdoor ... It wasn't completely clear why this run was so noticeably slower than the time anticipated (it was about 2 to 2.5 minutes slower than anticipated). Perhaps the cone underperformed compared to the damage combustion would have added; combustion is much easier to use, even though it has lower DPA than fire breath. I also wasn't as quick as I probably should have been to use the fire cages, which caused more runners to get loose. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Fiery Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Char -- Apc-Dmg(A), GldJvl-Dam%(5), NrnSht-Dam%(5), GhsWdwEmb-Dam%(7), GldNet-Dam%(7), UnbCns-Dam%(9) Level 1: Flares -- HO:Nucle(A) Level 2: Fire Cages -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(11), SprAscoft-Rchg/+Dmg%(11), SprDmnGrs-Rchg/Fiery Orb(17) Level 4: Fire Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rng(34), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(42), JvlVll-Dam%(40) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(23), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg/EndRdx/Rchg(27) Level 10: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(13), Dcm-Dmg/Rchg(15), Dcm-Acc/Dmg/Rchg(17), Dcm-Build%(15) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(21), AbsAmz-Acc/Rchg(43), AbsAmz-EndRdx/Stun(43), AbsAmz-ToHitDeb%(46) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 16: Embrace of Fire -- RechRdx-I(A), DS:DSyncSlowRechEnd(19) Level 18: Mystic Flight -- WntGif-ResSlow(A) Level 20: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(46) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(23) Level 24: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(25), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(46) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27) Level 28: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(31), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(34), UnbGrd-Max HP%(34) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), Rct-Def(33), Rct-Def/EndRdx(33) Level 35: Blazing Bolt -- 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: Blaze -- Apc-Acc/Rchg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40), GldJvl-Dam%(40) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45) Level 47: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg/EndRdx(50), RechRdx-I(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+(3), Mrc-Rcvry+(3) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Vigor Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
  13. Acre and myself ran a dom duo through a +4x8 speedy ITF with no inspirations, no temp powers, no amplifiers, and no deaths + sub-40 minute goals for finishing. We sped fairly well through the first 3 missions of the ITF with no deaths. We weren't quite tracking to finish within our 40 minute goal. But, IIRC we weren't wildly far off. In the end, though, part 4 didn't go that smoothly and we finished up in 1:13 with 3 defeats. We got bogged down in the fight with Rom. What we tried was to clear the courtyard, including the mobs beside Rom by pulling them, then bring in Imperious and rush Rom. What other game plans for the part 4 Rom fight have been tried by people here that would make sense when speeding at +4x8, while also providing decent chances of meeting a "no defeats" condition? Any thoughts would be helpful and appreciated. Edit & PS: It should probably be mentioned that the powersets available were fire / psi / ice and plant / psi / soul (at least, I think Acre's assault set was psi). So, "confuse Rom and get him to defeat things" wasn't available.
  14. I think I recognize the build. It's post #3 on page 3 of the thread, which is here: https://forums.homecomingservers.com/topic/35062-pylon-times-and-trapdoor-runs-for-dominators-lets-generate-some-data/page/3/ It looks like the build I tested in a trapdoor run and a pylon defeat. I'm glad to find it was a helpful beginning point for your successful ITF run.
  15. Based on the testing done below, electric assault may be underrated, at least by some. Fire / electric / ice dominator Pylon defeat: 3:18 (321 DPS) Trapdoor run: 8:40 (but, endurance bottomed out and detoggling occurred during the Trapdoor fight, lost 20 - 30 seconds right there) - 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. Pylon ... The attack chain was to cast sleet whenever it was up, build up after sleet if sleet and build up were available at nearly the same time, then snipe, char, charged brawl, thunderstrike, and use whatever was available from there. Voltaic sentinel was recast whenever I noticed it was down. The attack chain wasn't very smooth, at least the way I executed it. So, 321 DPS can be accurately regarded a reflection of what somebody who isn't used to this powerset combination can do. It can undoubtedly be at least somewhat better (not sure how much, though). Trapdoor ... This was not at all a smooth run. As for the pylon defeat, I made quite a few mistakes along the way in how electric assault powers were used (and when). I was also slow casting barrier once, with both rune of protection and melee core hybrid down at the same time that barrier was not engaged. That led to about 75% of this dominator's hit points disappearing in a few seconds. Fortunately, barrier and hoarfrost were both available at the time and so a potential defeat was averted. The biggest error, though, was to turn on both sprint and athletic run to dash to the last spawn before Trapdoor and then to forget to switch those toggles off. That led to endurance bottoming out in the middle of the Trapdoor fight. It's not generally a good idea to de-toggle your character when fighting an elite boss, especially when playing an AT that doesn't have a large hit point cushion. Luckily this dominator survived and finished up Trapdoor not long after getting toggles going again. The main takeaway from this test seems to be that even in inexperienced hands electric assault can be effective. This wasn't the result I expected. But, it's a welcome result nonetheless. On a connected point, thunderstrike proved to be more helpful than I had predicted based on the damage numbers I was seeing, especially for the splash damage. It had clear defensive advantages, it cut down on runners by knocking mobs over, and it visibly quickened the defeat of a fair number of mobs hit by the splash damage. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Electricity Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Char -- Dmg-I(A), GldJvl-Dam%(3), GldNet-Dam%(3), NrnSht-Dam%(5), GhsWdwEmb-Dam%(5), UnbCns-Dam%(7) Level 1: Charged Bolts -- HO:Nucle(A) Level 2: Fire Cages -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(11), SprDmnGrs-Rchg/Fiery Orb(11), SprAscoft-Rchg/+Dmg%(9) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(17) Level 10: Mystic Flight -- WntGif-ResSlow(A) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(19), AbsAmz-Acc/Rchg(19), AbsAmz-EndRdx/Stun(21), AbsAmz-ToHitDeb%(21) Level 14: Charged Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(23), Hct-Acc/Dmg/Rchg(23), Hct-Dmg/EndRdx(25), Hct-Dam%(25), TchofDth-Dam%(27) Level 16: Build Up -- GssSynFr--Build%(A), DS:DSyncSlowRechEnd(27), RechRdx-I(29) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(31) Level 20: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(31) Level 22: Zapp -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(33), Apc-Dmg(33), Apc-Dmg/EndRdx(33), Apc-Dam%(34), GldJvl-Dam%(34) Level 24: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(34) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(36) Level 28: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(39), UnbGrd-Max HP%(39) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), Rct-Def(40), Rct-Def/EndRdx(46) Level 35: Thunder Strike -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Dmg(43), Arm-Dmg/EndRdx(43), Arm-Dam%(43), ScrDrv-Dam%(46) Level 38: Voltaic Sentinel -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(40), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-Acc/Dmg/Rchg(42) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45) Level 47: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(50), Rgn-Dmg/EndRdx(48) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg/EndRdx(50), RechRdx-I(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+(7), Mrc-Rcvry+(9) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Vigor Core Paragon Level 50: Degenerative Core Flawless Interface ------------
  16. Congratulations on soloing the ITF with a dominator, with no deaths. Well done. If you could remember in what thread you found the build you used, then the build itself could perhaps be found. Since you were able to solo the ITF with that build, it would be a helpful data point for others when making choices for their own plant / psi / ice builds if it was clear which build you found helpful.
  17. If you really hate mez and still want to buff your tanker friend, then there are quite a few good choices ... Controller with indomitable from psy mastery, Rune of protection from the sorcery pool, and melee core hybrid incarnate - You'll have full time mez protection from lvl 45+ and you can have mez protection most of the time earlier than that, and you can pick a secondary that you feel will be very helpful for your tanker friend. Traps, sonic, electric, or force field primary on a defender (or secondary on a corruptor or controller) - These powersets will screen out a lot of mezzes, even if not all. Dominator - If you can afford a permadom build then your dom has mez protection. Control and damage are their forte; control in particular would do a lot to slow down incoming damage in most situations for both your dom and for your tanking friend. Doms also have noticeable buffs and debuffs. Link minds from psy mastery is probably the best known dominator buff. Another noticeable buff is spirit tree in plant control. A dom can bring some potent debuffs, such as sleet from ice mastery and drain psyche from psi assault. Villainous epic characters (widows, forts, soldiers, crabs) - These bring substantial buffs and they have mez protection in their secondaries. They also have some noteworthy debuffs.
  18. There are a wealth of possibilities. If you'd like something fairly tanky, with strong buffs and debuffs, and good AOE, then you could do much worse than a water / cold corruptor. Dark tanks need more healing like a desert needs more sand. They love love love more endurance recovery, though, and once you get to later levels heat loss helps a lot for that. They also benefit a lot from the defense shields and frostwork (Dark tanks can't self-cap hit points like some other tanks can). Cold also has top tier debuffs that can help a tank stand tall through a lot of challenging content. Sleet is a particularly helpful debuff because debuffing mob defense lets dark's amazing heal more reliably hit mobs. Benumb is also great for hard targets.
  19. Here's a rough draft of a possible build. I have little experience with electric control. So the slotting choices could use some review by somebody who is experienced and skilled at building and playing the set. So, for example, I don't know from experience how well the placate and heal procs contribute when slotted into static field; it may be that the heal works well, but placate not as well. As another caveat, I haven't play-tested whether replacing bone smasher with the slower animating and slower recharging energy transfer works or not. You might not end up with a smooth attack chain with what's here. Still, perhaps looking at a full build can offer a decent place to start for putting together your own build. Good luck with your dominator, whichever direction you decide to take. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Electric Control Secondary Power Set: Energy Assault Power Pool: Leaping Power Pool: Speed Power Pool: Force of Will Power Pool: Fighting Ancillary Pool: Primal Forces Mastery Villain Profile: Level 1: Tesla Cage -- 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: Chain Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(5), SprDmnGrs-Rchg/Fiery Orb(7) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7), Rct-ResDam%(9) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 8: Conductive Aura -- PreOptmz-EndMod/Acc/End(A), PreOptmz-EndMod/Acc/Rech(11), PreOptmz-EndMod/End(11) Level 10: Mighty Leap -- WntGif-ResSlow(A) Level 12: Static Field -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(13), FrtHyp-Acc/Sleep/Rchg(15), FrtHyp-Sleep/EndRdx(15), FrtHyp-Plct%(17), CaloftheS-Heal%(37) Level 14: Weaken Resolve -- AchHee-ResDeb%(A) Level 16: Power Up -- RechRdx-I(A), DS:DSyncSlowRechEnd(17) Level 18: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(37) Level 20: Whirling Hands -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(25), Arm-Dam%(25), FuroftheG-ResDeb%(37) Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(23), RechRdx-I(23) Level 24: Boxing -- Empty(A) Level 26: Synaptic Overload -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(27), CrcPrs-Conf/EndRdx(36), CrcPrs-Conf%(36), CrcPrs-Conf(50) Level 28: Total Focus -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(34), SprAscoft-Rchg/+Dmg%(36) Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(34) Level 32: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), ShlWal-Def/EndRdx(33), ShlWal-Def(33) Level 35: Sniper Blast -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40), StnoftheM-Dam%(40) Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(40), ExpStr-Dam%(43), GldJvl-Dam%(46), FrcFdb-Rechg%(46), OvrFrc-Dam/KB(48) Level 41: Energy Transfer -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dam%(43), Mk'Bit-Dam%(43) Level 44: Temp Invulnerability -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 47: Explosive Blast -- Rgn-Acc/Dmg/Rchg(A), Rgn-Dmg/EndRdx(48), Rgn-Dmg/Rchg(48), Bmbdmt-+FireDmg(50), FrcFdb-Rechg%(50) Level 49: Conserve Power -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(13) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 10: Takeoff ------------
  20. Your build is very thoughtfully put together and it has pretty good defenses already. Given the -to hit from venomous gas and weaken mobs shouldn't be hitting you particularly often. With all the -damage effects whatever gets through shouldn't hurt quite as badly, either. For atomic blast, if you remove a damage proc and replace it with the armageddon damage IO, then boost that to +5, you'll boost the nuke's damage to 860. If you replace one more damage proc with the armageddon damage / recharge IO and boost that to +5, damage would fall to 838 (a drop of about 2.5% in damage done from 860). However, the recharge time would also drop from slightly over 70 seconds to 58.55 seconds, for close to 16% quicker recharge. If you make both of these swaps you boost fire / cold resists and also get a bit more recovery, which are modestly helpful boosts. Take the unique shield wall "resist all" IO and move it to weave. Replace the LOTG defense and defense / endurance IOs with shield wall defense and defense / endurance IOs. You'll end up with a bigger life boost. Also, as a more minor boost, in case you like to exemp and run with attuned LOTGs, you can boost the shield wall IOs to +5 and slightly improve defenses against all attacks (0.15%, not huge by any means, so maybe not worth the expense, up to you).
  21. Another combination not previously explored is reported out about below ... Plant / Psi assault / Ice mastery dominator Pylon defeat: 2:55 (347 DPS)Trapdoor run: 6:40- 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 ... Just scanning the DPA for different single target powers in psi assault doesn't suggest mid-300s DPS on a pylon test would be likely. It must be the combined effects of drain psyche, creepers, and sleet that pushed DPS that high for the pylon test. Trapdoor ... One of the unusual facts about this pairing is that plant control and psi assault have distinctive features to them that make them potentially good for AOE versus large crowds. Plant's advantages for improving AOE damage (seeds, creepers) are quite well known at this point. One somewhat less well known fact about psi assault is that psychic shockwave has a target cap of 16, versus a target cap of 10 or lower for other dominator assault set AOEs (including PbAOEs). Even though the damage from psychic shockwave isn't higher than other dominator AOEs, being able to hit 60% more targets helps for clearing crowds. At least for me this is a very good Trapdoor time. In the hands of others it could probably speed through even faster. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Plant Control Secondary Power Set: Psionic 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(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Roots -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(23), SprAscoft-Rchg/+Dmg%(25), SprDmnGrs-Rchg/Fiery Orb(25) Level 4: Mind Probe -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(21), Hct-Dam%(21), Mk'Bit-Dam%(11) Level 6: Telekinetic Thrust -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(17), OvrFrc-Dam/KB(15) Level 8: Seeds of Confusion -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(9), CrcPrs-Acc/Rchg(9), CrcPrs-Conf/EndRdx(13), CrcPrs-Conf%(15), CrcPrs-Conf(50) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(36) Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(46) Level 20: Drain Psyche -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/EndRdx/Rchg(43), TchoftheN-Acc/Heal(43), TchoftheN-Heal/HP/Regen/Rchg(46), DS:DSyncHealRech(48), DS:DSyncEndModRech(50) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(43) Level 24: Boxing -- KntCmb-Acc/Dmg(A) Level 26: Carrion Creepers -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(27), TraoftheH-Dam%(27), PstBls-Dam%(40), Bmbdmt-+FireDmg(42), JvlVll-Dam%(42) Level 28: Subdue -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(31), Apc-Dam%(31), TraoftheH-Dam%(31) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-Max HP%(34) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), Rct-Def(33), Rct-Def/EndRdx(33) Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(37), GldJvl-Dam%(37) Level 38: Psychic Shockwave -- Arm-Dmg/Rchg(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/EndRdx(45), ShlWal-Def(45) Level 47: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg/EndRdx(48), RechRdx-I(48) Level 49: Spore Burst -- CaloftheS-Heal%(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(50) 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+(46) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
  22. I'm still very new to rad assault, so it's a given that there's a lot for me to learn about it. The potential seems there for good damage, though.
  23. Given that the post quoted in the OP draws conclusions based on just DPS there's a case to be made that it oversimplifies a complicated subject. And, it's true that only looking at single target DPS would be a myopic and ineffective way to design characters. Still, a case could be made that the importance of balancing builds across multiple criteria, and not just single target DPS, is so clearly important that to keep such a post simple and clean it can be left implicit. Perhaps it would have been better to provide a caveat along with the DPS ranking. But, most players who bother to read the forums seem likely to pick up on what's not being said even without a caveat being given. Although it's just an "N" of 1, I've actively played characters that range from sub-150 DPS to 400+ range and I've found the scale given in the OP fairly well represents my own in-game experiences. Perhaps my experiences have been unusual, though, and finding out if that's true is in part what motivated me to start this thread. Edit & PS: I can't speak from the experience of having actively played characters in the 600+ part of the DPS scale. Your observation may very well be correct about extreme high end DPS builds. The closest I have come would be a gravity / storm / psi controller I tried out on the beta server, which had 390 DPS against a pylon which (I believe) couldn't be subject to containment. Against mobs that could be contained that character can probably clear 500 DPS, even if only just. His AOE DPS wasn't high enough to make him the kind of beast described in the post quoted in the OP. But, he had very solid defenses, he ran a very safe Trapdoor run (not quickly, but very safely), and he would play just fine in-game. FWIW. Also, the pessimism expressed about debuffs doesn't square with my own experience. In my experience, debuffs tend to become more helpful as content gets harder. As just one of a very large number of possible examples, last night a trio of doms that I was part of ran a +4x8 speedy ITF with no insps and no temps as conditions. It would have been deathless if not for a silly mistake by me in part 3 (1 death). We finished in 33 minutes, even though my dom's one death slowed us down. A key reason we were able to finish so quickly was that all three of us had sleet, from ice mastery, and IIRC all three of us had drain psyche.
  24. Grant cover is pretty much a "must take" power for shield defense. There are a lot of enemy groups in the game that have members of their group that debuff defense. The phrase "cascading defense failure" describes the result of stacked defense debuffs that, for example, take normally robust positional defenses for a shield powerset using character all the way down to close to zero or less than zero. Rapid death is a very likely outcome when that happens, especially for stalkers who don't have a huge hit point pool. Preventing cascading defense failure is by far the most effective choice, rather than struggling to somehow survive after it's happened. To prevent cascading defense failure you take all the powers that provide defense debuff resistance in the shield powerset; grant cover provides a lot of defense debuff resistance, so you really want it even if you never play on teams. On a connected point, for shield defense characters it's a good idea to get high recharge on active defense and to put it on autofire because the defense debuff resistance that active defense provides stacks across multiple castings. Also, it's worth considering getting to a T4 ageless radial for the incarnate destiny pick because it stacks even more defense debuff resistance. The high potential defense debuff resistance shield characters can acquire has the potential to make them highly survivable in most situations.
×
×
  • Create New...