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Good Primary/Secondary Same Theme Pairings
EnjoyTheJourney replied to longdayinrehab's topic in Dominator
Ice / ice / ice was solid even before the buffs to ice control currently on beta. It should be even stronger the buffs currently on beta go live. There are several areas of substantial synergy, both on the defensive and offensive side. The one outstanding attribute of these sets in tandem is how mobs move and attack very very slowly, which helps both offense and defense. Hoarfrost helps to deal better with tough alphas and occasional big hits that will happen even when mobs are slowed to a crawl. -
Understood. My limited experiences with the electric secondary on a dom were when it was paired with a melee-centric primary. It makes sense that you could have a quite different experience with thunderstrike when plant is your primary.
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FWIW I found thunderstrike quite useful. It affects up to 16 enemies, unlike the target cap of 10 for almost all other AOEs in dominator secondaries (except psychic shockwave from psi assault). The damage for the AOE isn't great at all. But, it's useful for taking that last bit of hit points off mobs, it cuts down noticeably on runners, and knocking down up to 16 mobs at once is quite helpful to reduce incoming damage. Regarding procs and thunderstrike, the AOE is a pseudopet, IIRC, which means it's chances of activating PbAOE procs are probably very low. You may have better luck with procs intended to affect the primary target. For voltaic sentinel either as little as 2 IOs (ie: +5 dmg / end soulbound allegiance and +5 dmg soulbound allegiance, or perhaps an efficiency D-synch IO in the second slot if you have a damage alpha) or the slotting you used should work just fine. Which to choose may be best determined by how many slots you have available for it.
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The DnD 5e version sounds like a reasonable beginning point. Still, there's plenty to work through if the game has both confusion powers with probabilistic effects and mind control powers with predetermined effects. It would likely take a fair amount of testing to find a workable set of effects and probabilities, as well as a workable balance for the availability of confusion and mind control powers in powersets. The key in-game benefits of this kind of rework would be a game that scales more easily and better to various difficulties (especially at the high end) and a richer set of controls available for the game.
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A core characteristic of how mobs labeled as "confused" act in-game is that they only attack allies and never attack their real enemies. That does not align with any common understanding of how confuse is defined. A careful examination of how confused creatures behave in the real world suggests that there is in fact no confusion power in the game. There are instead mind control or possession powers which are usually mislabeled as confuse or confusion. To minimize misunderstandings, in what follows below the phrase "mind control powers" refers to powers that replace default target AI with a compulsion to only attack, control, and debuff real allies and to only buff and heal real enemies. If somebody finds the phrase "mind control powers" unsatisfying because it overlaps with the name of a specific control set, then they can substitute the phrases "command powers" or "recruitment powers" when considering what follows. Beyond semantics, mind control powers now in the game create game balance problems, especially at the upper end of the difficulty scale. Mind control powers require careful and singular attention from designers to avoid having them trivialize content intended to be challenging. This is especially true for AOE mind control powers. One way to address this is to create real confusion powers. Real confusion powers would have probabilistic outcomes, which may include having targets attack their enemies, their allies, or everybody, having them stand around and do nothing or move randomly, or having them cast random buffs or debuffs that would have a probability of affecting allies, enemies, or everybody. The probabilities associated with events would need to be carefully considered. For example, a lot of random movement may fit thematically, but could be a frustrating mechanic if it was a frequent occurrence. Adding in an actual confusion mechanic would fill a current void in the set of controls usable in-game. It would make the game more interesting, when balanced well. It would help for rounding out and rebalancing control sets. Adding in real confusion powers would also create room for including mind control powers in a more carefully balanced way (ie: with shorter durations and smaller target caps, given their tremendous potential for altering how encounters go).
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It makes confusion harder to balance when confused mobs always attack former allies. It also doesn't really fit with the usual definition of confuse. A confused mob could re-evaluate its choices every few seconds. Possible choices could include 2 or more of ... 1. Move in a random direction for the next 2 seconds. Use a movement power or not when moving. 2. Random targeting of friend or foe for whatever action(s) are taken next. 3. Random (de)activation of powers. Target could be friend or foe for buffs / debuffs / healing, as per 2 above. 4. Random choice of any attack not on cooldown. Confusion resistance could not only lower confuse duration, but also lower the probability of attacking a friend instead of a foe. Also, the use of confusion in teams becomes something to more carefully consider because a confused mob will be less likely to be influenced by taunt effects. Confuse doesn't have to always make mobs attack one another. It also doesn't need to either be extremely effective or completely ineffective. A more probabilistic AI for determining the choices of confused mobs would still make it easier to balance, still worthwhile to cast in many situations, and more interesting as an addition to the game. Another power could be added in place of confusion in its current state, a power that's sole purpose is to force mobs to buff the caster's teammates and allies and to debuff, control, and attack their former allies. That power could perhaps be named "Command" or "Recruit", instead of Confuse. It could be more heavily restricted in which mobs can be "Recruited", to make it easier to balance in light of its game-changing potential.
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Another "note to self" for a build to test out in the future. Haven't played it yet, so not sure whether it's good or not. Use at your own risk. 🙂 This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Black Boulder: Level 50 Magic Dominator Primary Power Set: Earth Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Force of Will Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Stone Spears -- HO:Nucle(A) Level 2: Stone Cages -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx(9), SprAscoft-Rchg/+Dmg%(11), SprDmnGrs-Rchg/Fiery Orb(11) Level 4: Tremor -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15), Arm-Dam%(15), FuroftheG-ResDeb%(17) Level 6: Quicksand -- DS:DSyncSlowRechEnd(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), Rct-ResDam%(19) Level 10: Hurl Boulder -- Dcm-Build%(A), ExpStr-Dam%(19), GldJvl-Dam%(21), Apc-Dam%(21), FrcFdb-Rechg%(23), OvrFrc-Dam/KB(23) Level 12: Stalagmites -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(25), AbsAmz-Acc/Rchg(25), AbsAmz-EndRdx/Stun(27), AbsAmz-ToHitDeb%(27) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 16: Power Up -- DS:DSyncSlowRechEnd(A), RechRdx-I(29) Level 18: Earthquake -- DS:DSyncDamRech(A) Level 20: Heavy Mallet -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(31), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/EndRdx/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(33), Mk'Bit-Dam%(33) Level 22: Mighty Leap -- WntGif-ResSlow(A) Level 24: Weaken Resolve -- AchHee-ResDeb%(A) Level 26: Volcanic Gasses -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(33), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(34) Level 28: Seismic Smash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(34), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(36), Hct-Dam%(36), UnbCns-Dam%(37) Level 30: Boxing -- Empty(A) Level 32: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(39) Level 35: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(40), UnbGrd-Rchg/ResDam(40), UnbGrd-Max HP%(46) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(42), FrcFdb-Rechg%(43) Level 41: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(45) Level 44: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(46), ShlWal-Def(46) Level 47: Dark Obliteration -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(50) Level 49: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(50), RechRdx-I(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(7), Prv-Absorb%(7) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9) Level 22: Takeoff Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Void Radial Final Judgement Level 50: Banished Pantheon Radial Superior Ally ------------
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Given how versatile and how potentially fragile doms are, thoughtful choices when building them and strategic thinking when playing them are well rewarded and quite satisfying. Basically, I was drawn to playing doms pretty much as soon as they were released with City of Villains on live and that feeling hasn't changed.
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Build Request for Fire / Energy / Fire Mastery Dominator
EnjoyTheJourney replied to Radeon's topic in Dominator
What you're running into is probably that nobody frequenting the forum already has a build ready to go. In such cases it tends to help to provide a build to which others can respond. If you're really drawing a blank on putting together an initial build, then you can use builds given for fire / energy / ice and for fire / fire / fire or plant / fire / fire to help put together some puzzle pieces. You can search for such builds using the search function. You can also peruse the "Pylon times and trapdoor runs for dominators - Let's generate some data" for builds on which to draw. Incidentally, if you have a resistance shield from your mastery and energy as your assault set then you can generally make a character that's both defensively stronger and also less likely to have endurance problems by switching out the sorcery pool and opting for force of will in its place. Energy assault has a kind of "power boost" variant (power up) that boosts both damage and a bunch of secondary effects (including defense and mez duration). If you cast power up before casting unleash potential (from force of will) you'll get some very hefty defense numbers for a minute, as well as noticeably boosted endurance recovery. If you pair this combo up with a T4 barrier incarnate you end up with some really good layered defenses most of the time, as well less problems managing endurance. Good luck with your build, however you move forward. -
Another experiment with a thematically interesting powerset combination. The short summary: Very good for safety, but DPS and clear speed were lower tier. earth / earth / psi mastery dominator (A sentient earth creature with pyschic powers) Pylon defeat: Defeated, 7:30 (213 DPS) Trapdoor run: 11:37 - defeated by a pylon once, 1 pylon defeat, and 1 trapdoor run T4 intuition radial alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Pylon ... For the first attempt at a pylon defeat dom ended up with my dom being defeated when I forgot to re-engage hasten for a fair while, lost dom, and then lost toggles. I got stubborn about pushing through anyways, not noticing for a little while that toggles had dropped. A few big hits in a row from the pylon defeated this dom. This was the first time in a fair while to have a character defeated by a pylon and it was a bit embarrassing. The second effort to defeat a pylon was better executed. But, this particular build didn't get good single target DPS, ending up taking 7:30 to finish up (213 DPS). If some compromises had been made in defenses, such as taking ageless over barrier and probably a few other changes, then at least a somewhat better DPS total seems likely. Alternatively, if more damage procs had been used the DPS total would also likely have done better; fitting in less recharge was a viable option with force feedback +recharge IOs in fissure and hurl boulder. Trapdoor ... Despite the low overall clear speed, clear speed for mobs that were repeatedly being hit with the two earth assault AOEs wasn't bad; neither of the two earth assault AOEs have high DPA. But, they're available quite often so they were actually fairly quick at clearing the mobs they were hitting. The primary limitations on overall clear speed were the 10 mob target cap, which quite noticeably slowed down clear speed for the x8 trapdoor spawns, and the so-so single target damage, which made defeating any runners and other leftover mobs take longer. Safety was very good for this run. The "melee shield" provided by aura of confusion was very helpful for both builds for which it was tried out. After having tested out a fair number of dominator builds through pylon tests and trapdoor runs, the limit on AOE target caps of 5 or 10 for almost all dominator assault set AOEs seems to be the single most important factor in limiting clear speed for most dominators. In other respects dominators seem well suited to clearing a wide variety of content with a good degree of safety and in a very respectable time frame. The two dominator primaries that tend to be the quickest at clearing trapdoor runs (plant and fire) excel at clear speed not only because they directly increase AOE damage, but because they also each in their own way help players overcome the assault set AOE target cap limitation facing most other dominator builds. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Earth Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Force of Will Power Pool: Fighting Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Stone Spears -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(46), ExpStr-Dam%(50), GldJvl-Dam%(50) Level 2: Stone Cages -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx(9), SprAscoft-Rchg/+Dmg%(11), SprDmnGrs-Rchg/Fiery Orb(13) Level 4: Tremor -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(15), Arm-Dmg/EndRdx(17), Arm-Dam%(19), FuroftheG-ResDeb%(19) Level 6: Quicksand -- DS:DSyncSlowRechEnd(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25), Rct-ResDam%(33) Level 10: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(33), SprWntBit-Dmg/EndRdx/Acc/Rchg(34), Apc-Dam%(34), FrcFdb-Rechg%(34), OvrFrc-Dam/KB(37) Level 12: Stalagmites -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(37), AbsAmz-Acc/Rchg(37), AbsAmz-EndRdx/Stun(40), AbsAmz-ToHitDeb%(43) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Power Up -- DS:DSyncSlowRechEnd(A), RechRdx-I(17) Level 18: Earthquake -- DS:DSyncDamRech(A) Level 20: Heavy Mallet -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(21), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(23), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(25) Level 22: Mighty Leap -- WntGif-ResSlow(A) Level 24: Weaken Resolve -- AchHee-ResDeb%(A) Level 26: Volcanic Gasses -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Seismic Smash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(31), Hct-Dam%(31), UnbCns-Dam%(33) Level 30: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(43), RechRdx-I(40) Level 32: Boxing -- Empty(A) Level 35: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(36), ShlWal-Def/Rchg(36), ShlWal-EndRdx/Rchg(36) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rng(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), FrcFdb-Rechg%(46) Level 41: Mind Over Body -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(43) Level 44: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def(48) Level 49: World of Confusion -- CrcPrs-Acc/Conf/Rchg(A), CrcPrs-Conf/EndRdx(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(7), Prv-Absorb%(7) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 22: Takeoff Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
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It's not easy to solo and ITF. Well done. If you want you can stack confuse onto Romulus until he starts killing his own helpers. You can (hopefully) leave Imperious parked high in the air until you're ready to bring him into the fight. He does way more damage than you and your lores put together. So, if you can keep him from getting distracted and wandering all over he can help quite a bit if you bring him in at the right time. On that note, it's probably simpler to clear out a lot of other mobs while Imp is parked up high and while Rom is confused. That way Imp will be less likely to get himself killed by trying to solo the entire map. Also, when the mobs nearby have been thinned out a confused Rom is more likely to kill essence AVs on his own.
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Another hand in the air here for choosing spore burst. Auto-hit powers that neutralize up to 16 mobs are helpful, as Hjarki is indicating. Also, you can put the Sandman sleep set heal proc into spore burst. It can be a one-slot 15% heal whenever it's available or you can put more slots into it to get some recharge and more sleep duration.
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Many seem to find the earth assault visuals satisfying, as do I. The terms "smashy", "crunchy", and other such adjectives come up a lot for earth assault. The knockback on hurl boulder is quite strong, which by the visual you would pretty much expect because a very large boulder is ripped out of the earth and thrown at high speed at the target. That's the only power with knockback; multiple other powers have knockdown. Stone spear launches mobs into the sky quite well after a bunch of rocks thrust up from the ground underneath them. Overall the visuals match quite well with the "knock" effect of each power. You could go earth / earth / ice for a northern yeti kind of look and feel, earth / earth / psi for better defense and to run a kind of sentient earth creature, or earth / earth / soul for a literally and figuratively darker vibe. All would provide a very different visual aesthetic than a fortunata. FWIW. Ice / ice / ice tends to look quite misty by default. Ice swords (giant or usual sized) are a taste issue. You'd know if you like them or not. Bitter ice blast visuals suggest somebody throwing (or casting) ice. It's a very literal "these visuals show me doing just what you expect, given the power I'm using" powerset combination, overall.
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Inspired by a post by Luminara about the newly revised aura of confusion, which can now trigger domination, a build was put together as follows: Gravity / rad assault / psi mastery dominator (conceptually, this is a scientist given psychic powers by a radiation experiment gone awry) Pylon defeat: 4:30 (270 DPS), 3:04 (336 DPS) Trapdoor run: 10:35, 10:30 - 2 pylon defeats and 2 trapdoor runs T4 intuition radial alpha, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Pylon ... I forgot to summon singularity until a little while into the first pylon defeat and got it repeatedly defeated by bad positioning. For the second pylon defeat I precast singularity and it stayed alive the whole time. This was the main difference between the first pylon defeat and the second. Trapdoor ... The functional idea behind this powerset combination was to improve upon the control limitations of gravity with aura of confusion. Another goal was to get more value out of aura of confusion by using wormhole to drop mobs on my dominator's head (hopefully near the singularity, as well, for even better herding). Radiation assault was chosen for the defense debuffs, to help with "to hit" for the dom and for confused mobs, and the heal. Also, a key goal was to avoid any powersets that would disable the ability of mobs to hit each other, to best leverage aura of confusion. Thus, no dark assault, no ice powersets with their -recharge, etc. For improving safety the addition of aura of confusion to gravity control was an unqualified success; when basically all mobs in melee range that con boss or below have no interest in hitting your dominator, your dominator will tend to live longer. For speeding up trapdoor runs this powerset combination wasn't as effective as hoped. A fair amount of this was my total lack of experience with this particular powerset combination. Part of this was that the AOE for this particular powerset combination isn't as strong as hoped. This is still a very effective combination overall, though, and it should contribute to teams just fine. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Gravity Control Secondary Power Set: Radioactive Assault Power Pool: Leaping Power Pool: Speed Power Pool: Force of Will Power Pool: Fighting Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Lift -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(46), Thn-Dmg/EndRdx(46), GldJvl-Dam%(50), ExpStr-Dam%(50) Level 1: Neutrino Bolt -- HO:Nucle(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(7), BslGaz-EndRdx/Rchg/Hold(7), BslGaz-Acc/EndRdx/Rchg/Hold(9) Level 4: Contaminated Strike -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(9), Mk'Bit-Dam%(11), TchofLadG-%Dam(11), TchofDth-Dam%(13), GldStr-%Dam(13) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), Rct-ResDam%(15) Level 8: Crushing Field -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(17), SprDmnGrs-Rchg/Fiery Orb(17) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 12: Mighty Leap -- WntGif-ResSlow(A) Level 14: Weaken Resolve -- AchHee-ResDeb%(A) Level 16: Fusion -- RechRdx-I(A), DS:DSyncSlowRechEnd(19), GssSynFr--Build%(21) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(23) Level 20: Radiation Siphon -- DS:DSyncHealAcc(A), DS:DSyncEndHeal(25) Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(25), RechRdx-I(27) Level 24: Boxing -- Empty(A) Level 26: Wormhole -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(27), AbsAmz-Acc/Rchg(29), AbsAmz-EndRdx/Stun(29), AbsAmz-ToHitDeb%(31) Level 28: Atom Smasher -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(31), Arm-Dmg(31), Arm-Dmg/EndRdx(33), Arm-Dam%(33), FuroftheG-ResDeb%(33) Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(37), SuddAcc--KB/+KD(37) Level 35: Proton Volley -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(37), Apc-Dmg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(39), AchHee-ResDeb%(40) Level 38: Devastating Blow -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(42), Hct-Dam%(42), SprAscoft-Rchg/+Dmg%(42) Level 41: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(43), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(43) Level 44: Mind Over Body -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def(48) Level 49: World of Confusion -- CrcPrs-Acc/Conf/Rchg(A), CrcPrs-Conf/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3), Prv-Absorb%(5) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5) Level 49: Quick Form Level 12: Takeoff Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment ------------
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1. Gravity has lift, which has the best DPA of any T1 in a control set. It is an excellent single target DPS set. Singularity improves the control power of the set. But, even with singularity control is not as strong for gravity as it is for some other dominator control sets. Since control is part of a dominator's defenses, that can sometimes cause problems in higher end content because of all the aggro a dom can draw. But, you can substantially mitigate defensive challenges in a variety of ways and wormhole is a fun power to use. Although some don't find gravity to their tastes, it wouldn't be a mistake to play it. Just don't take propel because its DPA is substantially lower than you can find in other attacks that could be taken instead. 2. Energy assault has top tier single target DPS. If you wanted a single target damage machine then consider pairing energy assault with gravity, mind, or fire control; all three of these sets have T1 powers that have short cast times and potentially excellent DPA (especially when proc'd up). AOE is passable for energy, but definitely not a strength of the set. You'll probably want to lean more heavily on the mastery to shore up AOE if you choose energy assault. 3. Dark / dark is a *very* strong combo. It plays unlike basically every other kind of dominator when it is played to its potential. Search for dark / dark builds by Voltak. He has multiple builds from which you can choose. 4. Both ice / ice and earth / earth provide a lot of battlefield control. They can both do quite reasonable damage while also having solid defenses. They have a common link in that when players evaluate how these set combinations can affect the flow of battles they probably think primarily about their hard controls. But, for both of these powerset combinations it is how they can sharply limit enemy movement that keeps themselves and teammates much safer. Ice / ice / ice also substantially reduces mob recharge, as well as slowing down their movement. Topography has an excellent earth / earth build in the thread entitled "Questions on making a melee-centric earth / earth." I have an ice / ice / ice build and a bit of commentary about it in the second post on the second page of the thread entitled "Pylon times and trapdoor runs for dominators - Let's generate some data." 5. I prefer a fairly minimalist approach to the number of attacks taken so I can give at least most of them six slots and maximize the damage for each attack used. One approach is to take the attack powers with the best DPA potential and leave out the rest, while also ensuring the availability of single target attack powers is such that there aren't meaningful gaps in the single target attack chain. 6. Fiery orb is a good choice for an AOE immobilize or other powers cast by a dominator that have high target caps and good recharge. It will noticeably boost AOE damage and clear speed when soloing. Orbs make good distractions for mobs so they focus on damaging something other than your dominator, as well. Fiery orb is not good for pseudopets because the activation rate will be very low. Check out the "Pylon times and trapdoor runs for dominators - Let's generate some data" thread for more discussion about fiery orb, starting near the bottom of the first page of the thread. 7. The "How much defense do you need" question is often debated in this forum. Some say it's not needed, while others routinely build for strong defenses. It really boils down to how you like to play the game. If you love the journey to 50 and you're on to the next alt shortly after that or if endgame content consists of +0 speedruns then defenses are modestly helpful, but could be replaced with inspirations in many cases. Also, if you'd rather build for DPS then you'll probably at least somewhat lighten up your dom's defenses. But, if you like harder challenges, especially in endgame, then you'll want stronger defenses. There are basically three solid defensive schemes for dominators. Def 1 - You can softcap ranged defense and play largely from range. Def 2 - You can opt for a " defense" mastery such as ice mastery and focus on getting to or near the softcap for smash / lethal, while also building up ranged defense to a level you find comfortable. Def 3 - The strongest defensive scheme by a fair margin is to select one of the four assault sets with a "power boost" equivalent (dark, earth, energy, ice), take the "force of will" power pool and the fighting pool, and select a mastery that offers a "resistance" shield (ie: soul mastery). Use the "power boost" equivalent power just before casting "unleash potential" and rotate that with barrier destiny, plus choose melee core hybrid to put together a strong combination of defenses. Get the clicky accolades that boost defenses and the usual "passive four" accolades as well, to make your dominator even sturdier. A variation on the above schemes would be to select electricity control and use drain, which can be used together with the second and third choices above. Of the four assault sets mentioned above, dark assault leads to building a particularly sturdy dominator because it is one of the rare assault sets that offers a heal and it also debuffs mob to hit. However, the damage mitigation potential of ice shouldn't be undersold, especially if it is paired with a control set and a mastery that also interferes with mob movement and debuffs mob recharge. Check out the "Pylon times and trapdoor runs for dominators - Let's generate some data" thread for example builds featuring two out of the three defensive schemes above. There is an earth / dark / soul following defensive scheme #3 on page 1 of that thread. And, there are plenty of builds following defensive scheme #2. 8. The radius is too small and the duration too short for the psy mastery confusion aura to make much of a difference for a dominator. Given its limitations, if that was regularly a big difference maker in battles then I would probably need to be doing something substantially wrong with all the other tools at my dominator's disposal.
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Hopefully you enjoy the build! Dominators benefit greatly from having high global recharge because permadom is such a big step up in effectiveness and because their longer recharge AOE controls are available noticeably more often with high global recharge. Winter sets help in a key way by providing resistance to -recharge debuffs and to -speed debuffs, which helps to keep permadom active and to make both attacks and controls available more reliably, even when stacked -recharge debuffs are active on them. I usually aim for 50% or more -recharge resistance, which is usually provided by the winter's gift unique IO and 2 partial winter sets. Superior winter sets also provide high positional and typed defenses, plus some resistance to fire / cold, which makes them even more appealing.
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This post is a kind of "note to self" - If somebody else finds something useful here, then that would be good thing. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Psionic Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Mind Probe -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(7), Hct-Dam%(9), TchofDth-Dam%(9) Level 4: Telekinetic Thrust -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(13), OvrFrc-Dam/KB(15) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Conf/Rchg(17), CrcPrs-Conf/EndRdx(19), CrcPrs-Acc/Rchg(34), CrcPrs-Conf%(40) Level 8: Fearsome Stare -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(42), CldSns-Acc/EndRdx/Rchg(43), CldSns-ToHitDeb(43) Level 10: Living Shadows -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(42) Level 12: Heart of Darkness -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(43), AbsAmz-Acc/Rchg(46), AbsAmz-EndRdx/Stun(46), AbsAmz-ToHitDeb%(46) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(19) Level 20: Drain Psyche -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/EndRdx/Rchg(21), TchoftheN-Heal/HP/Regen/Rchg(21), TchoftheN-Heal(23), DS:DSyncThreatAccRech(25), DS:DSyncEndModRech(37) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(23) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25) Level 26: Shadow Field -- SphIns-Acc/Rchg(A), SphIns-Acc/EndRdx/Rchg(27), SphIns-ToHitDeb(27), SphIns-ToHitDeb/EndRdx/Rchg(34) Level 28: Subdue -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(31), Apc-Dam%(31), SprAscoft-Rchg/+Dmg%(31) Level 30: Boxing -- KntCmb-Acc/Dmg(A) Level 32: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-Max HP%(34) Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), GldJvl-Dam%(37) Level 38: Psychic Shockwave -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45) Level 47: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg/EndRdx(48), RechRdx-I(48) Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(50), Rct-Def(50), Rct-Def/EndRdx(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany ------------
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Here's another take on a fire / psy / ice dominator. Damage procs are fit into the build where they can be, which helps noticeably for DPS. On the defensive side, the usual controls are taken. Cinders and flashfire have a 25 foot radius, which helps in many situations. Another key feature of the build is to have good resists most of the time by rotating melee core hybrid incarnate and rune of protection. The demonic and eye of the magus clicky accolades help to fill in gaps for resists from time to time, as needed. Doing this makes for a noticeably tougher build when fighting in melee against mobs that can do big smash / lethal damage, as well as against mobs that do other, more exotic damage types. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Elekinetica: Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Psionic Assault Power Pool: Leaping Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- SprWntBit-Acc/Dmg/EndRdx(A), GhsWdwEmb-Dam%(3), NrnSht-Dam%(3), UnbCns-Dam%(5), GldNet-Dam%(21), SprAscoft-Rchg/+Dmg%(23) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Mind Probe -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(7), Hct-Dam%(11), TchofDth-Dam%(11) Level 4: Telekinetic Thrust -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(15), OvrFrc-Dam/KB(17) Level 6: Fire Cages -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), JvlVll-Acc/Dmg/End/Rech(17), SprDmnGrs-Rchg/Fiery Orb(21) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Acc/Dmg/Rchg(23) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(25), AbsAmz-Acc/Rchg(27), AbsAmz-EndRdx/Stun(29), AbsAmz-ToHitDeb%(29) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 18: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(25) Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33), TchoftheN-Heal(33), TchoftheN-Acc/EndRdx/Rchg(33), DS:DSyncEndModRech(34), DS:DSyncThreatAccRech(34) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(42) Level 24: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(46) Level 26: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(27) Level 28: Boxing -- Empty(A) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(48), UnbGrd-Max HP%(45) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def/EndRdx(42), Rct-Def(43) Level 35: Psionic Lance -- Apc-Acc/Rchg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37), GldJvl-Dam%(37) Level 38: Psychic Shockwave -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 41: Sleet -- DS:DSyncSlowRechEnd(A), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(46), ShlWal-Def/EndRdx(46) Level 47: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(47), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50) Level 49: Hoarfrost -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(50), RechRdx-I(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface ------------
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If your friend hasn't done it yet, then urge him (her?) to consider putting a "Theft of essence" "chance for +endurance" proc IO into dark regeneration. It can be slotted as early as level 7 and it works at the same level of efficacy through all levels from 7 on up. It is a complete game-changer for dark armor. Suggested (budget) slotting for dark regeneration could be ... Touch of nictus (acc / heal; acc / end / heal; acc / end /rech; heal), basic endurance reduction IO (highest level your tanker friend can slot), theft of essence +endurance proc IO
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Thank you for the responses. How -resistance debuffs are handled is much more clear now. As for the purple patch handling, I was wondering if the plus to mob levels from their rank (ie: boss, EB, AV, etc) added to their levels for the purpose of calculating purple patch effects. So, for example, a boss cons at +2, and so I was wondering if the purple patch calculated the level gap as ... 1. The level given over a mob's head (ie: lvl 54) + its level bonus for its rank (ie: +2 to level for being a boss) - player character level (ie: 51 with level shift) = 5 levels above the player character for the purpose of calculating purple patch adjustments. or ... 2. The level given over a mob's head (ie: lvl 54) - player character level (ie: lvl 51 with level shift) = 3 levels above the player character for the purpose of calculating purple patch adjustments And it would seem that calculation 2 is how things are done.