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Everything posted by EnjoyTheJourney
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Thank you for weighing in. After reflecting on how to test this, I made an illusion character on the beta server, set their level to 12, took group invisibility, and tested out whether or not group invisibility would keep returning characters to a fully invisible state after the flag clears. Test results suggest quite clearly that Carnifax is correct. Group invisibility confers invisibility that returns again and again until its duration expires. Come to think of it, I should have set things up so that base defense was visible the entire time to ensure that the defense bonus changes along with the invisible - or - not - invisible status changes. I'll probably do that this evening.
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As per the subject line ... If group invisibility returns somebody to an invisible state after the usual cooldown period following an attack or other action that would cancel invisibility or stealth, then it's a good substitute for the personal invisibility toggle. If the first attack made cancels the invisibility for the remainder of the spell's duration and only the suppressed defense total remains, then it's not as appealing.
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Under the "this seems sorta kinda interesting, might as well put it here" category, a gravity / storm / psi controller did about as well as some dominators in the pylon defeat / trapdoor run test. But, it still seems decent for a controller. Information given below: Gravity / storm / psi controller Pylon defeat: 2:41, 390 DPS Trapdoor run: 11:14 - 1 pylon defeat and 1 trapdoor run T4 musculature core, T4 degenerative core, T4 ageless 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 fluid single target attack chain and all the helpers (freezing rain, tornado, lightning storm, singularity) made the trapdoor run feel both busy and smooth, even though it wasn't quick. This build loves recharge not only for the storm powers, but also for key defensive powers and to have controls ready when damage starts to come in too fast. For example, one of the mixed council / arachnos spawns got this character to about 20% hit points before wormhole and melee hybrid recharged, which helped to firm things up. With ranged defense not being softcapped, mezzing mobs and good resists / regen are particularly important for survivability. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! The Last Psion: Level 50 Mutation Controller Primary Power Set: Gravity Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Lift -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(40) Level 1: Gale -- Acc-I(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 4: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7) Level 6: Propel -- Apc-Dam%(A), Apc-Dmg(15), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(17), Apc-Dmg/EndRdx(19), SuddAcc--KB/+KD(19) Level 8: Crushing Field -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(13) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(21), Rct-Def(21), Rct-Def/EndRdx(23), DS:DSyncEndRes(45) Level 12: Mystic Flight -- WntGif-ResSlow(A) Level 14: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(25), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Dmg/EndRdx/Acc/Rchg(36) Level 16: Freezing Rain -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(36), DS:DSyncSlowRechEnd(46) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(37) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(45) Level 24: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(43) Level 26: Wormhole -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprWiloft-EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(42), SprWiloft-Rchg/Dmg%(34) Level 28: Tough -- StdPrt-ResDam/Def+(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Singularity -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-EndRdx/Dmg/Rchg(33), SuddAcc--KB/+KD(34) Level 35: Tornado -- SlbAll-Dmg/EndRdx(A), SvrRgh-Dmg/EndRdx(39), RechRdx-I(39), ExpRnf-EndRdx/Dmg/Rchg(39), SuddAcc--KB/+KD(40), FrcFdb-Rechg%(46) Level 38: Lightning Storm -- Thn-Dmg/EndRdx/Rchg(A), Thn-Dmg/Rchg(42), Thn-Dmg/EndRdx(42), RechRdx-I(43), OvrFrc-Dam/KB(45), FrcFdb-Rechg%(43) Level 41: Indomitable Will -- RechRdx-I(A) Level 44: Mind Over Body -- GldArm-ResDam(A), GldArm-End/Res(46) Level 47: Psionic Tornado -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), FrcFdb-Rechg%(50) Level 49: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(50) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(37), Mrc-Rcvry+(37) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 22: Arcane Power Level 1: Prestige Power Dash -- Run-I(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: Ion Radial Final Judgement Level 50: Melee Core Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Carnival Radial Superior Ally Level 50: Ageless Core Epiphany Level 50: Musculature Core Paragon ------------
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This is the third of a trio of closely related builds to report about. Fire / earth / ice dominator Pylon defeat: 4:05, 284 DPS Trapdoor run: 9:00 - 1 pylon defeat and 1 trapdoor run T4 musculature core, T4 degenerative core, T4 ageless 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. Key changes here are that this build has no pets and it has hot feet to help out with AOE damage. Also, the +damage AT IO is in char, and not seismic smash. The pylon defeat took longer, but in exchange the trapdoor clear time noticeably improved. Randomness associated with single runs may account for some of the differences in times across the builds. But, there does seem likely to be some practical effect from build differences, nonetheless. 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: Earth Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- HO:Nucle(A), Apc-Dmg/EndRdx(3), GhsWdwEmb-Dam%(3), NrnSht-Dam%(5), GldJvl-Dam%(5), SprAscoft-Rchg/+Dmg%(7) Level 1: Stone Spears -- HO:Nucle(A) Level 2: Fire Cages -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(27), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Knock%(43) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Acc/Dmg/Rchg(25) Level 10: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), Apc-Dam%(17), FrcFdb-Rechg%(17), OvrFrc-Dam/KB(19) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(13), AbsAmz-EndRdx/Stun(15), AbsAmz-ToHitDeb%(15) Level 14: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(33) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(34) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(36) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(23), TchofDth-Dam%(25) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(36), GldArm-ResDam(36) Level 24: Boxing -- Empty(A) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27) Level 28: Seismic Smash -- HO:Nucle(A), Hct-Dmg(29), Hct-Dmg/EndRdx(29), Hct-Dam%(31), UnbCns-Dam%(31), SprEnt-Rchg/AbsorbProc(31) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), Rct-Def(40), Rct-Def/EndRdx(43) Level 35: Sleet -- RechRdx-I(A), RechRdx-I(37), AchHee-ResDeb%(37) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(39), PstBls-Dmg/EndRdx(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), FrcFdb-Rechg%(40) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def(43) Level 44: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(50), RechRdx-I(50) Level 47: Ice Storm -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), RechRdx-I(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(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+(46), Mrc-Rcvry+(46) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48) Level 50: Degenerative Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Ageless Core Epiphany Level 50: Intuition Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
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For a more direct comparison, only the assault set is swapped for this next test run, compared to the prior post ... Gravity / earth / ice dominator (Earth Smash!) Pylon defeat: 2:41, 366 DPS Trapdoor run: 11:05 - 1 pylon defeat and 1 trapdoor run T4 musculature core, T4 degenerative core, T4 ageless 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. Single target damage seems quite good for earth assault, at least for this one pylon defeat. Singularity helped out by staying alive the full time against the pylon, though, which would have influenced in the pylon defeat time. Earth assault feels a bit light for AOE damage and that shows up quite clearly in the trapdoor time. Between the 10 target limit for fissure, the low DPA for tremor, and the low DPS for mud pots, perhaps AOE damage can't be brought to a place that significantly speeds up clearing +4x8 content without heavy proc usage and a lot of emphasis on increasing recharge. The trapdoor run was actually more dangerous for this dominator than for the gravity / energy / ice dominator, despite better defenses for this one. A bit of bad luck with debuffs and hits brought hit points to under 1/4, at one point, with hoarfrost, wormhole, and gravity distortion field still recharging and with both melee core hybrid and rune of protection both recharging. It was pretty much the worst case scenario for this build, in terms of having key defensive powers and the most potent AOE controls all unavailable for about 20ish seconds. This dom survived that by engaging melee core hybrid when it (finally!) recharged and ultimately life was near full again before the next spawn. 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: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Lift -- OvrFrc-Acc/Dmg/End(A), Apc-Dmg(3), Thn-Acc/Dmg/EndRdx(3), GldJvl-Dam%(5), ExpStr-Dam%(5) Level 1: Stone Spears -- 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: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 8: Crushing Field -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Dmg/EndRdx/Acc/Rchg(13) Level 10: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(13), GldJvl-Dam%(15), Apc-Dam%(15), FrcFdb-Rechg%(17), OvrFrc-Dam/KB(17) Level 12: Mystic Flight -- WntGif-ResSlow(A) Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(23) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(25) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Rchg/HoldProc(29), TchofDth-Dam%(31) Level 22: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33), UnbGrd-Max HP%(33) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), Rct-Def(34), Rct-Def/EndRdx(34) Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(34), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(36), FrcFdb-Rechg%(37) Level 28: Seismic Smash -- GldStr-Acc/Dmg/End/Rech(A), Hct-Dmg(37), Hct-Dam%(37), UnbCns-Dam%(39), SprEnt-Rchg/AbsorbProc(39), SprAscoft-Rchg/+Dmg%(39) Level 30: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(46) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46) Level 35: Sleet -- AchHee-ResDeb%(A), RechRdx-I(40), DS:DSyncSlowRechEnd(40) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rng(43), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dam%(43), FrcFdb-Rechg%(45) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(42) Level 44: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(50) Level 47: Ice Storm -- Rgn-Acc/Dmg/Rchg(A), Rgn-Dmg/EndRdx(48) Level 49: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(50), GldArm-ResDam(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+(46), Mrc-Rcvry+(48) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21) Level 50: Degenerative Core Flawless Interface Level 50: Ageless Core Epiphany Level 50: Melee Core Embodiment Level 50: Musculature Core Paragon ------------
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Slotting storm - Whither the achilles' heel -res proc
EnjoyTheJourney replied to EnjoyTheJourney's topic in Archetypes
If there is an average of 3 activations per minute, then the formula becomes ... 64% * 16.5 / 60^ = 0.64 * 0.275 = 17.6% damage boost, on average. ^ 3 activations * 5.5 seconds = 16.5 seconds per 60 seconds of activation time, hence 16.5 / 60. 64% is the damage buff provided by the proc. The bigger question is whether it's best to find room for procs (other than FF +recharge, knockback to knockdown), or to maximize +recharge and endurance reduction. More time with multiple tornados out has a good payoff both for damage and for crowd control. Plus, endurance management is so challenging for storm characters that easing that helps quite a few things go better. -
Slotting storm - Whither the achilles' heel -res proc
EnjoyTheJourney replied to EnjoyTheJourney's topic in Archetypes
These results seem quite meaningful, even if a bit disappointing. Storm builds (like many others) are often starved for slots. And, knowing that the return is low for adding in a -res proc for freezing rain helps when weighing where to allocate slots. It also helps to know that damage procs or other IOs are likely to provide a better return per slot used in tornado than when a -res proc is slotted. Thank you for your work. -
Another thought occurred a little while back. You might also consider a gravity / poison controller, in addition to a grav / psi / soul dominator. Both could thrive as 2x fold space characters. The grav / psi dominator would do more damage overall. But, the grav / poison controller could still have good single target damage and poison's hefty debuffs would help to speed up teams quite a bit. Since you have extensive experience with poison you might find it interesting to see how differently it plays on a controller than it does on a defender. Good luck to you either way.
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How many activations per mob, per minute of the achilles' heel -res proc would be the average for tornado and for freezing rain (assuming 2 were out of each)? I can't help wondering whether the freezing rain pseudopet produces more activations than tornado because it hits more mobs on average. But, perhaps freezing rain causes more random activations and spreads them out across more mobs; perhaps with hard single target (boss and above) damage in mind tornado is a better place for a -res proc, if a choice needs to be made? If pets and pseudopets use the same formula for determining proc activations, then it would seem that freezing rain is the better choice, especially because that frees up a slot on tornado for more damage, recharge, and/or endurance reduction.
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Storm offers two distinctly different places in which to slot the achilles' heel -res proc. It can go in freezing rain and/or it can go in tornado. IIRC freezing rain is a pseudopet and its chances of activating achilles' heel are probably not very high on a "per mob" basis. Still, it should be checking once every 10 seconds for its duration of 30 seconds and it can check for possible activations across many mobs. Often two freezing rains can be active at a time, which doubles the "per mob" activation chances (albeit probably from a low base). Tornado is a pet, but with a DOT attack that activates so frequently that its odds of triggering the -res proc are not high on a "per activation" basis. But, with many ticks taking place the number of activations will tend to be a bit more in line with average activations per minute, there will often be two tornados out at once, and it can hit multiple mobs at the same time. If you had to choose only one of these two places in which to put an achilles' heel -res proc, which one of these two choices would you pick? How many activations per minute, per mob would seem likely with two tornados out at once? Two freezing rains at once? Edit & PS: It seems that freezing rain is better than tornado because ultimately they would both check only once every 10 seconds for a proc activation. However, that still leaves the question about the average -res total applying to each mob that stays in range of freezing rain for each 10 second span.
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I have a trio of builds to finish up testing and comparing, involving gravity control (2 builds) and fire control (1 build). The assault sets are earth assault (2 builds) and energy assault (1 build). Ice mastery was used for all of them, for easier comparison afterward. The first is completed, and so here it is ... Gravity / energy / ice dominator Pylon defeat: 2:50, 353 DPS Trapdoor run: 8:52 - 1 pylon defeat and 1 trapdoor run T4 musculature core, T4 degenerative core, T4 ageless 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. I was expecting trouble with this build because smash / lethal defenses aren't quite softcapped. And, it turned out that hoarfrost was needed 3 times during the trapdoor run, once for the pylon defeat. The pylon defeat showed my relative inexperience with energy assault; in the hands of somebody who has played energy assault more it's highly probable the DPS could have been closer to 400, especially because singularity stayed alive for the whole fight. The trapdoor run wasn't particularly smooth, but not terrible either. I finally figured out partway through that I could build energy focus with total focus, then use the AOE twice in a row. That cleared spawns a bit faster. In terms of tactics, for the pylon defeat the sequence for attacks was sleet and power up when they were available, with the single target attack chain consisting of total focus, power burst, sniper blast, lift, repeat, and use power bolt if nothing else was recharged. For trapdoor wormhole was used to group mobs into an easy-to-see location, then crushing field was cast, then sleet, then power up, ice storm, then whirling hands (sometimes total focus before whirling hands, so it could be repeated again right away). Single target attacks were used until an AOE or power up or sleet became available again, in general. 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: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Sorcery Ancillary Pool: Ice Mastery Villain Profile: Level 1: Lift -- OvrFrc-Acc/Dmg/End(A), Apc-Dmg(5), Thn-Acc/Dmg/EndRdx(7), GldJvl-Dam%(7), ExpStr-Dam%(9) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 8: Crushing Field -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Acc/Dmg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43) Level 10: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50) Level 12: Mystic Flight -- WntGif-ResSlow(A) Level 14: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Max HP%(17) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(19) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FuroftheG-ResDeb%(34) Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), Rct-Def(23), Rct-Def/EndRdx(25) Level 24: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(25) Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Acc/Stun/Rchg(34), AbsAmz-Acc/Rchg(37), AbsAmz-EndRdx/Stun(40), AbsAmz-Stun/Rchg(42), FrcFdb-Rechg%(43) Level 28: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(31), Hct-Dam%(33), SprAscoft-Rchg/+Dmg%(33) Level 30: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(31), GldArm-ResDam(31) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(43), ExpRnf-Acc/Dmg/Rchg(46), ExpRnf-EndRdx/Dmg/Rchg(46) Level 35: Sniper Blast -- 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: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), Apc-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40) Level 41: Sleet -- AchHee-ResDeb%(A), DS:DSyncSlowRechEnd(42), 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/Rchg(A), Rgn-Dmg/EndRdx(48) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(50), Prv-Heal/Rchg/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+(13), Mrc-Rcvry+(13) Level 1: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Degenerative Core Flawless Interface ------------
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We have a figure of 353 DPS (IIRC) from a pylon defeat contributed by Voltak, who was playing a dark / dark dominator; you can find his threads about defeating different AVs with a dark / dark dominator. In fact, his threads are a good starting point for looking at how to put together dominator builds in general and how to play them. It would be interesting to see how quickly a dark / dark dominator can clear medium difficulty, high notoriety content, such as a trapdoor run.
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The somewhat slower-than-expected trapdoor run with the earth / dark / soul dominator (the post immediately above) led to the thought that perhaps a tweak could be made to the build to improve AOE without doing much harm to survivability or single target damage. A few other tweaks were also made. In the end, the following changes were made to the build given in the post above ... 1. Animate stone was dropped and replaced by dark obliteration 2. Dark obliteration was given 3 extra slots (4 total). Two superior frozen blast IOs (acc / dam / rech and acc / dam / endred / rech) were added, along with 2 damage procs 3. An extra slot was given to gather shadows and a basic "recharge IO" was put into it and boosted to "+5 levels". 4. The achilles' heel -res proc was moved from earthquake to weaken resolve (also one more slot was added to weaken resolve). 5. To replace the achilles' heel -res proc in earthquake a D-synch deceleration IO was inserted (slow, rech, endred) 6. 1 slot was taken from life drain and the two remaining slots were filled with D-synch siphon IOs (acc / heal) 7. For quicksand the end red basic IO was replaced with a D-synch deceleration IO (slow, rech, endred) and the results were ... earth / dark / soul dominator Pylon: 4:55, 258 DPS Trapdoor: 8:55 - 1 pylon defeat and 1 trapdoor run T4 Intuition radial, T4 degenerative core, T4 barrier core destiny, 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. No hybrid incarnate used for either the pylon defeat or the trapdoor run. Overall, a modest drop in single target DPS from dropping the pet seems like a fair trade for better AOE. Adding in dark obliteration helped quite a bit to cut down on needing to single target down several mobs with a sliver of life while AOEs were recharging. Runners still added a noticeable amount of time to the run overall, but less so than for the earlier build. Overall, this noticeably helped to cut down on the trapdoor run time. Also, at one point to speed things up a bit a second spawn was invited over to help saturate AOEs. This build is tough enough to do that and the run would have probably been quicker if it had been done more. This trapdoor run offered clear evidence that life drain still has a useful place in the build. One spawn got in a fair number of hits. But, a couple of life drain casts and life regen sorted that out with little delay. Trapdoor got in two big hits, which were fortunately spaced out with several seconds between them. The first big hit reduced hit points by about 3/4 all on its own. But, a handful of castings of a quick-recharging life drain (one boosted with gather shadows) and life regen healed up of both of those hits without needing any inspirations.
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earth / dark / soul dominator Pylon: 4:20, 275 DPS Trapdoor: 11:05 - 1 pylon defeat and 1 trapdoor run T4 Intuition radial, 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. Animate stone was used for both the pylon defeat and for the trapdoor run. This dominator is built to be relatively sturdy. Smash / lethal resists of 75% (with barrier or melee hybrid up) are combined with (usually) boosted unleash potential, barrier core, and melee core hybrid to make for a fairly tough build. Also, life drain recharges every few seconds to help deal with chip damage. This was a safe run, as there was no serious threat posed by the pylon or the trapdoor run mobs. The key tradeoff for this build is that damage isn't optimized. Single target damage is decent, but AOE damage is merely OK. So-so AOE damage was influential for the run time given here. To improve AOE damage life drain could be swapped out for obliteration. The build is sturdy enough to make that a reasonable option, although that hasn't been explored (at least not yet). This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Stonegrave: Level 50 Magic Dominator Primary Power Set: Earth Control Secondary Power Set: Dark Assault Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Force of Will Ancillary Pool: Soul Mastery Hero Profile: Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(27) Level 1: Dark Blast -- HO:Nucle(A) Level 2: Smite -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(19), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(17), TchofDth-Dam%(19) Level 4: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(11), Apc-Dam%(11), GldJvl-Dam%(39) Level 6: Quicksand -- EndRdx-I(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), Rct-ResDam%(9) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 12: Stalagmites -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(15), AbsAmz-EndRdx/Stun(15) Level 14: Boxing -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40) Level 16: Gather Shadows -- HO:Membr(A) Level 18: Earthquake -- FrcFdb-Rechg%(A), AchHee-ResDeb%(39) Level 20: Engulfing Darkness -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(34), Arm-Dam%(34), FuroftheG-ResDeb%(23) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(34) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(45) Level 26: Volcanic Gasses -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(29), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Life Drain -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(39) Level 30: Weaken Resolve -- Acc-I(A) Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(40), ExpRnf-+Res(Pets)(46) 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(A), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(42), Hct-Dam%(42), SprAscoft-Rchg/+Dmg%(43) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(43), UnbGrd-Max HP%(46) Level 44: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(46) Level 47: Mighty Leap -- WntGif-ResSlow(A) Level 49: Unleash Potential -- Prv-Absorb%(A), Prv-Heal/Rchg(50), RechRdx-I(50), LucoftheG-Def/Rchg+(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(25) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(25) Level 49: Quick Form Level 47: Takeoff Level 50: Void Radial Final Judgement Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Portal Jockey Level 50: Freedom Phalanx Reserve Level 50: Tsoo Radial Superior Ally Level 50: Melee Core Embodiment ------------
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Ice / energy / ice dominator Pylon: 4:08, 282 DPS Trapdoor: 11:16 - 1 pylon defeat and 1 trapdoor run T4 intuition radial, T4 degen core, T4 barrier destiny, T4 melee core hybrid, no judgment or lore used, only insps used were yellows to counter blind on trapdoor run, no clicky accolades, temp powers, or amplifiers were used. When comparing to the fire / psi / ice dominator, this build doesn't have psychic shockwave, which mezzes minions. Plus, both arctic air and ice storm both produce fear responses and this build doesn't use an AOE immobilize. These factors contributed to more runners, which slowed down the run. In actual team-based gameplay performance for these builds seems likely to be at least somewhat closer, especially given how their single target damage doesn't seem strongly different and how quickly minions tend to evaporate in team play. One idea that wasn't tried out was to put the unique AT +damage IO into total focus, which may have led to higher single target DPS by stacking more +damage buffs than arctic air. This build was quite safe because ice control in general and arctic air in particular are very good at slowing down incoming damage, once alpha has been taken. The sleep power was very helpful for quickly shutting down any cluster of mobs plinking away at range. 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: 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: Power Bolt -- HO:Nucle(A) Level 2: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(13) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), 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) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Boxing -- Empty(A) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(19) Level 18: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(23), StdPrt-ResDam/Def+(40) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(25), Arm-Dam%(31), FuroftheG-ResDeb%(21) Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(37), Rct-Def/EndRdx/Rchg(23) Level 24: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(46) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(37) Level 28: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx(33), SprBlsCol-Rchg/HoldProc(40), Hct-Dam%(40) Level 30: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(34), GldArm-ResDam(43) Level 32: Flash Freeze -- FrtHyp-Sleep(A), FrtHyp-Acc/Sleep/Rchg(34), FrtHyp-Sleep/Rchg(33), FrtHyp-Sleep/EndRdx(33), FrtHyp-Plct%(34) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(42), GldJvl-Dam%(42) Level 38: Power Burst -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), Apc-Dam%(39), FrcFdb-Rechg%(43), OvrFrc-Dam/KB(45) Level 41: Sleet -- AchHee-ResDeb%(A), RechRdx-I(42), RechRdx-I(43) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), ShlWal-Def/EndRdx(46), ShlWal-Def(45), ShlWal-Def/Rchg(45) Level 47: Ice Storm -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(48), PstBls-Dmg/EndRdx(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(50) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(50), Prv-Heal/Rchg/EndRdx(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) 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: Void Radial Final Judgement Level 50: Knives of Vengeance Radial Superior Ally Level 50: Melee Core Embodiment Level 50: Cardiac Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
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Fire / psi / ice dominator Pylon: 4:08, 282 DPS Trapdoor: 8:15 - 1 pylon defeat and 1 trapdoor run T4 intuition radial alpha and degen core interface boosted damage. Took barrier for destiny and melee core hybrid. No pets were used. Judgment was not used. No insps were used other than yellows to counter blind on the trapdoor run. No amplifiers, temp powers, or clicky accolades were used. A handful of runners and some bumbling when jumping down inflated the time. Trapdoor gave up quite soon and drain psyche may have helped with that. Barrier was needed at one point because hit points were approaching zero; I had forgotten to engage rune of protection, melee core hybrid, or barrier, and took some hits. 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 -- HO:Nucle(A), GhsWdwEmb-Dam%(3), GldJvl-Dam%(3), UnbCns-Dam%(5), SprAscoft-Rchg/+Dmg%(21), SprEnt-Rchg/AbsorbProc(23) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(11), TchofDth-Dam%(11) Level 4: Telekinetic Thrust -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), FrcFdb-Rechg%(15), OvrFrc-Dam/KB(17) Level 6: Fire Cages -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(9), Rgn-Acc/Rchg(17), Rgn-Dmg/EndRdx(21), Rgn-Knock%(45) 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-Acc/EndRdx/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33), TchoftheN-Acc/Heal(33), TchoftheN-%Dam(33), TchoftheN-Heal/HP/Regen/Rchg(34), RechRdx-I(34) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(42), GldArm-End/Res(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-ResDam(43), UnbGrd-ResDam/EndRdx(48), UnbGrd-Max HP%(45) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def/EndRdx(37) 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 -- RechRdx-I(A), RechRdx-I(42), AchHee-ResDeb%(43) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(46), ShlWal-Def/EndRdx(46) Level 47: Ice Storm -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Rchg/ImmobProc(48), RechRdx-I(48), Rgn-Dmg/Rchg(50) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(50), Prv-Heal/Rchg/EndRdx(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 ------------
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As a bit of information that may help to give some context to trapdoor times, it was offered up in that thread that 8 minutes or less is an excellent time for clearing trapdoor runs. That probably reflects both experience at running trapdoor and a build meant to do serious damage. Coming close to 8 minutes with a dominator is very-good-to-excellent, especially if you're still getting used to doing trapdoor runs. As a bit more context, there are a handful of what might be called "hardcore" trapdoor runners who have run it hundreds or maybe even thousands of times. For those of us who don't do that longer times are a predictable result. Thus, it probably makes more sense to pay relatively little attention to the extremely quick times because they partially reflect experience at trapdoor runs and those time differences in trapdoor runs won't necessarily generalize to all content. As a bit more information, the scrapper forum trapdoor runs seem to have the following range of times and mix of ATs (probably missing some things here, as a caveat) ... Uncommon ... <4 minutes - There doesn't seem to be many of these and the ones I've noticed tend to be close to 4 minutes long 4 - 5 minutes - proc'd out tanks, proc'd out scrappers with good AOE and probably a taunt aura, and probably the occasional blaster that had a non-faceplant run. Many runs are in this range ... 5 - 6 minutes - a fire / fire / fire dominator is in this time range (5:35), along with some blasters, plenty of scrappers and tanks, and some stalkers 6 - 8 minutes - a variety of ATs, with single target specialists doing high damage often popping up in this category Some runs are in this range ... 8 - 12 minutes - a variety of ATs, often a build not optimized for damage, but sometimes an AT / powerset combination that offers low to medium baseline damage, but played well and built to operate near the ceiling of the damage that it can do, while retaining reasonably good defenses. Very few (posted) runs are in this range ... >12 minutes - These completion times tend to generally not get posted in the scrapper thread. There's probably some self selection process at work, as probably these completion times have happened many times. For a dominator a trapdoor run taking this long probably involved one or more defeats, a lot of mistakes, some *really* bad luck, a build that could be made to do noticeably more damage (perhaps an SO build), or some combination of the foregoing. A few thoughts ... Tanks have a big advantage for producing quicker trapdoor runs because of their ability to taunt and their wide area AOEs that can hit up to 16 targets. Similarly scrappers with a taunt aura and good AOE also have an easier time completing quicker trapdoor runs. The main challenge for blasters with high end damage is survival when dealing with the various arachnos debuffs and exotic damage types (psionic, in particular). If survival can be managed well and a blaster can keep the number of runners down, then they can compete with tanks and scrappers for the quickest trapdoor clear times. Dominators are probably in the "thick middle" for potential trapdoor clear times, along with a lot of other ATs. Dominators have very good damage multipliers, which helps a lot. Single target damage can be particularly high on dominators, sometimes high enough to compete with blasters, scrappers, and stalkers. But, they often have awkward and late developing attack chains, they struggle to put together consistently strong defenses without sacrificing noticeably on damage, and it's usually challenging to get the kind of strong AOE burst damage on a dominator that substantially shortens trapdoor runs.
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fire / energy / ice dominator T4 musculature core, T4 degen interface, T4 melee core hybrid, T4 ageless core destiny, no judgment or lore or other pets used, no clicky accolades, amplifiers, or temp powers used, yellow inspirations used for trapdoor run, no other insps used. Pylon: 2:20, 402 DPS Trapdoor: 7:35 (Could be noticeably smoother and quicker, but still with less stumbling than plant / energy / ice) - 1 pylon defeat and 1 trapdoor run Comparison to plant / energy ice dominator, given one post higher ... Single target damage was noticeably higher with this build, compared to plant / energy / ice. A procc'd up char was the key reason for that, as it has a shorter cast time than bone smasher (which was used for the plant / energy / ice build). A slightly more damaging alpha incarnate for this build also provided a small-ish DPS boost. Even though AOE damage felt decent overall for this build, for the trapdoor run there were more leftover mobs for this character that needed single target clean-up. It would seem that hot feet and fire cages don't synergize with sleet as well as seeds and creepers do. For safety, at least for this content and these builds plant seems to outperform fire. Seeds and creepers were just better at reducing incoming damage than comparable controls on fire, even when using bonfire. Hoarfrost was needed twice for this build, versus only once for the plant / energy / ice build. 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: Energy Assault Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(27), UnbCns-Dam%(27), NrnSht-Dam%(34), GhsWdwEmb-Dam%(34), GldNet-Dam%(34) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Fire Cages -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(3), SprFrzBls-Acc/Dmg/EndRdx(25) Level 4: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7) 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: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 12: Flashfire -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(15), AbsAmz-Acc/Rchg(15), AbsAmz-EndRdx/Stun(17) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(17) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(39), Arm-Dam%(23), FuroftheG-ResDeb%(37) Level 22: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(36), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), Rct-Def(39) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(36) Level 28: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(31), Hct-Dam%(33), SprAscoft-Rchg/+Dmg%(33) Level 30: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(31) Level 32: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(33), GldArm-End/Res(37) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dam%(42), GldJvl-Dam%(42) Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), Apc-Dam%(43), FrcFdb-Rechg%(46), OvrFrc-Dam/KB(46) Level 41: Sleet -- AchHee-ResDeb%(A), DS:DSyncSlowRechEnd(46), 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/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Dmg(48), Rgn-Acc/Rchg(50) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(50), Prv-Heal/Rchg/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+(3) Level 1: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 50: Ageless Core Epiphany Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------
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I'm not experienced with gravity control. So, some caveats are probably warranted when looking over the suggestions implicit in the build given here. A key goal for the revised build was to improve DPS, which would be quite low with the earlier build. To improve DPA the psi assault melee attacks are much better than the ranged attacks. You can also put a force feedback +recharge unique IO into telekinetic thrust, which further helps recharge. Subdue can hold the unique +dmg AT IO, which makes keeping it potentially helpful overall. It recharges fast, allowing it to serve as a good gap filler. Another key goal was to find room for some slow / -recharge resist. It's still lighter than it could be, with only 35% slow / -recharge resist. But, it should still be enough to avoid stacked -recharge debuffs from effectively crippling your character in most situations. For gravity control, lift does much better DPA than crush as a first pick. Plus, mobs knocked up into the air are unable to take action, while they can still hit with ranged attacks when immobilized. Plus, crushing field and subdue are available if immobilizing mobs becomes a priority. As another goal for the revised build, the AOE hold has been added. It's a good place to get 7.5% recharge for 3 slots. It's also sometimes useful to have an AOE hold. The build given here doesn't solve the problem with defenses being on the lighter side. But, you seem to manage such characters just fine anyways, given how well your poison defender does in-game. Best of luck 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: Gravity Control Secondary Power Set: Psionic Assault Power Pool: Flight Power Pool: Teleportation Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Lift -- HO:Nucle(A) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 4: Mind Probe -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(31), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(9), Hct-Dam%(5), TchofDth-Dam%(11) Level 6: Telekinetic Thrust -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(7), Mk'Bit-Dam%(7), GldStr-%Dam(9), FrcFdb-Rechg%(11), OvrFrc-Dam/KB(13) Level 8: Hover -- LucoftheG-Def/Rchg+(A) Level 10: Combat Teleport -- GssSynFr--Build%(A) Level 12: Crushing Field -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(21), PstBls-Dam%(23) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 16: Teleport -- WntGif-ResSlow(A) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(25), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(25) Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(29), DS:DSyncHealRech(37), DS:DSyncThreatAccRech(23) Level 22: Fold Space -- DS:DSyncThreatAccRech(A), DS:DSyncThreatAccRech(33) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), ShlWal-ResDam/Re TP(31) Level 26: Wormhole -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(27), AbsAmz-Acc/Rchg(29), AbsAmz-EndRdx/Stun(36), AbsAmz-Stun(46) Level 28: Subdue -- HO:Nucle(A), HO:Nucle(34), GldJvl-Dam%(36), Apc-Dam%(36), SprAscoft-Rchg/+Dmg%(37), Dcm-Build%(37) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(33), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx(46) Level 32: Singularity -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(15), CaltoArm-Acc/Dmg/Rchg(17), CaltoArm-EndRdx/Dmg/Rchg(17) Level 35: Psionic Lance -- StnoftheM-Dmg/ActRdx/Rchg(A), StnoftheM-Acc/ActRdx/Rng(42), StnoftheM-Dmg/EndRdx(42), StnoftheM-Acc/Dmg(42), StnoftheM-Dam%(43), GldJvl-Dam%(43) Level 38: Psychic Shockwave -- HO:Nucle(A), HO:Nucle(39), ScrDrv-Dam%(39), Erd-%Dam(40), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 41: Dark Embrace -- UnbGrd-Max HP%(A), HO:Ribo(45), StdPrt-ResDam/Def+(43), GldArm-3defTpProc(50) Level 44: Dark Obliteration -- HO:Nucle(A), Rgn-Dmg(34), CldSns-%Dam(45), Bmbdmt-+FireDmg(31), PstBls-Dam%(51), Ann-ResDeb%(48) Level 47: Soul Drain -- Arm-Dmg/EndRdx(A), Arm-Dmg(48), Arm-Dmg/Rchg(50), Arm-Acc/Dmg/Rchg(50), Arm-Acc/Rchg(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(33), Pnc-Heal/+End(46) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form ------------
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Plant / energy / ice dominator T4 intuition radial, T4 degen interface, T4 melee core hybrid, T4 ageless core destiny, no judgment or lore or other pets used, no clicky accolades, amplifiers, or temp powers used, yellow inspirations used for trapdoor run, no other insps used. Pylon: 3:08, 332 DPS Trapdoor: 7:00 even (still stumble through these runs, could be noticeably quicker in more experienced and skillful hands) - 1 pylon defeat and 1 trapdoor run 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: Plant Control Secondary Power Set: Energy 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(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(13), TchofDth-Dam%(9) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Spore Burst -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(15), FrtHyp-Acc/Sleep/Rchg(21), FrtHyp-Sleep/EndRdx(37), FrtHyp-Plct%(15) Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(11), CrcPrs-Acc/Conf/Rchg(11), CrcPrs-Acc/Rchg(17), CrcPrs-Conf/EndRdx(23), CrcPrs-Conf%(34) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 14: Boxing -- Empty(A) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(45) Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(25) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(23), Arm-Dam%(31), FuroftheG-ResDeb%(21) Level 22: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(46) Level 24: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(34), GldArm-ResDam(31) Level 26: Carrion Creepers -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(31), Bmbdmt-+FireDmg(48), PstBls-Dam%(48), TraoftheH-Dam%(50) Level 28: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(33), Hct-Dam%(40), SprAscoft-Rchg/+Dmg%(40) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(34), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(40) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(37), Rct-Def/EndRdx/Rchg(43) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(42), GldJvl-Dam%(42) Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), Apc-Dam%(39), FrcFdb-Rechg%(45), OvrFrc-Dam/KB(43) Level 41: Sleet -- AchHee-ResDeb%(A), DS:DSyncSlowRechEnd(42), DS:DSyncSlowRechEnd(43) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), ShlWal-Def/EndRdx(46), ShlWal-Def(45) Level 47: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(50) Level 49: Ice Storm -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(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) 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: Void Radial Final Judgement Level 50: Melee Core Embodiment Level 50: Intuition Radial Paragon Level 50: Banished Pantheon Radial Superior Ally Level 50: Ageless Core Epiphany ------------
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How to export Mids data about IOs to the Beta server, and then access those IOs with a specific character - Need to find this again, will come later (help with this would be appreciated!). Trapdoor testing: - The first post in this thread outlines the recommended parameters to follow so runs by different characters are more easily comparable. Pylon testing: - The first post in this thread outlines recommended parameters to follow so runs by different characters are more easily comparable. FAQ: Q: What if I'd rather see how one of my current dominators does, instead of building a beta character? A: You can defeat a pylon and do trapdoor runs anytime in-game. You can use the "LFG" menu anytime to teleport to Lady Grey (select her task force, then select "lock the event ...", then press the green button to queue up, then press the next green button that comes up). Then just head outside and find a pylon to defeat. To start a trapdoor run you can run "Power Overwhelming" as an Ouroboros task force. Q: How do I quickly build domination before I try to defeat a pylon or complete a trapdoor run? A: You can purchase the snowball temp power from a P2W NPC (ie: in Atlas Park, Mercy Island, or Pocket D). It costs 100,000 inf and it can be used over and over. You can build dom by putting it on auto-fire and targeting an enemy mob, another character, a suitable NPC (some are targetable, some not), or a summoned pet. As long as there's a "to hit" check involved, you'll build dom with each attempt to hit. The "start and stop your snipe" method - Alternatively, you can find some mobs, stay out of their vision range, and keep starting up your snipe and moving your character slightly before it fires (while it's not in quickform mode, that is key). Each time you start and stop your snipe before it fires you build domination. You don't necessarily need mobs, though; if you have the pylon dummy pet from completing the Vanguard AV fight in the Aeon SF (Hero 1 and other AVs), then you can summon that and just keep starting up your dom's snipe (if it has one) and stopping it, rinse and repeat that until domination has been built up. The "snipe" method is noticeably quicker for filling the domination bar than the "snowball" method, when it's available to your dominator. Q: Does every popmenu for giving IOs from a Mids export to beta characters need to be named "MRBTest"? A: No. You have a lot of flexibility when naming popmenu files. Varying popmenu filenames allows you to have many popmenus accessible through the same directory, if you'd like. Q: How can I efficiently level up a character on the beta server? A: Copy the following bind for your brand new level 1 beta character into the chat window and press "enter": /bind l "train 0" Once you've activated that bind for your beta character, as per the instructions above, just press the letter "l" to directly enter the "level up" screen.
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A key goal for this thread is to generate data that helps to better understand the higher end of damage and general content clear times possible for dominators. A secondary benefit could be the generation of data that helps the devs with future balance passes they might make for dominators. A tertiary potential benefit is that if contributors to this thread share their builds along with their pylon and trapdoor times then those who would like to play a dominator can end up with metrics to pair up with quite a few builds (sharing has to be 100% optional, of course, as many may prefer to keep their builds to themselves and that's their prerogative). Two imperfect, but still helpful benchmarks for these purposes are available in the scrapper forum and they are ... 1. pylon times, which are helpful for better understanding and streamlining single target attack chains 2. trapdoor runs, which aim to gauge efficiency at soloing higher notoriety content of medium difficulty (+4 to mobs' level, quantity of mobs set to 8 players, defeating an elite boss at the end of the mission) Naturally, those threads focus mostly on scrappers and they mostly help for building stronger scrappers. Similar information about dominators could help those who play dominators to build stronger characters. But, benchmarking data about dominators in those threads is relatively sparse. Hence this thread. A few resources that can help for those who might be interested in contributing to this thread ... 1. How to export Mids data to the beta server - Allows character builds to be completed fairly quickly, for testing purposes 2. The Trapdoor thread in the scrapper forum 3. The pylon thread in the scrapper forum The next two posts will focus on two things: Post #2: Some links and introductory information about the resources mentioned a little bit higher up. Post #3: An example post intended to summarize the results of 1 or more pylon defeats and trapdoor runs
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Trapdoor Test Results - the other half of Pylon testing?
EnjoyTheJourney replied to Kanil's topic in Scrapper
Dominator plant / energy / ice T4 intuition radial, T4 degen interface, T4 melee core hybrid, T4 ageless core destiny, no judgment or lore or other pets used, no clicky accolades, boosters, or temp powers used, yellow inspirations used for trapdoor run, no other insps used. Pylon: 3:08, 332 DPS Trapdoor: 7:00 even (still stumble through these runs, could be noticeably quicker in more experienced and skillful hands) -
I had two poison defenders I really enjoyed playing prior to the rune of protection duration nerf (before the nerf it could be kept up about 50% of the time, making a good pairing with melee core hybrid and barrier destiny). But, those defenders have essentially been shelved. I found a new main instead with a blaster. With poison defenders getting their defenses nerfed indirectly, with the RoP nerf, and with trick arrow being made noticeably stronger, poison defenders are fewer in number than they used to be.
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You can boost survivability quite a bit just by putting the +absorb Superior Entomb unique IO into seismic smash. With a decent amount of recharge you'll be getting a 15% absorb shield about 2-4 times per minute when you're regularly using seismic smash. An effective 30-60% increase in hit points available on a "per minute" basis from a frequently renewed absorb shield should do quite a bit to improve survivability; large and quickly delivered damage spikes become the primary source of concern, at that point, rather than a steady flow of relatively low incoming damage. Putting the entomb +absorb IO into seismic smash reduces the damage it does. But, a well IO'd seismic smash will still have excellent DPA.