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EnjoyTheJourney

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  1. I was also curious, and so put together a build. It goes against usual practice for dark control in the selection of multiple powers, though, and it can probably be better put together by somebody more experienced with dark control. dark / savage / ice dominator Pylon defeat: 3:18 (321 DPS)Trapdoor run: 10:28- 1 pylon defeat and 1 trapdoor runT4 intuition radial alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Pylon ... The lack of having the +damage unique AT IO in any single target attack power probably decreased pylon defeat DPS at least somewhat. Still, there was quite a bit of fumbling and some mis-clicks along the way. So, 321 DPS is probably a bit on the low side of what can be consistently achieved. Trapdoor ... This wasn't a completely unexpected result, although probably it can be noticeably shortened. There were lots of runners with no AOE immobilize and with multiple fear-inducing powers (fearsome stare, sleet, and ice storm). Having no previous experience running these particular powersets in combination also didn't help. This combination offers noticeably more durability than many other dominator builds with two hefty heals and a number of other sources of layered defenses. It solos *quite* safely and should contribute just fine on teams. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Mutation Dominator Primary Power Set: Darkness Control Secondary Power Set: Savage Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 1: Call Swarm -- HO:Nucle(A) Level 2: Maiming Slash -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(15), TchofDth-Dam%(15) Level 4: Vicious Slash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(11), Hct-Dam%(11), TchofDth-Dam%(13) Level 6: Possess -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprAscoft-Rchg/+Dmg%(9) Level 8: Fearsome Stare -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(33), CldSns-Acc/EndRdx/Rchg(33), CldSns-%Dam(33) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(46) Level 12: Heart of Darkness -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(29), Obl-%Dam(31), ScrDrv-Dam%(31), CldSns-%Dam(31) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 16: Spot Prey -- GssSynFr--Build%(A), DS:DSyncSlowRechEnd(17), DS:DSyncSlowRechEnd(17) Level 18: Mystic Flight -- WntGif-ResSlow(A) Level 20: Rending Flurry -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(23), Arm-Dam%(25), FuroftheG-ResDeb%(25) Level 22: Spirit Ward -- Prv-Heal/EndRdx(A), Prv-Heal(39) Level 24: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(48) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Blood Craze -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(36) Level 30: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43) Level 32: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 35: Call Hawk -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(37), Apc-Dam%(37), FrcFdb-Rechg%(39) Level 38: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(39) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(42) Level 44: Ice Storm -- Rgn-Acc/Dmg/Rchg(A), Rgn-Dmg/EndRdx(48) Level 47: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(47), RechRdx-I(47) Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(49), Rct-Def(49) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(40), Mrc-Rcvry+(40) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(40) Level 1: Blood Frenzy Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
  2. A few thoughts and suggestions follow ... This is a very carefully thought through build. You showed a lot of creativity at finding defensive bonuses, comfortably attaining enough recharge for perma-dom, and mixing in resistance to recharge debuffs to keep permadom more secure. Having those solid defense totals and maxed smash / lethal resists should make for a very tough dom in most situations. A key tradeoff for doing so well at achieving those objectives is that damage is quite low for the build. Also, for better or worse, given the endurance burn for the build you'll probably need ageless destiny of one kind or another to avoid running out of endurance. If you're comfortable using the beta server and know how to export builds from Mids for import to beta server characters, then it would probably be quite helpful to take your fully kitted out build out for a spin on the beta server. You'll get a good sense of whether you're comfortable with the damage and defenses by soloing one or two pylons and soloing a trapdoor run. It's a "try before you buy" opportunity that costs you a bit of time, but zero influence. As a minor technical suggestion it's better to toggle domination "off" in Mids because the to hit bonus that engages when domination is toggled on in Mids only applies to the first 15 seconds domination is active. Most of the time the only to hit bonus will be from link minds. Thus, for example, with the to hit bonus from domination inactive drain psyche has a to hit chance of 89%. Since to hit debuffs can be cast on your dom and sometimes defense buffs will be on mobs, that's probably a bit lower than you would like. Mass confusion will have an 87% chance to hit, as well. Other powers will have better to hit chances, which is good. Still, it's a good habit to toggle domination off in Mids when evaluating to hit chances.
  3. Had kind of a cool and somewhat unexpected finding for my fire / psi / ice dom. She's lvl 50 now and IO'd up. She has three T3 incarnates and three T4 incarnates, so not quite at full power yet. But, she seemed ready for a test I like to put dom builds through. One of the ways I like to test dom builds is to solo a +4x8 timed mission offered by Marcus Valerius in Cimerora. Cims present some unusual and significant challenges for doms. First, they're very dangerous when they swarm a character in melee range because of their ability to rapidly stack defense debuffs. Second, with shouts cims can buff their defenses up potentially quite high and also provide mez protection to themselves and nearby allies. Essentially, because they can provide each other with solid mez protection through shouts they can invalidate most of the controls a dom brings to the table. These abilities tend to diminish a dom's effectiveness in battle (and their safety) by quite a bit. Following a conservative, "safety first" approach she never needed hoarfrost once and she cleared a "kill the boss" mission in a little under 10 minutes. There's no way that's a speed record across all ATs. But, in my experiences running doms through that mission it's a decent clear time, especially when not pushing for a fast clear. The best part was watching a closely bunched ambush get mezzed, then decimated in a very short period of time by AOEs (without needing judgment). Mobs go down very fast when sleet is active and hot feet, psy shockwave, fire cages, fiery orb, and ice storm are all able to focus.
  4. Nice! And, you're posting pylon times for a dominator, very much on topic for this thread. FWIW, when I first started defeating pylons my characters' DPS was usually in the low to mid 200s, tops. Some runs were sub-200 DPS for the first while. Survival was also often challenging. Those early pylon runs ended up helping me to build characters to do better DPS and to execute single target attack chains at least somewhat better in-game than I did before I started them.
  5. Glad to be of help and good luck with your dominator. 🙂
  6. Do a search for "Voltak" focused on this forum and look for his dark / dark builds. You'll get a lot of good ideas to help you, even if it takes a bit of time to put all the pieces together. In case you'd like to just pick a build and go, then here's a dark / dark / ice build which should do fine in most gameplay. As a caveat, what's below is something I theory-crafted and have not played. Key unresolved questions include whether or not the influence the build would take to put together is something you feel comfortable spending or not, and also whether endurance will hold up well as the build currently stands. If endurance is a problem, then two possibilities for managing that include picking the cardiac alpha incarnate instead of musculature or picking ageless core for very endurance strong recovery. GL with your dom, however you decide to move forward. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Dark Assault Power Pool: Leaping Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(9), BslGaz-EndRdx/Rchg/Hold(11), BslGaz-Acc/EndRdx/Rchg/Hold(11) Level 1: Dark Blast -- HO:Nucle(A) Level 2: Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), TchofDth-Dam%(9) Level 4: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(5), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(13), Apc-Dam%(13), GldJvl-Dam%(31) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(33) Level 8: Fearsome Stare -- CldSns-Acc/EndRdx/Rchg(A), CldSns-Acc/ToHitDeb(19), CldSns-Acc/Rchg(25), CldSns-%Dam(27) Level 10: Possess -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(42), CrcPrs-Acc/Rchg(42), CrcPrs-Conf/EndRdx(43), CrcPrs-Conf%(29) Level 12: Heart of Darkness -- Acc-I(A), DS:DSyncThreatAccRech(15), Obl-%Dam(15), Erd-%Dam(17), ScrDrv-Dam%(19), CldSns-%Dam(37) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Gather Shadows -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(17) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 20: Engulfing Darkness -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(23), Arm-Dam%(23), FuroftheG-ResDeb%(25) Level 22: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(46) Level 24: Rune of Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(31) Level 28: Life Drain -- DS:DSyncHealAcc(A), DS:DSyncHealAcc(29) Level 30: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(40), KntCmb-Dmg/EndRdx/Rchg(50) Level 32: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(34) Level 35: Moon Beam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), GldJvl-Dam%(37) Level 38: Midnight Grasp -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(40), SprAscoft-Rchg/+Dmg%(40) Level 41: Sleet -- RechRdx-I(A), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(48), Rct-Def(48), Rct-Def/EndRdx(48) Level 49: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(50), Prv-EndRdx/Rchg(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(33), Mrc-Rcvry+(33) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43) Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
  7. Hi Witch, Below is another take on that build. If you can give it a try on the beta server, see how it works for you. To get the most you can defensively out of the build below, cast power up just before casting unleash potential. Both are unchecked in Mids for this build; check out what happens to your defense totals when both are active at the same time by pressing the green buttons to the right of both powers. Since unleash potential is up about 1/3 of the time, it gives you a solid defensive wall for a noticeable period of time. Rotate that with barrier and 3/4 of the time you've got better defenses working in your favor. Notice also that whenever power up is active your defenses automatically rise; that's another key reason for getting an extra recharge IO into it, in addition to the bonus it provides to damage. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Gravity Control Secondary Power Set: Energy Assault Power Pool: Force of Will Power Pool: Flight Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Lift -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(3), GldJvl-Dam%(5), Apc-Dmg(5) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Gravity Distortion -- NrnSht-Dam%(A), NrnSht-Acc/EndRdx(7), UnbCns-Dam%(7), GhsWdwEmb-Dam%(9), GldJvl-Dam%(11), GldNet-Dam%(11) Level 4: Weaken Resolve -- AchHee-ResDeb%(A) Level 6: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13) Level 8: Crushing Field -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(9) Level 10: Mighty Leap -- WntGif-ResSlow(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Boxing -- Empty(A) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(17) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-Acc/EndRdx/Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19) Level 20: Whirling Hands -- Arm-Dam%(A), Arm-Dmg/EndRdx(29), Arm-Dmg/Rchg(21), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(25), FuroftheG-ResDeb%(29) Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(49), RechRdx-I(50) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(27) Level 26: Wormhole -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-EndRdx/Stun(31), AbsAmz-Stun(31), AbsAmz-Acc/Rchg(34), AbsAmz-Stun/Rchg(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(36) Level 30: Total Focus -- Hct-Dam%(A), Hct-Dmg/EndRdx(36), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), SprAscoft-Rchg/+Dmg%(37) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39), SuddAcc--KB/+KD(50) Level 35: Sniper Blast -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(42), GldJvl-Dam%(42) Level 38: Power Burst -- Apc-Dam%(A), SprWntBit-Acc/Dmg(42), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), OvrFrc-Dam/KB(43), FrcFdb-Rechg%(45) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(47), UnbGrd-Max HP%(47) Level 44: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(49) Level 47: Dark Obliteration -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(50) Level 49: Dark Consumption -- FuroftheG-Acc/Dmg/End/Rech(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(15), Prv-Absorb%(17) Level 1: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Melee Radial Embodiment Level 10: Takeoff Level 50: Barrier Core Epiphany ------------
  8. This inspired me to take a look at a plant / savage / ice dominator. Since plant has the best AOE of any primary and savage assault has 2 good AOEs that can both take -20% resistance procs, the hope was that trapdoor clear times would noticeably drop. Results are below ... plant / savage / ice dominator Pylon defeat: 3:44 without creepers (299 DPS), 3:06 with creepers (334 DPS)Trapdoor run: 6:57- 2 pylon defeats and 1 trapdoor runT4 intuition radial alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Pylons ... A couple of minutes into the first pylon defeat I realized that I had forgotten to cast creepers. So, I kept going that way and ended up with a 3:44 pylon defeat time, while not using creepers. Since not casting creepers for extended single target fights is a mistake, that got corrected for the second pylon defeat. The second pylon defeat took 3:06 with creepers helping out, for 334 DPS. Single target damage of 334 DPS is not "top shelf", but it's also not a bad figure. If savage is paired with a primary that has a power which can accept the AT +damage proc IO, then single target damage can be noticeably better. For example, between hotfeet, a proc'd up char that offers better DPA than maiming slash, and +damage AT proc IO activations, Tex's suggestion for pairing fire control with savage assault seems likely to lead to single target DPS of at least the high 300s. Trapdoor ... A run of 6:57 is a personal best for trapdoor runs involving dominators. In other hands it seems likely that one to two minutes could be shaved off. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Dominator Primary Power Set: Plant Control Secondary Power Set: Savage Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 1: Call Swarm -- HO:Nucle(A) Level 2: Maiming Slash -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(17) Level 4: Vicious Slash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(15), Hct-Dam%(15), TchofDth-Dam%(17) Level 6: Roots -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(7), JvlVll-Acc/Dmg/End/Rech(7), SprDmnGrs-Rchg/Fiery Orb(13) Level 8: Seeds of Confusion -- SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SprAscoft-Rchg/+Dmg%(11) Level 10: Unkindness -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rng(33), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(34), AchHee-ResDeb%(34) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(31) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 16: Spot Prey -- GssSynFr--Build%(A), RechRdx-I(29), RechRdx-I(31) Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(23) Level 20: Rending Flurry -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(25), Arm-Dmg/EndRdx(27), Arm-Dam%(27), FuroftheG-ResDeb%(29) Level 22: Mystic Flight -- WntGif-ResSlow(A) Level 24: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(34) Level 26: Carrion Creepers -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), PstBls-Dam%(36), Bmbdmt-+FireDmg(36), TraoftheH-Dam%(37) Level 28: Blood Craze -- Pnc-Heal(A), Pnc-Heal/Rchg(37) Level 30: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(39) Level 32: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(40) Level 35: Call Hawk -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(45), Apc-Dam%(46), FrcFdb-Rechg%(46) Level 38: Sleet -- RechRdx-I(A), RechRdx-I(43) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(43) Level 44: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(48) Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(47), Rct-Def(47), Rct-Def/EndRdx(48) Level 49: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(49), RechRdx-I(49) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(40), Mrc-Rcvry+(37) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 1: Blood Frenzy Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
  9. It's a bit challenging to figure that out, at least for now. The melee pylon tests and trapdoor runs are often done by those who are highly experienced at building finely tuned melee damage machines and whose execution during pylon defeats and trapdoor runs exceeds my more modest abilities. Support for that conclusion comes from looking at trapdoor clear times for two others, one of whom drove a plant/fire/fire dom (4:55) and another a fire/fire/fire dom (5:35); in contrast, I'm still working on getting trapdoor runs below 7 minutes. Thus, doms as an AT can probably be built and played better for these kinds of tests (and for +4x8 content in general) than I've figured out how to do in the relatively short time I've been doing them. Hopefully over time, as more test runs get reported, we'll end up with a better collective sense of how to build and play doms so they can sail through content many find challenging now. Doms have good damage modifiers and, with care and attention, defenses can be brought to a pretty sturdy place. So, that hope does have some reasoned basis for being. We'll hopefully (probably) also develop a better sense of which dom primaries and secondaries seem to consistently fall short, why they fall short, and by how much, which will hopefully help with any future balance passes. FWIW, my intuition is that doms can do noticeably more DPS and do so with a noticeably higher degree of sturdiness than is widely believed. The powerset combinations with superior DPS potential can probably consistently complete most +4x8 content in comparable time frames to melee classes. I can't prove this, though, at least not yet. And, it's possible that I'm being overly optimistic. Edit: Misremembered clear times earlier for two others who had below-6-minute clear times for their doms.
  10. Gravity control tests were reported on page 1. So far the dominator tests done were for gravity / energy / ice and gravity / earth / ice. In case it's of interest to you, there was also a gravity / storm / psi test reported for controllers. The short summary about gravity is that single target damage can be in a very good place with gravity as the primary and lift used as part of the single target attack chain. But, to realize that potential there needs to be a good single target attack in the secondary that can accept the unique +damage dominator AT proc IO, as lift cannot accept it. Also, despite the promise of bunching mobs up with wormhole, a secondary / epic combination with better AOE potential than was chosen for the runs done probably needs to be selected to fairly quickly clear +4x8 spawns (ie: trapdoor runs were not particularly quick).
  11. What are your objectives for your build? For example, are you looking to do speedrun endgame TFs / SFs (ie: even level notoriety, or thereabouts)? Are you looking to exemp down and, if so, then how far? Are you looking to run highly challenging endgame content at the highest notoriety level? Is this build intended for soloing, for team play, or both? Are you looking to make a single "all rounder" build that can handle all of the kinds of content you'd like to run? It's easier to receive feedback on a build when those who might provide it can visualize what kinds of content you'd like to enjoy.
  12. I wanted to tweak an earlier powerset combination to see if fiery orb could improve trapdoor clear times for it. fire / psi / ice dominator (an earlier version is in the tenth post on page 1 of this thread) Pylon defeat: 2:19 (385 DPS), 2:42 (365 DPS) (edited, wrong numbers were given here earlier) Trapdoor run: 8:08, 7:48, defeated, 7:58 - 2 abandoned pylon defeat attempts, 2 successful pylon defeats, and 4 trapdoor runs T4 intuition radial alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. These powersets complement each other well. Sleet allows drain psyche to hit reliably even when mobs have defense buffs. Drain psyche improves recovery enough to allow incarnates to be chosen without regard for improving endurance management, even when running hot feet full time. Thus, a damage-focused alpha can be taken over cardiac, for example, and barrier core destiny can be chosen over ageless. Also, sleet, hot feet and the fast casting animation time for char help to improve the otherwise potentially mediocre damage of psi assault, which is the only assault set that has no damage-boosting power. Pylons ... Even with drain psyche the tweaked build initially drank endurance so fast that the first two pylon defeat attempts ended with endurance bottoming out, de-toggling, and retreats from the pylon after being nearly defeated. Multiple build tweaks ensued, bringing endurance management to a much better place. The final two pylon defeat attempts were much smoother and ultimately successful. As I've gotten more experience playing these powersets single target attack chain execution became less shambolic. This was reflected in the improved pylon defeat times shown above, with 375 average single target DPS across two runs. If defensive powers didn't need to be used in rotation and if single target attack chain execution improved further then this build can probably consistently reach about 400 DPS without any damage buffs from teammates. Sleet, hot feet, and the procs in a fast-animating char are key reasons why single target DPS is in a pretty good place. Trapdoor … This dom was defeated in the third trapdoor run after speeding into a mixed arachnos / council spawn without bothering to cast any AOE control other than fire cages and with barrier in the lowest part of its buff cycle. 🙄 For the other three trapdoor runs, clear times didn't improve enough to conclude that using fiery orb was noticeably shortening them. However, minions did seem to drop noticeably quicker, which was a good outcome from incorporating fiery orb. A fair number of lieutenants needed to have a sliver of life removed with a single target attack, for these runs; that didn't seem to be needed as often when using roots / fiery orb. In the end, DPS from fire cages is probably too far behind the DPS of roots to noticeably move trapdoor run times; the absence of a damage boosting power in psi assault probably contributes further to the DPS limitations of fire cages, in comparison with roots. Another key limitation on trapdoor clear speed is probably the driver. I'm having a lot of difficulty getting trapdoor runs below 7 minutes on any dominator. But, others are able to do that. I'm optimistic that in the build given below I've found my favorite dominator combination to play. I'll move it from beta to the live servers and try it out in the coming weeks. 🙂 This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Psionic Assault Power Pool: Leaping Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- SprWntBit-Acc/Dmg/EndRdx(A), GhsWdwEmb-Dam%(3), GldJvl-Dam%(3), UnbCns-Dam%(5), SprAscoft-Rchg/+Dmg%(21), NrnSht-Dam%(23) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Mind Probe -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(7), Hct-Dam%(11), TchofDth-Dam%(11) Level 4: Telekinetic Thrust -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(15), OvrFrc-Dam/KB(17) Level 6: Fire Cages -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(9), JvlVll-Acc/Dmg/End/Rech(17), SprDmnGrs-Rchg/Fiery Orb(21) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(23) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(25), AbsAmz-Acc/Rchg(27), AbsAmz-EndRdx/Stun(29), AbsAmz-Stun(29) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 18: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(25) Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33), TchoftheN-Heal(33), TchoftheN-Acc/EndRdx/Rchg(33), DS:DSyncEndModRech(34), DS:DSyncThreatAccRech(34) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(42) Level 24: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(46) Level 26: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(27) Level 28: Boxing -- Empty(A) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(48), UnbGrd-Max HP%(45) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def/EndRdx(42), Rct-Def(43) Level 35: Psionic Lance -- Apc-Dmg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37), GldJvl-Dam%(37) Level 38: Psychic Shockwave -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(46), ShlWal-Def/EndRdx(46) Level 47: Ice Storm -- Rgn-Acc/Rchg(A), Rgn-Dmg/Rchg(47), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Dmg(50) Level 49: Hoarfrost -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(50), RechRdx-I(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Degenerative Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany Level 50: Intuition Radial Paragon ------------
  13. Tried out a different pairing with ice control and the Trapdoor run results were surprising. Ice / energy / ice dominator Pylon defeat: 3:12, 328 DPS Trapdoor run: 10:36 - 1 pylon defeat and 1 trapdoor run T4 cardiac core alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. The pylon run was marred by some bad execution, especially in the first 30 seconds. Most likely 328 DPS is an under-estimate of the single target damage potential of the build. Basic strategy was to drop sleet right whenever it was up, toggle on enflame whenever it was up and sleet wasn't available, and use power up as soon as it was ready and the first two powers mentioned weren't already available. For single target attacks the order was total focus, power burst, bone smasher, snipe, repeat. When a gap occasionally appeared in the single target chain it was usually power bolt that got used. The trapdoor run was unexpectedly slow. Letting mobs live as long as they did led to needing hoarfrost once, but otherwise the run was very safe. It probably slowed down a lot because of mob scatter in reaction to arctic air, given that there was no AOE immobilizer to limit their movement. There were a lot of runners, many with a sliver of life left, who needed to be taken down one by one with single target attacks. That didn't happen as much with the ice / ice / ice dominator run because chilling embrace and arctic air work together to make mobs basically crawl when they try to run away. Regarding enflame, including it was an experiment to see if AOE could be noticeably improved by having an auto-attack power working away in the background while in melee range. I'm not sure if the approach to slotting enflame was good or not and it wasn't easy to tell if it was really helping or not. If enflame has a fear effect then that could help to explain how long the trapdoor run took. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Energy Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Ice Mastery Hero Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Bone Smasher -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(13), TchofDth-Dam%(13) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17), SprDmnGrs-Rchg/Fiery Orb(21) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 10: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(33) Level 12: Ice Slick -- DS:DSyncSlowRechEnd(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(34) Level 16: Power Up -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(19) Level 18: Flash Freeze -- CaloftheS-Heal%(A) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(23), Arm-Dam%(42), FuroftheG-ResDeb%(45) Level 22: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(36) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(25), Rct-Def(40), Rct-Def/EndRdx(42) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(34) Level 28: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(31), Hct-Dam%(31), Mk'Bit-Dam%(47) Level 30: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(36) Level 32: Enflame -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), JvlVll-Dam%(46), PstBls-Dam%(33), Bmbdmt-+FireDmg(34) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(43), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(37), GldJvl-Dam%(37) Level 38: Power Burst -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(39), GldJvl-Dam%(39), Apc-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(42) Level 44: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(46), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(50) Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def(48) Level 49: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5) Level 1: Energy Focus Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Cardiac Core Paragon Level 50: Void Radial Final Judgement ------------
  14. Below are results for another build that explores the value of fiery orb (and arctic air as a home for fiery orb). Ice / Ice / Ice dominator (This is what happens when an ice cream truck driver goes bad!) Pylon defeat: 3:34, 307 DPS Trapdoor run: 8:38, plus another run of 10:26 due to a Big Blunder - 1 pylon defeat and 2 trapdoor runs T4 cardiac core alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Given the primary and secondary, which are not known for delivering high damage, the pylon defeat time was a pleasant surprise. The incarnate choices also didn't lead to an expectation of higher damage either. Most likely procs and sleet were the keys to being able to break 300 DPS for this particular primary and secondary. Still, the attack chain wasn't executed as well as it could be, as usual, because I'm not great at that. So, the build given below probably has a higher single target damage ceiling through better attack chain execution. Also, defensive skills were used when needed and that lowered DPS. Thus, it's not likely that 300+ DPS was a fluke. The first trapdoor run took 10:26 because it basically went off the rails when I accidentally took domination off "auto-cast" and didn't notice until after it dropped and my dom was mezzed. Rune of protection, barrier, and melee core all happened to not be available to click on when my dom got mezzed; barrier was in the "low buffs" part of its cycle. So, it wasn't the best situation in which to try to recover. The underlying build was tough enough that it survived (although just barely) and ultimately rebuilt domination. Naturally arctic air and chilling embrace both dropped, but I forgot about re-toggling them until about 2 spawns later. 🙄 The second trapdoor run was also pretty fumbly wumbly stuff, but not on the same level as the first. It took 8:38, with most of the extra time needed being due to mobs running away and me doing such things as repeatedly trying to use melee attacks while standing too far away from mobs 😏. Fiery orb was quite helpful for speeding up the run; ice sword circle and chilling embrace could never have taken down those large spawns as fast on their own. This is a tough, relatively safe build overall; it could lead a team in most settings just fine, whether there was a tank available or not. It felt good to see such a classic thematic combination perform decently well in-game. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Icy Assault Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Ice Bolt -- HO:Nucle(A) Level 2: Ice Sword -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(13), ImpSwf-Dam%(13) Level 4: Ice Sword Circle -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(46), Arm-Dam%(42), FuroftheG-ResDeb%(45) Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17), SprDmnGrs-Rchg/Fiery Orb(21) Level 8: Mystic Flight -- WntGif-ResSlow(A) Level 10: Ice Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(15), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(23), Apc-Dmg/EndRdx(33), GldJvl-Dam%(34) Level 12: Ice Slick -- DS:DSyncSlowRechEnd(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(34) Level 16: Power Up -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(19) Level 18: Flash Freeze -- CaloftheS-Heal%(A) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(33) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(36) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(34) Level 28: Chilling Embrace -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Acc/Dmg/Rchg(31) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(40), Rct-Def/EndRdx(42) Level 32: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(43) Level 35: Ice Slash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(37), Hct-Dam%(37), TchofDth-Dam%(37) Level 38: Bitter Ice Blast -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(39), CldSns-%Dam(39), IceMisTrmt-+ColdDmg(39), Apc-Dam%(40), GldJvl-Dam%(40) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(42) Level 44: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(46), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(50) Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def(48) Level 49: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(50), GldArm-End/Res(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Mighty Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Cardiac Core Paragon ------------
  15. If you tweak the concept of it a bit, you can make this character defensively much stronger. If instead of the teleport pool you take the force of will pool, you can get weaken resolve, mighty leap, and unleash potential. You can put an achilles heel -res proc into the base slot for weaken resolve and let accuracy boosts pull accuracy up to a good place (a tip Mezmera provided, and it's a good suggestion). Mighty leap can hold the winter's gift speed / recharge debuff resist IO (you can pull a slot from combat jumping that way). Unleash potential can be 3 slotted, with a LoTG +7.5% global recharge IO and two level 50 recharge IOs. It will have about 33% uptime that way. If you try this out in mids you'll see that when you press gather shadows and then unleash potential that defense totals go waayyy up, making your dominator very tanky for a minute. Unleash potential is a kind of mini-armored-character-T9, like elude in super reflexes, but without a crash. You can rotate unleash potential with barrier so that unleash potential is active when barrier is providing the smallest amount of buffing.
  16. I find that nuking with inferno while jousting is very useful in the Apex TF when taking down pylons, and also in a variety of other situations. The OP given here by Nemu was the reason I got started on doing that. This is a great resource for blasters. Thank you for posting this.
  17. Below is another take on the build. The key goals were to improve damage and defenses. IIRC a T4 barrier destiny means that defense totals and resistances will be boosted by 5% each even at the lowest point in the buff cycle. That takes melee defense to a point where a small purple inspiration will softcap it and takes smash / lethal resists quite close to their hard cap value of 75%. Smite and Moon Beam were added into the build, while dimension shift and singularity were taken out. Dimension shift doesn't add much to the build in most situations and it can frustrate teammates. Singularity is a great pet and losing it is unfortunate. If you really want singularity back drop gloom or smite, then pick up singularity. Slotting up singularity with 4 expedient reinforcement pieces and a sudden acceleration "KB to KD" IO can be done; then slot up lift to take the place of the dark assault power dropped (smite or gloom) in the single target attack chain. The holds were re-slotted with Basilisk's Gaze IOs for recharge and ranged defense. Gravity distortion has an almost 2 second animation, making it a lackluster source of damage when DPA is considered even when it's fully proc'd up. Also, a number of tweaks were made to distribute more endurance reduction throughout the build, so that (hopefully) T4 barrier core destiny can be chosen over ageless core or radial destiny. Best of luck with your dominator, however you decide to build him or her. 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: Gravity Control Secondary Power Set: Dark Assault Power Pool: Teleportation Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Soul Mastery Hero Profile: Level 1: Lift -- GldJvl-Acc/Dmg/End/Rech(A) Level 1: Dark Blast -- GldJvl-Acc/Dmg/End/Rech(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 4: Gloom -- Apc-Dam%(A), Apc-Dmg/EndRdx(15), Apc-Dmg(5), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), GldJvl-Dam%(9) Level 6: Combat Teleport -- GssSynFr--Build%(A) Level 8: Crushing Field -- SprDmnGrs-Rchg/Fiery Orb(A), SprFrzBls-Acc/Dmg/EndRdx(13), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), JvlVll-Acc/Dmg/End/Rech(11) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 12: Smite -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(17), TchofDth-Dmg/Rchg(23), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dmg/EndRdx/Rchg(13), TchofDth-Dam%(17) Level 14: Teleport Target -- Acc-I(A), WntGif-ResSlow(25) Level 16: Gather Shadows -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(21) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(25), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Engulfing Darkness -- Arm-Dam%(A), Arm-Dmg/EndRdx(29), Arm-Dmg(31), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), FuroftheG-ResDeb%(33) Level 22: Fold Space -- DS:DSyncThreatAccRech(A), DS:DSyncThreatAccRech(33) Level 24: Boxing -- Empty(A) Level 26: Wormhole -- AbsAmz-Acc/Rchg(A), AbsAmz-Stun/Rchg(29), AbsAmz-Acc/Stun/Rchg(33), AbsAmz-EndRdx/Stun(34), AbsAmz-Stun(27), FrcFdb-Rechg%(27) Level 28: Life Drain -- DS:DSyncHealAcc(A), TchoftheN-%Dam(34) Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37) Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(34), Rct-ResDam%(46) Level 35: Moon Beam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(40), StnoftheM-Dmg/EndRdx/Rchg(42), StnoftheM-Dam%(42), GldJvl-Dam%(40) Level 38: Midnight Grasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(39), Hct-Acc/Rchg(39), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(40), SprAscoft-Rchg/+Dmg%(45) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(43), UnbGrd-Max HP%(43) Level 44: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(46) Level 47: Dark Obliteration -- PstBls-Dam%(A), PstBls-Acc/Dmg(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/Rng(50) Level 49: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50), ShlWal-Def(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 -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(9), Pnc-Heal/+End(19), Prv-Absorb%(36) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  18. Completely agreed that damage boosting AT IOs should be equitably usable across all the powersets.
  19. This is a follow-up on the previous post. After more tweaks to manage endurance, the build tested (and given below) swapped out ageless core destiny and took barrier core destiny instead. The improvement in survivability is very good from having barrier, instead of ageless. The trapdoor run was 7:05 with the revised build given below. Still not used to this combination, still plenty of mistakes, but not quite a fumbly as the previous one with ageless core destiny. Endurance wasn't an issue when running this, which was a very good thing to find. For reference, the build is given below: This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Voidvine: Level 50 Magic Dominator Primary Power Set: Plant Control Secondary Power Set: Dark Assault Power Pool: Speed Power Pool: Leaping Power Pool: Sorcery 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: Dark Blast -- HO:Nucle(A) Level 2: Smite -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), Mk'Bit-Dam%(40) Level 4: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(5), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(7), Apc-Dam%(9), GldJvl-Dam%(19) Level 6: Roots -- SprFrzBls-Dmg/EndRdx/Acc/Rchg(A), SprFrzBls-Acc/Dmg/EndRdx(15), JvlVll-Acc/Dmg/End/Rech(33), SprDmnGrs-Rchg/Fiery Orb(40) Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(37), CrcPrs-Conf/EndRdx(37), CrcPrs-Conf%(17) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Gather Shadows -- DS:DSyncSlowRechEnd(A), DS:DSyncSlowRechEnd(17) Level 18: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(19) Level 20: Engulfing Darkness -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(23), Arm-Dam%(36), FuroftheG-ResDeb%(36) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(23) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(48) Level 26: Carrion Creepers -- Rgn-Acc/Dmg/Rchg(A), JvlVll-Acc/Dmg/End/Rech(27), TraoftheH-Dam%(27), PstBls-Dam%(31), Bmbdmt-+FireDmg(33) Level 28: Life Drain -- DS:DSyncHealAcc(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(29) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), Rct-Def(45), Rct-Def/EndRdx(46) Level 35: Moon Beam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), GldJvl-Dam%(45) Level 38: Midnight Grasp -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dam%(43), SprAscoft-Rchg/+Dmg%(43) 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(46), ShlWal-Def(46) Level 47: Hoarfrost -- Prv-Heal/Rchg/EndRdx(A), Prv-EndRdx/Rchg(48), RechRdx-I(48) Level 49: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(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+(13), Mrc-Rcvry+(15) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25) Level 49: Quick Form Level 50: Degenerative Core Flawless Interface Level 50: Intuition Radial Paragon Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------
  20. Ice blast pairs nicely with plant manipulation for a (mostly) ranged blastroller / debuffer with particularly strong single target damage. For AOE there are synergies as well. Vines holds mobs in place for blizzard and ice storm. If a boss tries to leave the blizzard area after vines has been cast on him then just hit him with freezing ray to (literally) freeze him in his tracks. Spore cloud provides a noticeable debuff for most mobs (-7.88% damage debuff, -5.25% to hit debuff, -90.83% regen debuff), which stacks with the slows in ice blast (20%+ for multiple powers) and the -to hit in blizzard (-15% to hit debuff) to make mobs attack less often, hit less often, and hit less hard. If you take intuition radial alpha, then damage is increased and the slows and to hit debuffs are made even stronger. Since these different debuffs are multiplicative in their effect the degree to which they can slow down incoming damage is easy to underestimate. Edit & PS: If you take fire mastery then you can cycle vines and bonfire with a "KB to KD" IO in it (and a forceback +recharge proc), which together with the hold in freezing ray and the debuffs bring your character very close to functioning like a controller, but with very high damage.
  21. Almighty Magic inspired me to test out roots + fiery orb. After testing out that combination all I can say is "wow!" Even without fire mastery AOEs roots + fiery orb is very strong. plant / dark / ice dominator Pylon defeat: 3:27, 313 DPS Trapdoor run: 7:05 - 1 pylon defeat and 1 trapdoor run T4 intuition radial alpha, 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 pylon defeat required a use of hoarfrost and a casting of life drain. Mixing in defensive skills such as melee core hybrid and rune of protection better simulated single target damage during actual solo gameplay. Naturally, doing that (to avoid inspiration use) meant that the peak of single target damage when defensively buffed by teammates wasn't reached. Single target DPS was still in a pretty good place, though. The trapdoor run was a fumbly bumbly affair with probably 20+ seconds lost just on failed attempts to jump down to the next level. Hoarfrost was needed once in the middle of all the fumbling that happened. There has to be at least a minute or perhaps more that could be shaved off with better execution. Overall, this seems like a capable build for most content. It has reasonably good layered defenses, including two heals. It does both superior single target damage and very good AOE damage. It also brings sleet to teams, which debuffs mob defense and their resistances. The build used for both tests reported higher up is given further down ... Edit & PS: T4 barrier core destiny was tried earlier. But, endurance issues required too much attention and so ageless core was chosen instead. But, after doing the runs above a handful of build tweaks were carried out, replacing the generic recharge IOs in gather shadows and sleet with level 53 deceleration D-synch IOs. Also, one level 53 D-synch Siphon IO (Acc / heal / absorb) was replaced by a Touch of the Nictus Acc / End / Heal / Absorb IO. Endurance management became more manageable for the pylon defeat after that. Endurance was still a bit touch and go a couple of times. And yet, somehow with T4 barrier core replacing ageless core the pylon defeat time slightly shortened to 201 seconds (319 DPS). That seems likely to have been driven in part by getting a bit more practice in leading to improvements at managing the single target attack rotation. Luck probably also played some role. Still, before taking this build combo in-game with barrier core destiny it might be good to test out endurance management first. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Voidvine: Level 50 Magic Dominator Primary Power Set: Plant Control Secondary Power Set: Dark Assault Power Pool: Speed Power Pool: Fighting Power Pool: Sorcery Power Pool: Leaping 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: Dark Blast -- HO:Nucle(A) Level 2: Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), Mk'Bit-Dam%(40) Level 4: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(5), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(7), Apc-Dam%(9), GldJvl-Dam%(19) Level 6: Roots -- HO:Nucle(A), SprFrzBls-Acc/Dmg/EndRdx(15), OvrFrc-Acc/Dmg/End(33), SprDmnGrs-Rchg/Fiery Orb(40) Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(37), CrcPrs-Conf/EndRdx(37), CrcPrs-Conf%(17) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Gather Shadows -- RechRdx-I(A), RechRdx-I(17) Level 18: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(19) Level 20: Engulfing Darkness -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(23), Arm-Dam%(36), FuroftheG-ResDeb%(36) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(23) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(48) Level 26: Carrion Creepers -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(27), TraoftheH-Dam%(27), PstBls-Dam%(31), Bmbdmt-+FireDmg(33) Level 28: Life Drain -- DS:DSyncHealAcc(A), DS:DSyncHealAcc(29) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), Rct-Def(45), Rct-Def/EndRdx(46) Level 35: Moon Beam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), GldJvl-Dam%(45) Level 38: Midnight Grasp -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dam%(43), SprAscoft-Rchg/+Dmg%(43) Level 41: Sleet -- RechRdx-I(A), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(46), ShlWal-Def(46) Level 47: Hoarfrost -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(48), RechRdx-I(48) Level 49: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(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+(13), Mrc-Rcvry+(15) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25) Level 49: Quick Form Level 50: Degenerative Core Flawless Interface Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------
  22. I tried three more pylon defeats and came away with similar data to that reported before, with the exception of that last pylon defeat, which took 7 minutes (219 DPS 🙄). Not sure how that happened; best guess is a string of bad luck. To add injury to insult, a dropship came by and 2-shotted this dominator a few seconds after the 7 minute pylon defeat. Was the defeat-by-dropship rikti revenge for defeating a pylon, a kind of teasing comment on how little single target damage that dominator did, or just indifferent random fire targeted at the nearest enemy? Only the dropship knows for sure! Mind provides a quick-recharging hold that can be proc'd up, but that otherwise relies primarly on the assault set to provide good single target damage. The def debuffs to enemies and the utility in the set makes thorny assault interesting to explore. But the single target damage potential seems fairly lackluster when compared to multiple other assault sets.
  23. Thank you all for the feedback. It's particularly good to hear that redraw isn't substantially reducing damage. It still leaves a mystery, though. With zero damage adders beyond 1 stack of the AT +damage IO, DPS should be fairly close to what was observed. When considering that the AT +damage IO averages about 2 stacks (which it does, leading to +42.5% damage), that there's about 40% uptime on build up (+68% damage) and close to 20% uptime on the Gaussian build up proc (+68% damage for 5.5 seconds each activation), plus about 45% uptime on soul drain (+34% damage from hitting one enemy), and with all of these damage adders stackable, it's surprising that DPS would be so noticeably below what the Mids numbers suggest. It's also substantially different from other pylon defeats I've done, as the DPS found in pylon defeats tends to line up better with Mids numbers than for this combination. Perhaps I should just put this down to an unusually poorly handled pair of pylon defeats on my part. When I get a bit of spare time I'll look at modifying the build and try again.
  24. Well executed run! It's good to see how rain of fire adds noticeably to clear speed. It seems to pair very nicely with roots. It would seem that the two good AOEs in fire mastery make it a strong pick for clearing most content and a particularly good match for the strong single target damage of fiery assault.
  25. I tried two pylon defeats on a mind / thorn / soul dominator (beta server build). The numbers shown in COD and in Mids don't line up with how the combo actually performed. Here are the times ... Pylon defeats: 6:05, 233 DPS 5:52, 237 DPS Here are the damage numbers given in Mids for the main single target powers (a check for some Mids base damage values and cast times seems to line up with what's in COD, FWIW) ... skewer: 275 with 1 AT +damage IO stack, 397 with build up engaged and Gaussian's build up proc activated, 1.056 seconds arcanatime cast speed dominate: 328 with 1 AT +damage IO stack, 399 with BU engaged and Gaussian's build up proc activated, 1.32 seconds arcanatime cast speed impale: 382 with 1 AT +damage IO stack, 550.6 with BU engaged and Gaussian's build up proc activated, 1.584 seconds arcanatime cast speed thorn barrage: 568.7 with 1 AT +damage IO stack, 827.5 with BU engaged & Gaussian's build up proc activated, 2.244 seconds arcanatime cast speed Soul drain was used whenever it was up and it had close to 50% uptime. Also, this is with T4 musculature radial and T4 degenerative core active, no other damage adders from incarnates, inspirations, pets, or other sources. Even without build up pylons should be going down noticeably faster. With build up having about 40% uptime it doesn't seem possible without major and repeated errors for pylon defeats to take this long. I'm not a top tier pylon defeater, by any means, but I'm not *that* bad at it. The only thing I can think of to explain these pylon times is that redraw might be an issue. Is that likely to be the case and is there any remedy, in case that is the problem? Or, am I missing something else? Thank you in advance for any insight provided. Here is the build, for reference ... 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: Mind Control Secondary Power Set: Thorny Assault Power Pool: Leaping Power Pool: Speed Power Pool: Force of Will Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Mesmerize -- CaloftheS-EndRdx/Sleep(A) Level 1: Thorny Darts -- HO:Nucle(A) Level 2: Dominate -- OvrFrc-Acc/Dmg/End(A), GldNet-Dam%(3), GhsWdwEmb-Dam%(3), NrnSht-Dam%(5), UnbCns-Dam%(5), GldJvl-Dam%(25) Level 4: Skewer -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(7), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(23), Hct-Dam%(23) Level 6: Confuse -- MlsIll-Acc/Rchg(A), MlsIll-Acc/EndRdx(9), MlsIll-Acc/Conf/Rchg(9), MlsIll-EndRdx/Conf(11), MlsIll-Dam%(11) Level 8: Mass Hypnosis -- CaloftheS-Acc/Rchg(A), CaloftheS-Acc/EndRdx(13), CaloftheS-EndRdx/Sleep(15), CaloftheS-Acc/Sleep/Rchg(15), CaloftheS-Heal%(17) Level 10: Impale -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(34), Apc-Dam%(36), SprAscoft-Rchg/+Dmg%(36) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(21), Rct-ResDam%(21) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), GssSynFr--Build%(19) Level 18: Mighty Leap -- WntGif-ResSlow(A) Level 20: Weaken Resolve -- Acc-I(A) Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(25), RechRdx-I(36) Level 24: Boxing -- Empty(A) Level 26: Terrify -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(27) Level 28: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(50) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(31) Level 32: Mass Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(33), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(34), CrcPrs-Conf%(34) Level 35: Ripper -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Arm-Dam%(39), FuroftheG-ResDeb%(39) Level 38: Thorn Barrage -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), GldJvl-Dam%(40), FrcFdb-Rechg%(42), OvrFrc-Dam/KB(42) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45) Level 44: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46) Level 47: Dark Obliteration -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(50) Level 49: Dark Consumption -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-Acc/Rech(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+(19), Mrc-Rcvry+(27), Prv-Absorb%(42) Level 1: Stamina -- PrfShf-End%(A) Level 14: Takeoff Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
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