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EnjoyTheJourney

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  1. earth / dark / soul dominator Pylon: 4:20, 275 DPS Trapdoor: 11:05 - 1 pylon defeat and 1 trapdoor run T4 Intuition radial, T4 degenerative core, T4 barrier core destiny, T4 melee core hybrid, no judgment or lore used. No clicky accolades, temp powers, or amplifiers were used. Only insps used were yellow inspirations to nullify blind in trapdoor run. Animate stone was used for both the pylon defeat and for the trapdoor run. This dominator is built to be relatively sturdy. Smash / lethal resists of 75% (with barrier or melee hybrid up) are combined with (usually) boosted unleash potential, barrier core, and melee core hybrid to make for a fairly tough build. Also, life drain recharges every few seconds to help deal with chip damage. This was a safe run, as there was no serious threat posed by the pylon or the trapdoor run mobs. The key tradeoff for this build is that damage isn't optimized. Single target damage is decent, but AOE damage is merely OK. So-so AOE damage was influential for the run time given here. To improve AOE damage life drain could be swapped out for obliteration. The build is sturdy enough to make that a reasonable option, although that hasn't been explored (at least not yet). This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Stonegrave: Level 50 Magic Dominator Primary Power Set: Earth Control Secondary Power Set: Dark Assault Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Force of Will Ancillary Pool: Soul Mastery Hero Profile: Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(27) Level 1: Dark Blast -- HO:Nucle(A) Level 2: Smite -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(19), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(17), TchofDth-Dam%(19) Level 4: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(11), Apc-Dam%(11), GldJvl-Dam%(39) Level 6: Quicksand -- EndRdx-I(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), Rct-ResDam%(9) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 12: Stalagmites -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(15), AbsAmz-EndRdx/Stun(15) Level 14: Boxing -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40) Level 16: Gather Shadows -- HO:Membr(A) Level 18: Earthquake -- FrcFdb-Rechg%(A), AchHee-ResDeb%(39) Level 20: Engulfing Darkness -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(34), Arm-Dam%(34), FuroftheG-ResDeb%(23) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(34) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(45) Level 26: Volcanic Gasses -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-EndRdx/Rchg/Hold(29), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Life Drain -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(39) Level 30: Weaken Resolve -- Acc-I(A) Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(40), ExpRnf-+Res(Pets)(46) Level 35: Moon Beam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), GldJvl-Dam%(37) Level 38: Midnight Grasp -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(42), Hct-Dam%(42), SprAscoft-Rchg/+Dmg%(43) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(43), UnbGrd-Max HP%(46) Level 44: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(46) Level 47: Mighty Leap -- WntGif-ResSlow(A) Level 49: Unleash Potential -- Prv-Absorb%(A), Prv-Heal/Rchg(50), RechRdx-I(50), LucoftheG-Def/Rchg+(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(25) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(25) Level 49: Quick Form Level 47: Takeoff Level 50: Void Radial Final Judgement Level 50: Intuition Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Portal Jockey Level 50: Freedom Phalanx Reserve Level 50: Tsoo Radial Superior Ally Level 50: Melee Core Embodiment ------------
  2. Ice / energy / ice dominator Pylon: 4:08, 282 DPS Trapdoor: 11:16 - 1 pylon defeat and 1 trapdoor run T4 intuition radial, T4 degen core, T4 barrier destiny, T4 melee core hybrid, no judgment or lore used, only insps used were yellows to counter blind on trapdoor run, no clicky accolades, temp powers, or amplifiers were used. When comparing to the fire / psi / ice dominator, this build doesn't have psychic shockwave, which mezzes minions. Plus, both arctic air and ice storm both produce fear responses and this build doesn't use an AOE immobilize. These factors contributed to more runners, which slowed down the run. In actual team-based gameplay performance for these builds seems likely to be at least somewhat closer, especially given how their single target damage doesn't seem strongly different and how quickly minions tend to evaporate in team play. One idea that wasn't tried out was to put the unique AT +damage IO into total focus, which may have led to higher single target DPS by stacking more +damage buffs than arctic air. This build was quite safe because ice control in general and arctic air in particular are very good at slowing down incoming damage, once alpha has been taken. The sleep power was very helpful for quickly shutting down any cluster of mobs plinking away at range. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Energy Assault Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(13) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Boxing -- Empty(A) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(19) Level 18: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(23), StdPrt-ResDam/Def+(40) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(25), Arm-Dam%(31), FuroftheG-ResDeb%(21) Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(37), Rct-Def/EndRdx/Rchg(23) Level 24: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(46) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(37) Level 28: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx(33), SprBlsCol-Rchg/HoldProc(40), Hct-Dam%(40) Level 30: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(34), GldArm-ResDam(43) Level 32: Flash Freeze -- FrtHyp-Sleep(A), FrtHyp-Acc/Sleep/Rchg(34), FrtHyp-Sleep/Rchg(33), FrtHyp-Sleep/EndRdx(33), FrtHyp-Plct%(34) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(42), GldJvl-Dam%(42) Level 38: Power Burst -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), Apc-Dam%(39), FrcFdb-Rechg%(43), OvrFrc-Dam/KB(45) Level 41: Sleet -- AchHee-ResDeb%(A), RechRdx-I(42), RechRdx-I(43) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), ShlWal-Def/EndRdx(46), ShlWal-Def(45), ShlWal-Def/Rchg(45) Level 47: Ice Storm -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(48), PstBls-Dmg/EndRdx(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(50) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(50), Prv-Heal/Rchg/EndRdx(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Void Radial Final Judgement Level 50: Knives of Vengeance Radial Superior Ally Level 50: Melee Core Embodiment Level 50: Cardiac Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  3. Fire / psi / ice dominator Pylon: 4:08, 282 DPS Trapdoor: 8:15 - 1 pylon defeat and 1 trapdoor run T4 intuition radial alpha and degen core interface boosted damage. Took barrier for destiny and melee core hybrid. No pets were used. Judgment was not used. No insps were used other than yellows to counter blind on the trapdoor run. No amplifiers, temp powers, or clicky accolades were used. A handful of runners and some bumbling when jumping down inflated the time. Trapdoor gave up quite soon and drain psyche may have helped with that. Barrier was needed at one point because hit points were approaching zero; I had forgotten to engage rune of protection, melee core hybrid, or barrier, and took some hits. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Psionic Assault Power Pool: Leaping Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- HO:Nucle(A), GhsWdwEmb-Dam%(3), GldJvl-Dam%(3), UnbCns-Dam%(5), SprAscoft-Rchg/+Dmg%(21), SprEnt-Rchg/AbsorbProc(23) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(11), TchofDth-Dam%(11) Level 4: Telekinetic Thrust -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), FrcFdb-Rechg%(15), OvrFrc-Dam/KB(17) Level 6: Fire Cages -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(9), Rgn-Acc/Rchg(17), Rgn-Dmg/EndRdx(21), Rgn-Knock%(45) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(23) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(25), AbsAmz-Acc/Rchg(27), AbsAmz-EndRdx/Stun(29), AbsAmz-Stun(29) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 18: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(25) Level 20: Drain Psyche -- TchoftheN-Acc/EndRdx/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33), TchoftheN-Acc/Heal(33), TchoftheN-%Dam(33), TchoftheN-Heal/HP/Regen/Rchg(34), RechRdx-I(34) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(42), GldArm-End/Res(42) Level 24: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(46) Level 26: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(27) Level 28: Boxing -- Empty(A) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(48), UnbGrd-Max HP%(45) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def/EndRdx(37) Level 35: Psionic Lance -- Apc-Dmg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37), GldJvl-Dam%(37) Level 38: Psychic Shockwave -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 41: Sleet -- RechRdx-I(A), RechRdx-I(42), AchHee-ResDeb%(43) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(46), ShlWal-Def/EndRdx(46) Level 47: Ice Storm -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Rchg/ImmobProc(48), RechRdx-I(48), Rgn-Dmg/Rchg(50) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(50), Prv-Heal/Rchg/EndRdx(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Degenerative Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany Level 50: Intuition Radial Paragon ------------
  4. As a bit of information that may help to give some context to trapdoor times, it was offered up in that thread that 8 minutes or less is an excellent time for clearing trapdoor runs. That probably reflects both experience at running trapdoor and a build meant to do serious damage. Coming close to 8 minutes with a dominator is very-good-to-excellent, especially if you're still getting used to doing trapdoor runs. As a bit more context, there are a handful of what might be called "hardcore" trapdoor runners who have run it hundreds or maybe even thousands of times. For those of us who don't do that longer times are a predictable result. Thus, it probably makes more sense to pay relatively little attention to the extremely quick times because they partially reflect experience at trapdoor runs and those time differences in trapdoor runs won't necessarily generalize to all content. As a bit more information, the scrapper forum trapdoor runs seem to have the following range of times and mix of ATs (probably missing some things here, as a caveat) ... Uncommon ... <4 minutes - There doesn't seem to be many of these and the ones I've noticed tend to be close to 4 minutes long 4 - 5 minutes - proc'd out tanks, proc'd out scrappers with good AOE and probably a taunt aura, and probably the occasional blaster that had a non-faceplant run. Many runs are in this range ... 5 - 6 minutes - a fire / fire / fire dominator is in this time range (5:35), along with some blasters, plenty of scrappers and tanks, and some stalkers 6 - 8 minutes - a variety of ATs, with single target specialists doing high damage often popping up in this category Some runs are in this range ... 8 - 12 minutes - a variety of ATs, often a build not optimized for damage, but sometimes an AT / powerset combination that offers low to medium baseline damage, but played well and built to operate near the ceiling of the damage that it can do, while retaining reasonably good defenses. Very few (posted) runs are in this range ... >12 minutes - These completion times tend to generally not get posted in the scrapper thread. There's probably some self selection process at work, as probably these completion times have happened many times. For a dominator a trapdoor run taking this long probably involved one or more defeats, a lot of mistakes, some *really* bad luck, a build that could be made to do noticeably more damage (perhaps an SO build), or some combination of the foregoing. A few thoughts ... Tanks have a big advantage for producing quicker trapdoor runs because of their ability to taunt and their wide area AOEs that can hit up to 16 targets. Similarly scrappers with a taunt aura and good AOE also have an easier time completing quicker trapdoor runs. The main challenge for blasters with high end damage is survival when dealing with the various arachnos debuffs and exotic damage types (psionic, in particular). If survival can be managed well and a blaster can keep the number of runners down, then they can compete with tanks and scrappers for the quickest trapdoor clear times. Dominators are probably in the "thick middle" for potential trapdoor clear times, along with a lot of other ATs. Dominators have very good damage multipliers, which helps a lot. Single target damage can be particularly high on dominators, sometimes high enough to compete with blasters, scrappers, and stalkers. But, they often have awkward and late developing attack chains, they struggle to put together consistently strong defenses without sacrificing noticeably on damage, and it's usually challenging to get the kind of strong AOE burst damage on a dominator that substantially shortens trapdoor runs.
  5. fire / energy / ice dominator T4 musculature core, T4 degen interface, T4 melee core hybrid, T4 ageless core destiny, no judgment or lore or other pets used, no clicky accolades, amplifiers, or temp powers used, yellow inspirations used for trapdoor run, no other insps used. Pylon: 2:20, 402 DPS Trapdoor: 7:35 (Could be noticeably smoother and quicker, but still with less stumbling than plant / energy / ice) - 1 pylon defeat and 1 trapdoor run Comparison to plant / energy ice dominator, given one post higher ... Single target damage was noticeably higher with this build, compared to plant / energy / ice. A procc'd up char was the key reason for that, as it has a shorter cast time than bone smasher (which was used for the plant / energy / ice build). A slightly more damaging alpha incarnate for this build also provided a small-ish DPS boost. Even though AOE damage felt decent overall for this build, for the trapdoor run there were more leftover mobs for this character that needed single target clean-up. It would seem that hot feet and fire cages don't synergize with sleet as well as seeds and creepers do. For safety, at least for this content and these builds plant seems to outperform fire. Seeds and creepers were just better at reducing incoming damage than comparable controls on fire, even when using bonfire. Hoarfrost was needed twice for this build, versus only once for the plant / energy / ice build. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Energy Assault Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(27), UnbCns-Dam%(27), NrnSht-Dam%(34), GhsWdwEmb-Dam%(34), GldNet-Dam%(34) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Fire Cages -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(3), SprFrzBls-Acc/Dmg/EndRdx(25) Level 4: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/Rchg(11), SprAvl-Acc/Dmg/EndRdx/Rchg(11) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 12: Flashfire -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(15), AbsAmz-Acc/Rchg(15), AbsAmz-EndRdx/Stun(17) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(17) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(39), Arm-Dam%(23), FuroftheG-ResDeb%(37) Level 22: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(36), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), Rct-Def(39) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(36) Level 28: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(31), Hct-Dam%(33), SprAscoft-Rchg/+Dmg%(33) Level 30: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(31) Level 32: Rune of Protection -- GldArm-3defTpProc(A), GldArm-ResDam(33), GldArm-End/Res(37) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dam%(42), GldJvl-Dam%(42) Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), Apc-Dam%(43), FrcFdb-Rechg%(46), OvrFrc-Dam/KB(46) Level 41: Sleet -- AchHee-ResDeb%(A), DS:DSyncSlowRechEnd(46), RechRdx-I(42) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45) Level 47: Ice Storm -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Dmg(48), Rgn-Acc/Rchg(50) Level 49: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(50), Prv-Heal/Rchg/EndRdx(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3) Level 1: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 50: Ageless Core Epiphany Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------
  6. I'm not experienced with gravity control. So, some caveats are probably warranted when looking over the suggestions implicit in the build given here. A key goal for the revised build was to improve DPS, which would be quite low with the earlier build. To improve DPA the psi assault melee attacks are much better than the ranged attacks. You can also put a force feedback +recharge unique IO into telekinetic thrust, which further helps recharge. Subdue can hold the unique +dmg AT IO, which makes keeping it potentially helpful overall. It recharges fast, allowing it to serve as a good gap filler. Another key goal was to find room for some slow / -recharge resist. It's still lighter than it could be, with only 35% slow / -recharge resist. But, it should still be enough to avoid stacked -recharge debuffs from effectively crippling your character in most situations. For gravity control, lift does much better DPA than crush as a first pick. Plus, mobs knocked up into the air are unable to take action, while they can still hit with ranged attacks when immobilized. Plus, crushing field and subdue are available if immobilizing mobs becomes a priority. As another goal for the revised build, the AOE hold has been added. It's a good place to get 7.5% recharge for 3 slots. It's also sometimes useful to have an AOE hold. The build given here doesn't solve the problem with defenses being on the lighter side. But, you seem to manage such characters just fine anyways, given how well your poison defender does in-game. Best of luck with your dom, however you decide to move forward. 🙂 This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Gravity Control Secondary Power Set: Psionic Assault Power Pool: Flight Power Pool: Teleportation Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Lift -- HO:Nucle(A) Level 1: Psionic Dart -- HO:Nucle(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 4: Mind Probe -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(31), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(9), Hct-Dam%(5), TchofDth-Dam%(11) Level 6: Telekinetic Thrust -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(7), Mk'Bit-Dam%(7), GldStr-%Dam(9), FrcFdb-Rechg%(11), OvrFrc-Dam/KB(13) Level 8: Hover -- LucoftheG-Def/Rchg+(A) Level 10: Combat Teleport -- GssSynFr--Build%(A) Level 12: Crushing Field -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(21), PstBls-Dam%(23) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 16: Teleport -- WntGif-ResSlow(A) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(25), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(25) Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(29), DS:DSyncHealRech(37), DS:DSyncThreatAccRech(23) Level 22: Fold Space -- DS:DSyncThreatAccRech(A), DS:DSyncThreatAccRech(33) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), ShlWal-ResDam/Re TP(31) Level 26: Wormhole -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(27), AbsAmz-Acc/Rchg(29), AbsAmz-EndRdx/Stun(36), AbsAmz-Stun(46) Level 28: Subdue -- HO:Nucle(A), HO:Nucle(34), GldJvl-Dam%(36), Apc-Dam%(36), SprAscoft-Rchg/+Dmg%(37), Dcm-Build%(37) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(33), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx(46) Level 32: Singularity -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(15), CaltoArm-Acc/Dmg/Rchg(17), CaltoArm-EndRdx/Dmg/Rchg(17) Level 35: Psionic Lance -- StnoftheM-Dmg/ActRdx/Rchg(A), StnoftheM-Acc/ActRdx/Rng(42), StnoftheM-Dmg/EndRdx(42), StnoftheM-Acc/Dmg(42), StnoftheM-Dam%(43), GldJvl-Dam%(43) Level 38: Psychic Shockwave -- HO:Nucle(A), HO:Nucle(39), ScrDrv-Dam%(39), Erd-%Dam(40), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 41: Dark Embrace -- UnbGrd-Max HP%(A), HO:Ribo(45), StdPrt-ResDam/Def+(43), GldArm-3defTpProc(50) Level 44: Dark Obliteration -- HO:Nucle(A), Rgn-Dmg(34), CldSns-%Dam(45), Bmbdmt-+FireDmg(31), PstBls-Dam%(51), Ann-ResDeb%(48) Level 47: Soul Drain -- Arm-Dmg/EndRdx(A), Arm-Dmg(48), Arm-Dmg/Rchg(50), Arm-Acc/Dmg/Rchg(50), Arm-Acc/Rchg(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(33), Pnc-Heal/+End(46) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form ------------
  7. Plant / energy / ice dominator T4 intuition radial, T4 degen interface, T4 melee core hybrid, T4 ageless core destiny, no judgment or lore or other pets used, no clicky accolades, amplifiers, or temp powers used, yellow inspirations used for trapdoor run, no other insps used. Pylon: 3:08, 332 DPS Trapdoor: 7:00 even (still stumble through these runs, could be noticeably quicker in more experienced and skillful hands) - 1 pylon defeat and 1 trapdoor run This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Plant Control Secondary Power Set: Energy Assault Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Power Bolt -- HO:Nucle(A) Level 2: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(13), TchofDth-Dam%(9) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Spore Burst -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(15), FrtHyp-Acc/Sleep/Rchg(21), FrtHyp-Sleep/EndRdx(37), FrtHyp-Plct%(15) Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(11), CrcPrs-Acc/Conf/Rchg(11), CrcPrs-Acc/Rchg(17), CrcPrs-Conf/EndRdx(23), CrcPrs-Conf%(34) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 14: Boxing -- Empty(A) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(45) Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(25) Level 20: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(23), Arm-Dam%(31), FuroftheG-ResDeb%(21) Level 22: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(46) Level 24: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(34), GldArm-ResDam(31) Level 26: Carrion Creepers -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(31), Bmbdmt-+FireDmg(48), PstBls-Dam%(48), TraoftheH-Dam%(50) Level 28: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(33), Hct-Dam%(40), SprAscoft-Rchg/+Dmg%(40) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(34), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(40) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(37), Rct-Def/EndRdx/Rchg(43) Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(42), GldJvl-Dam%(42) Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), Apc-Dam%(39), FrcFdb-Rechg%(45), OvrFrc-Dam/KB(43) Level 41: Sleet -- AchHee-ResDeb%(A), DS:DSyncSlowRechEnd(42), DS:DSyncSlowRechEnd(43) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), ShlWal-Def/EndRdx(46), ShlWal-Def(45) Level 47: Hoarfrost -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(50) Level 49: Ice Storm -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Stamina -- PrfShf-End%(A) Level 1: Energy Focus Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Degenerative Core Flawless Interface Level 50: Void Radial Final Judgement Level 50: Melee Core Embodiment Level 50: Intuition Radial Paragon Level 50: Banished Pantheon Radial Superior Ally Level 50: Ageless Core Epiphany ------------
  8. How to export Mids data about IOs to the Beta server, and then access those IOs with a specific character - Need to find this again, will come later (help with this would be appreciated!). Trapdoor testing: - The first post in this thread outlines the recommended parameters to follow so runs by different characters are more easily comparable. Pylon testing: - The first post in this thread outlines recommended parameters to follow so runs by different characters are more easily comparable. FAQ: Q: What if I'd rather see how one of my current dominators does, instead of building a beta character? A: You can defeat a pylon and do trapdoor runs anytime in-game. You can use the "LFG" menu anytime to teleport to Lady Grey (select her task force, then select "lock the event ...", then press the green button to queue up, then press the next green button that comes up). Then just head outside and find a pylon to defeat. To start a trapdoor run you can run "Power Overwhelming" as an Ouroboros task force. Q: How do I quickly build domination before I try to defeat a pylon or complete a trapdoor run? A: You can purchase the snowball temp power from a P2W NPC (ie: in Atlas Park, Mercy Island, or Pocket D). It costs 100,000 inf and it can be used over and over. You can build dom by putting it on auto-fire and targeting an enemy mob, another character, a suitable NPC (some are targetable, some not), or a summoned pet. As long as there's a "to hit" check involved, you'll build dom with each attempt to hit. The "start and stop your snipe" method - Alternatively, you can find some mobs, stay out of their vision range, and keep starting up your snipe and moving your character slightly before it fires (while it's not in quickform mode, that is key). Each time you start and stop your snipe before it fires you build domination. You don't necessarily need mobs, though; if you have the pylon dummy pet from completing the Vanguard AV fight in the Aeon SF (Hero 1 and other AVs), then you can summon that and just keep starting up your dom's snipe (if it has one) and stopping it, rinse and repeat that until domination has been built up. The "snipe" method is noticeably quicker for filling the domination bar than the "snowball" method, when it's available to your dominator. Q: Does every popmenu for giving IOs from a Mids export to beta characters need to be named "MRBTest"? A: No. You have a lot of flexibility when naming popmenu files. Varying popmenu filenames allows you to have many popmenus accessible through the same directory, if you'd like. Q: How can I efficiently level up a character on the beta server? A: Copy the following bind for your brand new level 1 beta character into the chat window and press "enter": /bind l "train 0" Once you've activated that bind for your beta character, as per the instructions above, just press the letter "l" to directly enter the "level up" screen.
  9. A key goal for this thread is to generate data that helps to better understand the higher end of damage and general content clear times possible for dominators. A secondary benefit could be the generation of data that helps the devs with future balance passes they might make for dominators. A tertiary potential benefit is that if contributors to this thread share their builds along with their pylon and trapdoor times then those who would like to play a dominator can end up with metrics to pair up with quite a few builds (sharing has to be 100% optional, of course, as many may prefer to keep their builds to themselves and that's their prerogative). Two imperfect, but still helpful benchmarks for these purposes are available in the scrapper forum and they are ... 1. pylon times, which are helpful for better understanding and streamlining single target attack chains 2. trapdoor runs, which aim to gauge efficiency at soloing higher notoriety content of medium difficulty (+4 to mobs' level, quantity of mobs set to 8 players, defeating an elite boss at the end of the mission) Naturally, those threads focus mostly on scrappers and they mostly help for building stronger scrappers. Similar information about dominators could help those who play dominators to build stronger characters. But, benchmarking data about dominators in those threads is relatively sparse. Hence this thread. A few resources that can help for those who might be interested in contributing to this thread ... 1. How to export Mids data to the beta server - Allows character builds to be completed fairly quickly, for testing purposes 2. The Trapdoor thread in the scrapper forum 3. The pylon thread in the scrapper forum The next two posts will focus on two things: Post #2: Some links and introductory information about the resources mentioned a little bit higher up. Post #3: An example post intended to summarize the results of 1 or more pylon defeats and trapdoor runs
  10. Dominator plant / energy / ice T4 intuition radial, T4 degen interface, T4 melee core hybrid, T4 ageless core destiny, no judgment or lore or other pets used, no clicky accolades, boosters, or temp powers used, yellow inspirations used for trapdoor run, no other insps used. Pylon: 3:08, 332 DPS Trapdoor: 7:00 even (still stumble through these runs, could be noticeably quicker in more experienced and skillful hands)
  11. I had two poison defenders I really enjoyed playing prior to the rune of protection duration nerf (before the nerf it could be kept up about 50% of the time, making a good pairing with melee core hybrid and barrier destiny). But, those defenders have essentially been shelved. I found a new main instead with a blaster. With poison defenders getting their defenses nerfed indirectly, with the RoP nerf, and with trick arrow being made noticeably stronger, poison defenders are fewer in number than they used to be.
  12. You can boost survivability quite a bit just by putting the +absorb Superior Entomb unique IO into seismic smash. With a decent amount of recharge you'll be getting a 15% absorb shield about 2-4 times per minute when you're regularly using seismic smash. An effective 30-60% increase in hit points available on a "per minute" basis from a frequently renewed absorb shield should do quite a bit to improve survivability; large and quickly delivered damage spikes become the primary source of concern, at that point, rather than a steady flow of relatively low incoming damage. Putting the entomb +absorb IO into seismic smash reduces the damage it does. But, a well IO'd seismic smash will still have excellent DPA.
  13. I missed that Coyote had provided a build earlier. I downloaded it and found it to be a fairly surprising build, overall. Very strong on recharge and reasonably good for defenses. Here it is ... This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Knockdown King: Level 50 Technology Dominator Primary Power Set: Ice Control Secondary Power Set: Earth Assault Power Pool: Force of Will Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Block of Ice -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprAscoft-Rchg/+Dmg%(7) Level 1: Stone Spears -- FrcFdb-Rechg%(A) Level 2: Frostbite -- Empty(A) Level 4: Tremor -- Arm-Dam%(A), Arm-Dmg(7), Arm-Dmg/EndRdx(9), Arm-Acc/Dmg/Rchg(9), Arm-Acc/Rchg(11), FrcFdb-Rechg%(11) Level 6: Arctic Air -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Conf/EndRdx(15), CrcPrs-Conf%(15), CrcPrs-Acc/Rchg(17) Level 8: Mighty Leap -- Jump-I(A) Level 10: Hurl Boulder -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(19), Apc-Dam%(21) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50) Level 18: Kick -- FrcFdb-Rechg%(A) Level 20: Project Will -- FrcFdb-Rechg%(A) Level 22: Unleash Potential -- Rct-Def(A), Rct-Def/EndRdx(23), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(25), Rct-Def/EndRdx/Rchg(25), Rct-ResDam%(27) Level 24: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-EndRdx/Rchg(29), UnbGrd-ResDam/EndRdx/Rchg(29) Level 26: Glacier -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/Hold(31), UnbCns-Acc/Hold/Rchg(33) Level 28: Seismic Smash -- Hct-Dam%(A), Hct-Dmg(33), Hct-Dmg/EndRdx(33), Hct-Acc/Dmg/Rchg(34), Hct-Acc/Rchg(34), UnbCns-Dam%(34) Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(36), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(46) Level 32: Jack Frost -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-+Res(Pets)(37), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-Acc/Rchg(46) Level 35: Link Minds -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(39), LucoftheG-Def/Rchg+(39) Level 38: Fissure -- PstBls-Dam%(A), PstBls-Acc/Dmg(40), PstBls-Dmg/EndRdx(40), PstBls-Acc/Dmg/EndRdx(40), PstBls-Dmg/Rng(42), FrcFdb-Rechg%(42) Level 41: Mind Over Body -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-EndRdx/Rchg(43), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam/EndRdx/Rchg(43) Level 44: Power Up -- RechRdx-I(A) Level 47: Psionic Tornado -- PstBls-Dam%(A), PstBls-Acc/Dmg(48), PstBls-Dmg/EndRdx(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dmg/Rng(50), FrcFdb-Rechg%(50) Level 49: Indomitable Will -- LucoftheG-Def/Rchg+(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(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+(45) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) 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 8: Takeoff ------------
  14. It would take a while to sort out what coyote means, which I couldn't pick up on right away and I'm still not sure about. The second build should perform well in +3 content, and even in +4 content with the defense debuffs from sleet. Since getting the alpha incarnate to T3 doesn't usually take very long +3 content may be all you need anyways unless you plan on running "Master of" TFs / SFs. In case it helps, the beta server forum explains how to transfer Mids builds to beta server characters. That allows you to relatively easily try out builds made in Mids that you can find on the forum. It will probably take some experimentation in-game to get a sense of what build you find most enjoyable and effective, in any event, and the beta server is a good place to try out candidate builds.
  15. Glad to be of help. Incidentally, endurance might still be challenging to manage sometimes, despite having agility alpha incarnate and so much endurance reduction in the build. If this turns out to be the case, then you can look for opportunities to reduce endurance costs further in seismic smash and hurl boulder. For example, you can swap out a Hami-O and replace it with a damage / endurance D-Synch to reduce the endurance cost of seismic smash. You can remove the three thunderstrike IOs from hurl boulder and swap in the toxic damage proc in gladiator's javelin, along with a combination of acc / dam / end from the overwhelming force universal damage set and an acc / dam / end / rech IO from the gladiator's javelin set. Incidentally, I found the steadfast protection +3% defense IO was not yet in the build, which was a mistake. So, that got fixed and defenses got a bit better in the revised build below. The endurance saving ideas from the previous paragraph also got incorporated into the build below, in case they might help. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Ice Yeti: Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery 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: Stone Spears -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(34) Level 2: Chilblain -- HO:Endo(A) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 10: Hurl Boulder -- OvrFrc-Acc/Dmg/End(A), GldJvl-Acc/Dmg/End/Rech(11), GldJvl-Dam%(11), Apc-Dam%(15), OvrFrc-Dam/KB(13), FrcFdb-Rechg%(13) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Spirit Ward -- Prv-Absorb%(A) Level 16: Power Up -- HO:Membr(A), RechRdx-I(19), RechRdx-I(40) Level 18: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/EndRdx/Rchg(23), KntCmb-Dmg/Rchg(42) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(25), TchofDth-Dam%(43) Level 22: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam(25), UnbGrd-Rchg/ResDam(43), StdPrt-ResDam/Def+(46) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def/EndRdx(37) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(43), BslGaz-EndRdx/Rchg/Hold(37) Level 28: Seismic Smash -- HO:Nucle(A), DS:DSyncDamEnd(29), Hct-Dam%(29), Hct-Dmg/EndRdx(31), SprEnt-Rchg/AbsorbProc(31), UnbCns-Dam%(33) Level 30: Mystic Flight -- WntGif-ResSlow(A) Level 32: Jack Frost -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33) Level 35: Sleet -- HO:Enzym(A), RechRdx-I(36), RechRdx-I(46) 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%(40) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(46) Level 44: Hoarfrost -- Prv-Heal/EndRdx(A), Prv-Heal/Rchg/EndRdx(45), Prv-Heal/Rchg(45) Level 47: Ice Storm -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50) 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: Agility Core Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  16. Below is one possible build that hopefully proves helpful either in whole or in part ... Good luck with your dom, however you decide to build. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Ice Yeti: Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Sorcery 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: Stone Spears -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(34) Level 2: Chilblain -- HO:Endo(A) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 10: Hurl Boulder -- GldJvl-Acc/Dmg/End/Rech(A), GldJvl-Acc/Dmg(11), GldJvl-Dam%(11), Apc-Dam%(15), OvrFrc-Dam/KB(13), FrcFdb-Rechg%(13) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Spirit Ward -- Prv-Absorb%(A) Level 16: Power Up -- HO:Membr(A), RechRdx-I(19), RechRdx-I(40) Level 18: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/EndRdx/Rchg(23), KntCmb-Dmg/Rchg(42) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(25), TchofDth-Dam%(43) Level 22: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam(25) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(37), Rct-Def/EndRdx(46) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Acc/Rchg(43), BslGaz-EndRdx/Rchg/Hold(37) Level 28: Seismic Smash -- HO:Nucle(A), HO:Nucle(29), Hct-Dam%(29), Hct-Dmg/EndRdx(31), SprEnt-Rchg/AbsorbProc(31), UnbCns-Dam%(33) Level 30: Mystic Flight -- WntGif-ResSlow(A) Level 32: Jack Frost -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33) Level 35: Sleet -- HO:Enzym(A), RechRdx-I(36), RechRdx-I(46) 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%(40) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(43) Level 44: Hoarfrost -- Prv-Heal/EndRdx(A), Prv-Heal/Rchg/EndRdx(45), Prv-Heal/Rchg(45) Level 47: Ice Storm -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50) 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), Clr-EndRdx(46) 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: Agility Core Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  17. Fire / psi / ice dom - 8:15 on first run Also, pylon time was 248 seconds, for 282 DPS. The usual restrictions were followed about sources for damage boosts. T4 intuition radial alpha and degen core interface boosted damage. Took barrier for destiny and melee core hybrid. No pets were used. A handful of runners and some bumbling when jumping down inflated the time. Trapdoor gave up quite soon. This run wasn't as safe as Trapdoor runs with other characters, with barrier needed at one point because hit points were approaching zero; I had forgotten to engage rune of protection, melee core hybrid, or barrier, and took some hits. Not sure how good this is compared to other ATs, and also for doms in particular. I've seen noticeably faster from a fire / fire / fire dom (5:35ish, IIRC), so this can't be a top tier trapdoor run by a dom. Not sure if it's "B", "C", or "D" tier, though. Or, perhaps these same powersets can be substantially quicker in somebody else's hands. Feedback is welcomed.
  18. Perma-dom is a game-changer for doms. It does the following: 1. doubles magnitude on most control powers 2. refills endurance 3. provides mez protection 4. increases to hit (at least according to Mids, not sure if it's completely accurate or not) From among these four, mez protection and endurance refills each have a particularly strong effect on gameplay; mezzed doms and doms with end problems are Very Sad Pandas. The ability to lock down bosses in a single mez also has a high value, though. There may be RP or inf budget reasons for not getting permadom. There is no good functional reason to skip it, though. A few notes to the above ... Chasing perma-dom can be done in ways that decrease DPS. But, a usual and generally helpful way to remedy DPS woes is "moar recharge" to more frequently use available damaging powers with the highest DPA. So, chasing permadom doesn't necessarily have to reduce DPS. Where there can be challenges is in weighing tradeoffs between defenses and recharge / DPS. Even this can be managed, though, so doms can have decent totals for all three of these.
  19. For judgment, a T4 void radial reduces mob damage by a hefty amount for thirty seconds. Degenerative core or radial interface is a common choice because hard single targets tend to fall faster that way. For destiny barrier is likely to be a solid choice because your fire / psi dom is likely to be in melee a lot. Melee core hybrid is also a solid choice. For alpha, you can take musculature radial, if you'd like, for better recovery from drain psyche, or just go musculature core for moar damage. For lore, if you'd like a psi-themed pet you can take carnival radial or carnival core. GL with your dom, whatever you choose.
  20. Although not well optimized and containing some sketchy power choices and omissions, the build below was still very solid in endgame and also when exemp'd down. Good luck with your demons / EA character. 🙂 This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Spark Demon: Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Electrical Affinity Power Pool: Flight Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Summon Demonlings -- SprMarofS-Dmg(A), SprMarofS-Acc/EndRdx(15), CaltoArm-Acc/Rchg(33), CaltoArm-Acc/Dmg(33), CaltoArm-Acc/Dmg/Rchg(34), CaltoArm-+Def(Pets)(34) Level 1: Shock -- PreOptmz-EndMod/Acc/End(A) Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(15) Level 4: Corruption -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Acc/Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Build%(9) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Crack Whip -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rng(17), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dam%(19), JvlVll-Dam%(21) Level 10: Energizing Circuit -- PrfShf-EndMod(A), PrfShf-EndMod/Acc/Rchg(46), PrfShf-EndMod/Rchg(48) Level 12: Summon Demons -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(21), ExpRnf-Acc/Dmg(23), ExpRnf-Acc/Dmg/Rchg(23), ExpRnf-Dmg/EndRdx(25), ExpRnf-+Res(Pets)(25) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(46), WntGif-ResSlow(46) Level 16: Faraday Cage -- UnbGrd-Max HP%(A), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(43) Level 18: Hell on Earth -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Acc/Dmg/Rchg(36), SprCmmoft-Acc/Dmg/EndRdx/Rchg(36), SprCmmoft-Rchg/PetAoEDef(36), EdcoftheM-PetDef(37), SvrRgh-PetResDam(37) Level 20: Empowering Circuit -- GssSynFr--Build%(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31) Level 24: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(29), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(42), AdjTrg-ToHit/EndRdx(43) Level 26: Summon Demon Prince -- ExpRnf-Acc/Dmg(A), ExpRnf-EndRdx/Dmg/Rchg(27), SprMarofS-Acc/Dmg(27), SprMarofS-EndRdx/+Resist/+Regen(29), ImpSwf-Dam%(31), OvrFrc-Dam/KB(31) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 30: Boxing -- Empty(A) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Charged Armor -- GldArm-3defTpProc(A), GldArm-End/Res(39), GldArm-ResDam(39) Level 38: Insulating Circuit -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(43) Level 41: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(42) Level 44: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45) Level 47: Electrifying Fences -- Rgn-Dmg(A), Rgn-Knock%(48), Rgn-Dmg/EndRdx(48), Rgn-Acc/Dmg/Rchg(50), Rgn-Acc/Rchg(50), PstBls-Dam%(50) Level 49: Discharge -- PreOptmz-EndMod/Acc/End(A) Level 1: Supremacy Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PwrTrns-+Heal(3) 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: Pyronic Core Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Support Core Embodiment Level 50: Musculature Core Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 1: Cold Demonling Level 26: Demon Prince Level 12: Ember Demon Level 1: Fiery Demonling Level 1: Hellfire Demonling Level 12: Hellfire Gargoyle ------------
  21. Demons / electric is a powerhouse combination. Electric affinity provides *very* strong buffs that are excellent at keeping pets alive. It also provides faraday cage, which means mez protection for pets operating inside (so, get used to hovering over melee, for example, and invite pets into the area). That means you can skip clarion as the destiny pick and instead pick barrier to make pets and your MM even sturdier. The end / recovery buffs are helpful for demons because they can sometimes run out of end at inconvenient times otherwise. Demons synergize particularly well with electric affinity because the -res debuffs in the pets and the MM personal attacks allow everything to hit harder (and the slow in the T3 pet is another debuff); since the amount of debuffing electric affinity brings on its own can be reasonably viewed as a key limitation of the set, demons make for a particularly strong pairing with electric affinity. The key potential drawback of this combination is that three key skills that heal pets, given them a hefty absorb shield, and refill everybody's endurance end up being used a lot. A. Lot. If you like having a lot of time to attack and/or debuff mobs, then electrical affinity probably won't end up being for you. You might enjoy storm, cold, or trick arrow more, in that case.
  22. Here's a link to an endgame dom video findable in the "Trap Door" thread in the scrapper forum, a kind of test for characters which is run at max notoriety -- It is semi-challenging endgame content, with a mix of council and arachnos, plus an EB at the end. I went ahead earlier today and tested out a fire / earth / ice dom on the beta server. The pylon time wasn't terrible, clocking in at 4:15, for a DPS of 284 (usual restrictions of no insps, no lore, no damaging hybrid, no judgment, no temps, ...). That was literally the first fighting done with that dom and it wasn't smoothly done. Probably DPS in the low 300s is achievable without further tweaks to the build. Trapdoor is still quite new to me and the fire / earth / ice dom Trapdoor run was a festival of errors and bad luck, taking almost 9 minutes to complete. I finally remembered partway through the run that cinders is a PbAOE power, and not a ranged AOE power 🙄; that mistake alone led to several runners in earlier spawns and more mob scatter in general, plus lots of other mistakes were made. It might not be easy to replicate the 5:35ish time of a fire / fire / fire dom. Still, a lot of time can be shaved off of the 9 minute long first Trapdoor run.
  23. Doms can do just fine in harder content whether teamed or solo (at least some powerset combinations, although perhaps not all). But, most dom builds don't focus on building up robust and layered defenses, which leads to problems against stronger foes. Which leads to a rep for having low survivability. Mezmera and some others build sturdier doms that are comfortable staying in the front lines at +4x8 against Cims, arachnos, carnival of shadows, malta, etc. On that note, activated accolades like eye of the magus, geas of the kind ones, elusive mind, and vanguard medal make a big difference for survivability in tight spots. The "big four" passive accolades help a lot, as well. Getting these accolades and using the active accolades (reasonably) well makes a dom able to handle substantially higher peak levels of aggro and incoming damage. Tex's comments on blasters are totally on point. A well built blaster will generally do sooo much more damage than a dom (although with notable exceptions for AOE by plant control doms using seeds / creepers and fire assault / energy assault doms for their single target damage).
  24. I'm also interested in trying out a fire / earth / ice dom. The build below seems like a reasonable candidate for endgame play and it might also exemp down fairly well. Layered defenses (defense, resists, absorb from 2 procs) should help survivability. Still, this is a work-in-progress and feedback is welcome and appreciated. As always, if others find useful ideas here, then that would be a welcome outcome. Edited ... : Put in another winter set combo (in ice storm) and put ragnarok IOs into fire cages. Earth assault Earth assault powers feel "crunchy" and the single target attacks can hit quite hard. It also provides a good home for unique +recharge force feedback IOs. But, earth assault is an endurance heavy set that requires a melee presence on the ground to operate at full effectiveness; that means taking more aggro and absorbing more heavy melee hits from mobs compared to doms that can be effective while hovering above mobs. Also, key earth assault attack powers tend to animate slower than for multiple other sets. It has so-so DPA for its AOE, as well. Finally, earth assault by default has some difficulty with putting together a smooth single target attack chain. ... enter Fire Control To help with these problems, char in fire control provides a quick animating and quick recharging attack that can fill gaps in the single target attack chain. It also offers a place to insert the unique ATO +dmg IO into the single target chain in a way that should lead to many activations. A perma bonfire tends to help melee survivability quite a bit, with a KB-to-KD IO in it. Hot feet and fire cages help to supplement otherwise so-so AOE damage, as well as helping to make staying in melee more survivable. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Earth Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Ice Mastery Hero Profile: Level 1: Char -- HO:Nucle(A), Apc-Dmg/EndRdx(3), GhsWdwEmb-Dam%(3), NrnSht-Dam%(5), GldJvl-Dam%(5), SprAscoft-Rchg/+Dmg%(7) Level 1: Stone Spears -- HO:Nucle(A) Level 2: Fire Cages -- Rgn-Dmg(A), Rgn-Dmg/Rchg(27), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(43) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Acc/Dmg/Rchg(25) Level 10: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), Apc-Dam%(17), FrcFdb-Rechg%(17), OvrFrc-Dam/KB(19) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(13), AbsAmz-EndRdx/Stun(15), AbsAmz-ToHitDeb%(15) Level 14: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(33) Level 16: Power Up -- RechRdx-I(A), RechRdx-I(34) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(36) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(23), TchofDth-Dam%(25) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(36), GldArm-ResDam(36) Level 24: Boxing -- Empty(A) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27) Level 28: Seismic Smash -- HO:Nucle(A), Hct-Dmg(29), Hct-Dmg/EndRdx(29), Hct-Dam%(31), UnbCns-Dam%(31), SprEnt-Rchg/AbsorbProc(31) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), Rct-Def(40), Rct-Def/EndRdx(43) Level 35: Sleet -- RechRdx-I(A), RechRdx-I(37), AchHee-ResDeb%(37) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(39), PstBls-Dmg/EndRdx(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), FrcFdb-Rechg%(40) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def(43) Level 44: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(50), RechRdx-I(50) Level 47: Ice Storm -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), RechRdx-I(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(46) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48) Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Melee Core Embodiment Level 50: Ageless Radial Epiphany Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  25. Domination does 3 tasty things at one and the same time, as follows: 1. Domination doubles the mag of numerous control powers and noticeably increases control duation, meaning insta-mez for bosses with a single application. This is huge for shutting down bosses before they can fight back and the extended duration adds a lot to safety. Controlling EBs and even AVs is soo much easier with domination active. 2. Domination provides stable mez protection, which limits the possibility of being interrupted in the middle of using a skill and ending up having that use of that skill cancelled. 3. It refills the endurance bar. Number 3 is for many builds not that important. The first two points above, though, they are game-changers for how a dominator plays.
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