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EnjoyTheJourney

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  1. I'd like to come up with a domper (melee range dom) build that's fun to play and also versatile enough to be comfortable in all regular content and that would also function well in all melee 4* ITFs. The secondary and mastery are already picked (radioactive assault and fire mastery). A heal is highly desirable for all melee 4* ITFs because there's typically nobody on the team playing a support character. And, radioactive assault has a heal that activates fairly often, even though it's not as reliable or hefty as the heal in savage assault. Fire mastery is desirable for fireball, heat metal, and the self rez. For all melee ITFs being able to self rez can be very helpful and bringing resistance debuffs to such a team is quite desirable. All builds will also include the leadership powers maneuvers and tactics, and probably vengeance as well. One candidate build I've already put together is attached. It's an illusion / radioactive / fire domper. Having invulnerable pets along can confuse hostless and also add to DPS, even though they don't taunt. Other candidate primaries include plant, gravity, and electricity. The reasoning behind taking plant seems clear (creepers, seeds). Gravity may seem like an odd candidate, at first glance. But, being able to move a group of mobs wherever you'd like with wormhole about every 25 seconds or so can really help the team out. Also, lift procs out to do high damage. Plus, lift has such high knockup magnitude that it should (hopefully, admittedly not sure) overcome the built-in knock resistance that mobs have in 4* ITFs. The case for electricity has to do with endurance drain limiting incoming damage and hampering EBs from using T9s. For regular content the attached "illusion primary" build seems like it should be quite capable. Spectral terror has a native -15% to hit and the fear effects if causes are usually quite effective at limiting incoming attacks. Spectral terror can help to at least partially mitigate the challenge of getting by with the fairly low defense totals for the attached build. Thoughts and suggestions are highly welcome. Thank you in advance. Dominator (Illusion Control - Radioactive Assault - Fire Mastery)Domper,SelfRez,HeatMetal.mbd
  2. Ice / earth was a lot of fun. In exchange for using arctic air and enjoying the smashiness of earth you pretty much need to say a permanent goodbye to your endurance bar. But, it can be worth it. At least one other has extolled the virtues of thorny assault, which functions in a broadly similar way to radioactive assault.
  3. Ice / ice / ice is perhaps the most iconic pairing and it's functionally quite effective. It can be built squishy, but it can also be built to be fairly tough. If you do a browser search for "ice / ice / ice" in the following thread ... you'll find a build and some data and notes on how the provided build performed in a bit of benchmark testing. I played that build for a while on the live servers and after getting incarnates moderately built up (plus with passive and clicky accolades, but no amps or temps used) it did consistently well as a tank replacement for teams when handling AVs and EBs in +4x8 ITFs and other content (not Recluse in the MLTF, of course). The sheer amount of movement debuffs made it particularly effective at keeping sprinters like Rom in the ITF and Director 11 in Tin Mage moving so slowly that they were easier to fight. The intensity of recharge debuffs inflicted on mobs also helped to keep teammates safer. Edit: I'm also including a more recent build that I've only played a bit on the test server. It's an expensive build. Endurance isn't quite handled well yet, either; endurance concerns clearly lowered DPS and it was still at 298 DPS despite needing to pause attacks sometimes to avoid detoggling. If higher damage is important to you and you'd like to try out an ice / ice / ice dominator then the more recent build may ultimately be preferable for you, even though you'd need to make some of your own tweaks to get it closer to its potential performance ceiling. Ice / psi / psi is another iconic pairing that is quite effective because of decent damage and lots of soft control. There are multiple other good assault set pairings, as well. Dominator (Ice Control - Icy Assault - Ice Mastery).mbd
  4. Below are results for both a pylon run and an office mission run, another kind of run, and a few ideas to consider are also offered ... Run types: pylon defeat, office mission run, ITF challenge Archetype: dominator Primary powerset: plant Secondary powerset: fiery assault Mastery / Patron: fire mastery Time in seconds: 241 (4:01, 287 DPS), 373 (6:13), failed first ITF challenge run, then 23:58 Hybrid: Melee core hybrid Other incarnates: Cardiac core alpha, Barrier core destiny, Degen core interface, Pyronic core judgment used only for ITF challenge, no use of lore for any run - Barrier and hybrid used freely for pylon defeat and ITF challenge, barrier used once at the start for the office mission, hybrid never activated for office run, passive effects only Notes: No use of inspirations, temp powers, clicky accolades, or amplifiers for any runs. Also, no way this build was operating at its ceiling in my hands. Made lots of mistakes picking the order of attacks to use for pylon defeat, was hovering through the office mission and taking my time lining up the cone for seeds. First time running the office mission, as well. Also, one runner with a sliver of life that I didn't notice was a floor down from the final office mission floor and about 25 seconds was added to the time to find and defeat him. The ITF challenge is something I've done fairly often, and so the second run wasn't quite as filled with errors. The office mission is a breath of fresh air after many Trapdoor runs. It's just more fun to run. One opinion only, of course, FWIW. The ITF challenge was failed the first time after I put my dominator too close to the ground in a big crowd of Cimerorans and a defeat ensued shortly after that. That was a bit of a brain fart. The second run went better. The first mission took about 14 minutes, which is pretty slow for the first mission. Hovering makes setting the camera right challenging in cave sections that have low ceilings, which contributed to making mission 1 slower. Repeated use of seeds wore down crowds, though. In contrast, the second mission had the best map (one long cave with no backtracking needed). Also, it was possible to use seeds, creepers, and spirit tree to keep aggro manageable and to focus fire down each shadow cyst along the way to the end of the mission. Build: Attached file Ideas for timing and reporting ... When to start timing: Timing started when casting seeds for the office mission. Fly trap was already out at the start of the pylon run and the office mission since having the T9 pet out is pretty common at the start of a mission for dominators and controllers (obviously MMs as well). Creepers were not out when starting any of the runs, as that seems like an "in combat" cast. Perhaps the "pet" details aren't really needed for reporting purposes. But, probably the use of controls should be a good time to start timing the office mission, along with when damage is done to mobs, especially for seeds or other confusion powers because of how they affect mob AI. What to report: The mastery chosen can have a noticeable effect on clear times, particular for dominators. Ice mastery would have sped up the pylon run and the office run, but might have made it a bit harder to meet the "no defeats" condition for the ITF challenge, for example. It's just a request for one extra bit of information for those scanning posts and trying to compare the same primary and secondary combinations. Also, it could be useful (and standard) to have incarnates indicated in the build supplied with the post. The incarnate choices made for this build might surprise some, for example, and it helps for understanding performance differences across runs. The ITF challenge can, perhaps, be viewed as an add-on optional run to report about for those who want to take on a harder challenge. There are a fair number of players I know (myself included) who sometimes solo the first two missions of the ITF at +4x8, bosses appear, no inspirations, no temp powers, no amplifiers, no clicky accolades, and no defeats allowed as a measuring stick for their builds. For most builds it is not an easy run. But, all ATs have completed Master of ITF runs solo and so the first two missions are doable for all ATs, for a fair cross-section of endgame builds. Also, if the mission objectives can be cleared while meeting the conditions in something less than a very long period of time then you've got a really solid build on your hands, capable of taking on a lot of content. FWIW, I started timing the ITF challenge as my dominator started moving inside the first mission doorway. Druid of the Forest - Dominator (Plant Control - Fiery Assault -Fire Mastery).mbd
  5. Sentinel has one of the best versions of beam rifle, perhaps even the best. Beam rifle's single target damage is very good for sentinels, as it is for other ATs. But, refractor beam is a sentinel-only beam rifle power that provides an extra AOE compared to beam rifle for other ATs. Refractor beam is easy to use, in addition to being effective as an AOE. If you like electric blast / electric melee on other ATs, but perhaps found it a bit lacking in damage, then you would be pleasantly surprised by how effective electric blast is on sentinels. You couldn't go wrong with either beam rifle or electric blast on a sentinel. There are multiple other good picks, as well, in case you were interested in other sets as well.
  6. Come to think of it, a sentinel might indeed be an excellent choice. Both willpower and invulnerability are good for sentinels. You can also hoverblast if you'd like. Hoverblasting improves safety in most situations. Hoverblasting also usually allows for better visibility and easier camera management, which tends to decrease the number of hand and finger movements needed to see what's happening so you can react in a timely and functional way.
  7. To the OP ... Couldn't help being curious about how to build a dark melee / super reflexes character to do decent damage and to have excellent survivability for soloing. What's here isn't a cheap build. But, it doesn't feature any of the most expensive IOs, though, such as D-Synch provocations and the like. The keys to the build are siphon life, soul drain, dark consumption, and vigor alpha (once 50 is reached). They collectively provide the healing, endurance management, to hit bonus, and damage bonus that makes the build both survivable and fairly damaging. The build is also 0.9 seconds away from perma-hasten, which is often not treated as an important goal for scrappers. But, in this case higher end global recharge brings back key powers quite soon. That means healing for almost 200 health up to every 3.7 seconds or thereabouts, with siphon life. Soul drain comes back in about 34.4 seconds and lasts 30 seconds, for a high uptime percentage. Dark consumption comes back in slightly under 50 seconds to help top up endurance when needed. And so on. Regarding damage, look at damage with the file as it loads into Mids, and then push the buttons not currently lit for smite, shadow punch, and soul drain. With crits available and damage boosted by soul drain the damage picture looks noticeably better than if it is assumed that none of those things are happening or engaged. As a caveat, I'm not an experienced or particularly skilled builder for scrappers. So, what's here probably doesn't maximize damage even for the IOs that are placed into the build. How to place the scrapper AT IOs, for example, isn't something that I understand very well. So any suggestions offered by others to improve this build should probably be taken into careful consideration if you decide to use what's here as a template for your build. Scrapper - DM - SR - BM.pdf Scrapper (Dark Melee - Super Reflexes - Body Mastery).mbd
  8. I was leading a Numina a minutes ago and then mapservered. After the game hung for a while it crashed. Sometimes happens, no biggie I figured. Tried to log in again and it repeatedly says my character is still logging out. Got kicked a couple of times when I tried repeating logging in. Tried logging in another character instead and the game just froze. Never seen that before. Hopefully my sudden logout doesn't hang the TF for others. Hopefully the cause can be found and fixed. Thank you for all you do to keep the game fun.
  9. Dark melee gives you all the tools you need (healing, endurance recovery, to hit and damage bonus) and it doesn't have particularly fast animations other than for the T1 and T2 powers. It can be paired with a fair number of armor sets and do well at keeping your character alive. Super reflexes is probably a particularly good match for dark melee because it has no click powers outside the T9, it has scaling resists that passively increase when your character loses health, which adds toughness to your character, and it also has a recharge bonus in it. Dark melee loves recharge, especially for soul drain and dark consumption.
  10. Very very glad to hear this news. Found the servers more inhabited than usual this weekend, with multiple teams having a returnee or new player involved. Perhaps word getting out about a more stable IP environment for Homecoming led to greater interest in the game.
  11. Absolutely! To address the stacking of magnitude (mag) from controls, with domination active most powers will apply a magnitude 6 control effect (not 3). When stacked in rapid succession mag 6 holds / confusion / stun can make an EB unable to attack, with that threshold being reached noticeably faster as long as the purple triangles are not active. Magnitude is calculated separately for each type of control, which means it's generally better to try to stack one type of control (ie: confuse, hold, or stun) and to otherwise focus on damage or EB allies with other actions. If you have a character with the confuse power then getting short recharge and longer confuse duration can be an "I win" button for an EB encounter because once an EB is confused beyond a certain level of magnitude and fresh applications of confuse keep that magnitude in place, then the EB will thereafter never try to damage your character or any allies or pets. At that point it's a DPS race to outpace the EB's regen and bring their hit points to zero. The advice to use cover between applications of controls to an EB is also very good advice when trying to stack control magnitude to a level that curtails hostile EB actions. Less incoming damage while trying to disable an EB with control magnitude of one form or another will clearly be helpful.
  12. Triple ice could work for a "glass" theme and it is functionally a very strong combination. The effect of stacked slows on mobs is very noticeable, even dramatic. Their ability to move and their damage output pretty much crater and your dom can really "dominate" enemies at that point. I didn't want to be discouraging about thorny assault earlier. But, Moonsheep's experience and my own with thorny assault line up. It doesn't do great damage. It's also a bit hard to reach the ceiling of what the set can do because the cones can be difficult to line up well, at times.
  13. If you opt for ice control then vigor or cardiac alpha incarnate can be a good choice to better manage endurance. Vigor would generally be my choice over cardiac, for ice control, because the accuracy boost from vigor allows for more flexible slotting for IOs.
  14. Ice Mastery seems most easily re-colored to represent glass. The function of different ice mastery powers could be argued to be the function of glass, as well. To fix a potential mis-perception, ice control does not have a stealth power. Illusion does, though. Perhaps illusion control could be re-imagined as the effects of using mirrors and other types of glass to confuse, debuff, and control others.
  15. One commonly available choice could be to put 2 (superior) frozen blast IOs into the AOE immobilize power, if it has been taken. Often just 2 (superior) frozen blast IOs are all that's needed for an AOE immobilize power, depending on what role they play in your build. Frozen blast IOs that boost accuracy and endurance would generally be good enough for such powers, although you may sometimes want % damage increased as well (ie: perhaps for roots and for fire cages). That way you may avoid losing recharge or any noticeable amount of damage, while still hitting a 50% benchmark for slow resistance. A sample build with 50% slow resistance is provided as one potential approach to minimizing losses from slotting slow resistance. Dominator (Gravity Control - Radioactive Assault - Psi Mastery),Vigor alpha.mbd
  16. It may be worth mentioning that it tends to be helpful to have some amount of recharge / movement debuff resistance somewhere in the build (ie: slow resist, which usually reduces incoming debuffs to both recharge and movement). As a potentially reasonable benchmark, 50% slow resist seems to be noticeably effective at protecting against having permadom fail due to recharge debuffs, while also not costing a lot in terms of slots, defenses, or global recharge. The kind of content run and the usual level of enemies relative to a player's characters can significantly influence preferences for cold / recharge debuff resistance. Some may feel that it is unnecessary to bother with slow debuff resistance, while others want noticeably more to 50% slow debuff resistance. Typical sources of slow / movement debuff resistance include Winter sets (usually only 2 or 3 IOs from a winter IO set are needed in a single power to boost resistance against incoming recharge / movement debuffs), the unique slow resist IO in the Winter's Gift universal travel IO set, and some endurance modification sets.
  17. Doh! I never knew that and I obviously misread your post. My apologies. I went ahead and hid the earlier post. It didn't contribute to the thread, after re-reading your earlier post.
  18. There are (of course) multiple reasonable choices for a build. Hopefully what's attached here provides a helpful beginning point. Dominator (Mind Control - Radioactive Assault - Psi Mastery),Vigor alpha,v2.mbd Dominator (Mind - Rad - Psi).pdf
  19. Below are a few "not immediately obvious" things about /energy that might help to strengthen your blaster's build if you decide to choose /energy as your blaster's secondary. Energize makes it extremely difficult to run your blaster out of endurance unless recovery has been substantially debuffed. It offers very good stun protection of -8.3 mag. Consider slotting energize with either 5 panacea IOs or all 6 preventive medicine IOs for a noticeable heal and regen boost whenever you cast it. Your blaster can shrug off chip damage with energize well slotted with heal IOs. Also, remember to be proactive casting energize because if mezzed your blaster cannot cast energize until mez wears off. It is very easy to perma energize, which makes it noticeably easier to keep it always active. Power boost is worth hitting before energize, when you can, because power boost enhances the heal and regen gained from casting energize. So, set the icons for those two powers next to each other in a power tray. Perma power boost when you can because it has another very helpful buff that's described further down. It helps to take energize together with combat jumping and acrobatics. Combat jumping offers -8.3 immobilize protection, which is quite good. Acrobatics provides -9 mag knock protection and -2 mag hold protection. Hold protection of -2 mag doesn't protect against many holds used by mobs. But, when power boost is active the hold protection of acrobatics climbs to -3.57 mag protection, which means you'd like power boost to be as close to perma as you can get it. You can still have multiple holds on your blaster and end up held. But, good defense totals can reduce the frequency of that scenario by quite a bit. Then you only have sleep and confusion to figure out how to manage for mezzes that interfere with your ability to control your blaster. The blaster unique IO that offers resistance to mez is a good choice for further help with protection against mezzes. A couple of break frees in your inspiration tray can serve as your "fall back" for those occasions when mez breaks through anyways. Finally, the clickies in /energy are fairly easy to maintain because you can click them as you transition between groups. Boost range will only sometimes be relevant once combat has been joined. So, you can often forget about boost range while battles are in progress.
  20. Was hoping somebody else would post earlier to learn more about the answers to the questions you're posing; understanding the procs you're wondering about and how to put them to their best use, in particular, is still very much a work in progress for me. The illusion primary would probably put the soulbound proc to its best use with three phants fighting a high percentage of the time. Not sure, for dark control, whether the soulbound proc is better in the wolf or in haunt. Stony in earth control or Jack in ice control are the obvious targets for their respective control sets. The imps in fire control can put the soulbound proc to very good use given that there are three of them and they attack fairly fast. So, as long as they're staying alive well the soulbound proc would be great in them. If the imps prove fragile, then of course the soul bound proc won't help much. When it is proccing, and especially when it stacks with itself, which it can when slotted into a skill that provides multiple pets at once, such as illusion's phants, the soulbound proc noticeably increases damage. The fiery orb proc can go well in roots or fire cages, for example, as long as you cast it often; you'll want multiple fiery orbs out to notice a difference in AOE damage and to serve as aggro magnets. IIRC a control effect needs to activate for it to cast, and so just as for the AotD +damage proc the fiery orb proc works best in powers that reliably activate control effects. The AotD proc works best in powers that will proc it often, but without the +recharge substantially lowering damage for the power in question. Stacking the AotD +damage proc 2-4 times is a good target, which means single target attacks with noticeably slow recharge may not be the best choice for the AotD proc, in general. A plant / psi / psi build is attached with a sample of how AotD might be slotted into a power (subdue) that IIRC has an 80% chance of inflicting a mag 3 immobilize on mobs (so, frequent control effect activation, even if not 100%). As slotted subdue should trigger the AotD +damage proc about 52% of the time that subdue is cast. So, with a recharge time of 2.84 seconds it can be spammed and the AotD damage proc can stack about 1-3 times, perhaps(?) settling in at fairly close to an average of about 1.5 stacks at a time. A reasonable alternative for the AotD proc is to slot the whole AotD set into a slower recharging control power for the set bonuses and just treat the proc like a bit of bonus damage. So, for example, the entire AotD set can be slotted into stalagmites for earth control, providing an occasional, single stack of the +damage proc and otherwise just providing good set bonuses. Dominator (Plant Control - Psi Assault- Psi Mastery).mbd
  21. Did you try fearsome stare as an opener? Slotted for -to hit it'll inflict about -17ish% to hit, which IIRC gets cut to close to 8% to hit against +3 mobs. Also, mobs will tend to stand still and shake until you attack them. It has a range of 70 feet, fires in a 45 degree angle, can affect up to 16 targets at once, despite being a cone. It's an effective opener even against large spawns that are fairly dispersed in where they're standing. Also, shadow field inflicts -15% to hit and functions a lot like volcanic gasses. You can reasonably slot it for hold and/or for -to hit. It's good to drop that down a shaft that has a spawn at the bottom before heading down. Your experience with the pets was similar to mine. I couldn't keep them alive against pylons. FWIW it seems like you have ice control really well figured out for how to get it to perform near its ceiling for control capabilities. You may be in a similar place with me regarding dark, by which I mean you're still learning how to get it to perform near its ceiling. Creative use of the confuse power is probably part of getting there and that may be part of where I'm currently falling short in how I put dark control to use. Edit: Forgot that the OP mentioned speed runs as being a particularly fun challenge. If speed running is highly desired then it might be hard to do better than plant / fiery / fire. Most spawns--and even most AVs--get erased so fast in speed runs. Having seeds for those relatively few instances when near-instant spawn deletion can't happen would help and having creepers splitting aggro and multiplying the number of tentacles as enemies drop in droves near creepers would help the team. Single target damage for fiery assault is top tier among dom secondaries and it can all be delivered from the same place as seeds (ie: from range). Both fireball and rain of fire from flame mastery have 16 target caps for even more AOE destruction, for those occasions when that would help. Heat metal can further buff team damage when hard targets are on the screen.
  22. Those are good benchmark totals, especially for your first attempt at putting together your dom. One factor that helps pylon times (and AV / GM fights) for psi assault characters is that the -regen for drain psyche is so high that it noticeably impacts regen for AVs and GMs even with AV resists and purple patch effects in play. With the assault set and mastery as chosen, any of the primaries you're considering can go well. The best choice probably has a lot to do with the kind of content you'd like to run. If you're joining PUGs and not trying to run extreme content then plant would provide the smoothest ride. You can solo most things quite well with plant as the primary and you'd speed up teams as well. You can exemp down very well with plant because seeds is available so early, as well. I ran a fire / psi / ice dom for quite a while and found it very capable. I leaned defensive with incarnates (barrier core T4, melee core hybrid, all the passive accolades and all the relevant clicky accolades) and found that dom could reliably facetank Rom and most other AVs in +4x8 runs. He did have difficulty in extreme runs when trying to facetank Rom (+4x8, extra damage for enemies, no inspirations, no temp powers, ...). But, that's not surprising. He was effective in shortman runs for ITFs (ie: 3-5 players) because he could tank EBs and the AVs well and damage was very good. A dom duo I tried for the Tin Mage TF didn't go as hoped because of the endless ambushes and Director 11's penchant for endless running. We ended up abandoning that run. So, the build does have its limitations. Edit: Perhaps it's good to mention that fire / psi / ice wouldn't be the best choice if soloing AVs was important to you. That dom could facetank AVs while on teams, given that other teammates would be helping out in various ways. Earth / psi / ice would also be very capable. Very strong on controls, of course, with earth as the primary. Also, if you take animated stone you can keep him alive easier than other pets because he is naturally tough, plus he has a taunt. If you'd like to more fully explore how Stony can be kept alive then posts by Frosticus are a good resource. Dark is a really good survival set and the confuse opens up new options for the kinds of content you can solo (see Voltak's post and videos for more about that, if you'd like). It couldn't be considered a bad choice. It's more a matter of if you like the feel of the set. I don't understand it very well and have always struggled to get it to perform near its ceiling. So, I'm not the best for providing advice about how to do that.
  23. The OP's summary of things learned seems accurate overall. A few thoughts to consider ... Energy assault doesn't have particularly good AOE damage. But, just like for multiple other ATs it offers very strong single target damage. Also, fiery assault doesn't need a lot of procs to produce top tier single target damage, which allows for slotting to focus more on set bonuses. That can be a good thing. The +damage unique IO has the potential to boost damage, especially when put into a power that recharges often enough to have 2-3 stacks most of the time. But, sometimes it's not the best choice. Set combinations that don't incorporate the +damage unique IO can usually still do very good damage, especially when procc'd out. And, the +recharge attached to the +damage IO can mess with proc rates for the power in which is slotted. So, if trying to min-max then it can be useful to compare "with the +damage proc" and "without the +damage proc" slotting in the single target damage chain to see which works better. Also, regarding mechanics, the percentage chance of a control being enacted by a power seems to be important when choosing in which power to put the unique +damage IO from the ascendancy of the dominator set. So, for example, IIRC the AOEs atom smasher and psy shockwave have a 20% chance of stunning when cast. Also, IIRC when the unique +damage ascendancy IO is put into those powers the game engine will only check to see whether or not to trigger the +damage IO when the stun activates. If that's true then procs won't be a frequent occurrence in powers that have a smaller chance of activating a control when they're used. One set of combinations I've never really explored, but that has good potential for teaming, would be to pair sonic assault with primaries and perhaps masteries that offer AOE confusion powers and perhaps defense debuffs. The -15% mob resistance aura for sonic assault has a 15 foot radius and is a noticeable boon for teams when a sonic dom is fighting in melee range. The -resist aura in sonic assault will be even stronger when that dom is confusing enemies, and even stronger still when confused enemies also have their defenses debuffed. Since sonic assault has a "power up" style power that boosts defenses and other things, as well as damage, which means it can support very high defenses the same way as dark assault, energy assault, ice assault, and earth assault. A few example powerset combinations could be ... earth control (debuffs defense) / sonic assault (debuffs resistances) / psi mastery (confuses mobs in melee range) plant control (confuses) / sonic assault / fire mastery (heat metal for tough fights, plus up to 2 good AOEs) gravity control (wormhole mobs into range of the -resistance debuff) / sonic assault / psi mastery (confuses mobs in melee range) There seems to be at least some overlap between the OP's most liked sets and the combinations here. These could be worth exploring because they might meet a lot of the benchmarks outlined earlier and they'd be great on teams.
  24. Following up, you could put together any primary you like with any secondary you like and come up with an effective build. Not totally sure what would "tip the scales" toward one build or another for you. So, I'll add in a handful of Mids files, give some brief commentary on each build, and perhaps something will catch your attention. Or not, all good either way and good luck to you however you decide to move forward. On a related note, Frosticus has some interesting builds for earth / psi doms. Voltak has some interesting builds for dark / dark. Mezmera has some interesting builds for energy assault, with different primaries. All of these builds are thoughtfully put together and mechanically very effective. Also, perma hasten doesn't seem to help doms as much as it does for at least some controller builds. Perhaps I'm wrong, though, and one or more others will post awesome perma-hasten dom builds. I'll be taking notes for my own doms if one or more of those appears. Earth / ice / fire dom ... My personal favorite these days. Defenses are higher end for a dom. Very strong for AOE controls and also bring solid debuffs to a team with substantial amounts of slow, -recharge, -defense, and -resistances, plus a bit of -damage in chilling embrace. Very good build for leading PUG teams in most content. But, not a great choice for soloing a broad spectrum of AVs, in case that's important. Regarding numbers, does about 260 single target DPS in pylon testing and can safely clear a trapdoor run (not fast, but still quite safe). AOE damage is reasonable, with two "regular" AOEs and a damage aura also chipping in more AOE damage (about 12 DPS from the damage aura). Reasonable damage overall, even if not the most damaging dom build out there. To check out the defense totals toggle on "power up" and "unleash potential" and consider that you'll want to cast "power up" before "unleash potential" when you can. With barrier running most of the time and melee core hybrid running quite a bit, this is a sturdy dom. Add in a few clicky accolades like "Geas of the Kind Ones", etc, and this build has high end "peak survivability" when needed. Edit: It may be worth mentioning that this build has done well in several 2* and 4* ITF runs. Despite spending the substantial majority of time fighting in melee, defeats have always been below average for the team as a whole and 2 defeats is the highest defeat total for any single * content run so far. Teammate quality is a VERY big part of why defeats have not been common and luck is also relevant. But, the build itself is partially responsible because high "peak survivability" options are so helpful in * content. Heat metal earns its keep on these kinds of runs by noticeably boosting team damage in hard fights, although controls and debuffs other than those provided in heat metal are also impactful. Ice / psi / psi dom ... This is a bit of an unusual build. It really messes with mob AI because of three different confusion sources (2 auras and a proc). So, it's hard to assess how well the build survives just by looking at it "on paper." Having tried this kind of build my sense is that it is highly survivable in the clear majority of content. Through the use of procs single target damage is in a good place. To get good AOE out of this kind of build enflame will need to be placed well. But, you may already be very familiar with how to get the most out of enflame and even if you're not then it's a skill that can be acquired through experience, if you like the build. Gravity / radioactive / psi dom ... This build has much better damage and has noticeably quicker animations than many may initially expect. It can clear 300 DPS against pylons without breaking a sweat. The heal in rad assault is still useful even without devastating blow. World of confusion helps when using wormhole because you can drop mobs on your dom and then confuse them, with contagious confusion procs helping this out quite a bit. The -defense in rad assault helps to make world of confusion more impactful. Also, world of confusion complements the two direct damage AOEs in the build (enflame and atom smasher) and brings AOE for the build to a good place. Celtic Sorceress, Danu O'Donnell - Dominator (Earth Control - Icy Assault- Fire Mastery),v2.mbd Dominator (Gravity Control - Radioactive Assault - Psi Mastery),Vigor alpha.mbd Dominator (Ice Control - Psi Assault - Psi Mastery).mbd
  25. Here's a thread that has a great deal of reading, but also quite a bit of helpful information about the kinds of performance benchmarks you've been thinking about.
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