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Everything posted by Voltak
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I did post the build and it's in another thread. Now, let me clarify, I have 3 builds and another one on stand by depending on wether I need it for some things. If you see the videos, not all powers are the same to do every thing I have posted. Some builds were identical, only some.
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I am fully aware of this. Frankly, I do understand this is a very complex issue. IF I had to turn back time, I would have this AT not exist in the game. It is inviting a plethora of challenges Those challenges are not only in CoH but in every game similar with RPG, the range character who also commands powerful defensive armors... It's a balance nightmare. I just would not touch it. I don't want to get involved with that as a player either.
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I understand the price But the price is a way of reflecting consequences of heading one way. Range dmg plus armor sets ... that's VERY complicated to consolidate in most games already, this or other games I can name here. I understand the price so well that I don't touch the AT because w/e this AT aims to do, others do it better.
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Yes, my opinion, what I think about sentinels - should be avoided. I have a better SR style Sentinel in my Fortunata, if I wanted to compare a psi blast with a defense armor set. In that case a Fortunata will blow the Sent out of the water. Really, if I wanted to play a character similar to a Sent, I log in and play my Fortunata. That's perhaps the biggest reason I never cared to make a Sent. If you want a sturdy or hard to kill blasting character, go play a Time or Dark Miasma or even a Sonic Resonance Corruptor or Defender. You can even build a Kinetics corruptor to be sturdy or hard to kill You can build a storm corruptor to be sturdy or hard to kill I understand Sentinels - range dmg toons with armor, and if players were asking for that kind of character, then they got it. There's a price to pay for that. My respectful recommendation is to just avoid the AT altogether and play something with more dmg and you can then use IOs and the power sets to make it sturdy or harder to kill.
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issue 27 Focused Feedback: Symphony Control
Voltak replied to The Curator's topic in [Open Beta] Focused Feedback
I agreed with your evaluation and your thoughts on Symphony control regarding Doms (you wrote that out in Discord) On dominators the set is just sub-standard, especially if grinding it from lvl 1. Plenty of insps and keeping it at +0 is the way to go BUt on a controller... I also agree with everyone here. On a controller Symphony control shines thanks to the secondaries available Trick Arrow Storm Traps Nature Just great -
The ceiling of what you can do solo with an Illusion/Dark troller is lower than what you can do with a Dark/ Dominator, especially if inspirations and outside buffs are taken out. However, I do suggest you use this Illusion troller to learn the ropes and improve your tactics and strategies as a player The reason is that no matter what build or power set combo you use, if you don't have the skills, you are not going to reach those higher levels of difficult stuff to do solo. Get as much practice as you can and push yourself more and more every time. It will reward you
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You can get debuffs from your lore pets regardless of AT. Also, in the case of Doms, you can recruit nearby enemies to help you kill the GM. When I solo'd the LR SF with my Dominator, I had to deal with Kronos. Gunslinger Boss or EB helped me tremendously with DMG. I possessed him until Kronos died. Longbow pets provided the 500% regen debuff and also the resists debuffs. He was killed successfully.
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Actions speak louder than words Deeds have heavier weight than rhetoric So I will just leave this right here. Now you find me another AT that has actually verifiably done ALL OF THE DEEDS BELOW -- ABOVE -- That was a lvl 54 CARNIES AV, not only did the Dom clear the whole map using NO INSPIRATIONS at 54x 8, but then he solo'd the AV lvl 54 at the end as well. USING NO TEMPS, NO P2Ws, NO EVENOM DAGGERs, nada. DID NOT DIE one single time. ABOVE - ITF 54x8 , solo, NO INSPIRATIONS allowed, NO TEMPS, NO P2W, no envenom daggers, NO DEATHS. ABOVE - LR SF , SOLO , 54 x8 , NO INSPS, NO TEMPS, NO p2w, no deaths, no envenom daggers The ONLY AT in the entire history of the game TO VERIFIABLY DO THIS. ABOVE -- SOLO Vs 54x8 Carnies , USING NO INSPIRATIONS, NO TEMPS, no P2W, no deaths ABOVE -- Soloing one of the most difficult AVs while down in the lvl 20s NO TEMPS, NO ENVENOM DAGGERS, NO P2W I can keep going but this will suffice.
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Demonstration of the superior control instruments available to Earth. Video showcases the dominator controlling a group by itself while the team handles another one in another room as well as other scenarios. Some light commentary included to explain how or when I used some powers. The build is below. Notice that prior to the changes to sleep, I was using Water Spout. After the changes to sleep, when sleep became an auto-hit power, I replaced Water Spout for the sleep. Sleep has a lot of useful applications especially in some TFs after 50. GeoAtomica MoITF build: Level 50 Magic Dominator Primary Power Set: Earth Control Secondary Power Set: Radioactive Assault Power Pool: Speed Power Pool: Flight Power Pool: Concealment Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Fossilize -- 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: Neutrino Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Contaminated Strike -- Hct-Acc/Dmg/Rchg(A), Hct-Dmg(48), Hct-Acc/Rchg(48), Hct-Dam%(50), Hct-Dmg/EndRdx(50) Level 4: X-Ray Beam -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17) Level 6: Quicksand -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(17), PcnoftheT-Acc/EndRdx(19), PcnoftheT-Rng/Slow(19), PcnoftheT-EndRdx/Rchg/Slow(21), PcnoftheT--Rchg%(21) Level 8: Salt Crystals -- CaloftheS-Acc/Rchg(A), CaloftheS-EndRdx/Sleep(33), CaloftheS-Acc/EndRdx(33), CaloftheS-Sleep/Rng(34), CaloftheS-Acc/Sleep/Rchg(34) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 12: Stalagmites -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprDmnGrs-EndRdx/Rchg(23), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprDmnGrs-Rchg/Fiery Orb(29) Level 14: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(34), Rct-ResDam%(36), Ksm-ToHit+(48) Level 16: Fly -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A) Level 18: Earthquake -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg/EndRdx(25), DmpSpr-ToHitDeb/EndRdx(27), DmpSpr-Rchg/EndRdx(31), DmpSpr-ToHitDeb/Rchg(33) Level 20: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(39) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResKB(39), RctArm-ResDam/EndRdx(43), RctArm-EndRdx(43), RctArm-ResDam(46), RctArm-ResDam/EndRdx/Rchg(46) Level 26: Volcanic Gasses -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(37), BslGaz-Acc/Rchg(37), BslGaz-Rchg/Hold(37), BslGaz-Acc/Hold(46) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(31) Level 30: Radiation Siphon -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/Heal(31), TchoftheN-Heal/HP/Regen/Rchg(36) Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-Dmg/EndRdx(40) Level 35: Proton Volley -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Dmg/EndRdx(42), StnoftheM-Acc/Dmg(42), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dam%(43) Level 38: Fusion -- HO:Membr(A) Level 41: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(45), RctArm-EndRdx(45), RctArm-ResDam/EndRdx/Rchg(45) Level 44: Afterburner -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Phase Shift -- EndRdx-I(A) Level 1: Domination 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 -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Prv-Absorb%(40) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Agility Core Paragon Level 50: High Pain Threshold Level 50: Invader Level 50: Born In Battle ------------
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I was part of the original groups, Repeat Offenders. We had full teams of Radiation Defenders We had full teams of Empathy Defenders (extremely powerful and unkillable in the days of only SOs) We had teams of Dark Miasma One of the best days was mixing Half Empathy and Half Dark Defenders. Nothing had a chance and back then MAX difficulty settings were much more significant since we only had SO enhancements. We had rolling nukes that were incredibly nasty The full team of Faithful Fans of Fallout, was 8 stacks of AM, 8 Stacks of enervating field, Venegeance , then we all hit Fallout. AVs you could see half their health gone in one shot, and back then we already figured out the Radiation/Sonic combo After fallout, we just nuked our T9s. It was ridiculous
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As an ITF expert, small teams and soloing, I second what @Linea said. Experience says that the amount of regen debuff will contribute more to your dmg needed to kill the AVs. 1,000% regen debuff is not exactly that. After the AV resists, you are left with a smaller portion. Cold does not have any power with that. Cold has, before resists , 500% Radiation does have powers that will give 1,000% and after the AV resists you are still left with a good portion to use so you can kill the AV. Sonic's DPA is stronger with new release, and therefore a stronger DPS. It is still a 44% resists debuff outside of the Nuke which can get you a total of 60% debuff on resists. A stronger/higher DPS is a big deal. Radiation has more resists debuffs and when you add all of that, it is a remarkable difference. I have solo'd the ITF at 54x8, no inspirations , no temps, no P2w, no temps. The only problem and it is a HUGE problem is part 2. But once you make it past part 2, then Part 3 and 4 are the easiest by far on an Empth all, or almost all, else because the Heroes will be the ones killing the AVs and you just have to keep them alive and you will for sure.
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Sure thing Here This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Guardian Sinaptico: Level 50 Magic Defender Primary Power Set: Electrical Affinity Secondary Power Set: Electrical Blast Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Rejuvenating Circuit -- Prv-Heal/Rchg(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal(5), Prv-Absorb%(5), Prv-Heal/Rchg/EndRdx(7) Level 1: Charged Bolts -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(11), SprDfnBst-Rchg/Heal%(11) Level 2: Lightning Bolt -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(13), SprVglAss-Dmg/EndRdx/Rchg(13), SprVglAss-Acc/Dmg/EndRdx(15), SprVglAss-Rchg/+Absorb(15), SprVglAss-Acc/Dmg/EndRdx/Rchg(17) Level 4: Galvanic Sentinel -- SynSck-Dam/Rech(A), SynSck-EndMod(42), SynSck-EndMod/Rech(43), SynSck-Dam/Acc/End(43), SynSck-Dam/Rech/Acc(46) Level 6: Energizing Circuit -- SynSck-Dam/Rech(A), SynSck-EndMod/Rech(17), SynSck-Dam/Rech/Acc(19), SynSck-Dam/Acc/End(19), SynSck-EndMod(21), SynSck-EndMod/+RunSpeed(50) Level 8: Faraday Cage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(21), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(23), RctArm-ResDam(25), RctArm-EndRdx(25) Level 10: Ball Lightning -- Artl-Acc/Dam(A), Artl-End/Rech/Rng(31), Artl-Dam/End(31), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(33) Level 12: Empowering Circuit -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--Build%(29), GssSynFr--ToHit/EndRdx(31) Level 14: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), Rct-ResDam%(36) Level 16: Shock -- Acc-I(A) Level 18: Fly -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A) Level 20: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(34), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(39) Level 22: Hasten -- RechRdx-I(A) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def/EndRdx/Rchg(36) Level 26: Insulating Circuit -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal(40), NmnCnv-Regen/Rcvry+(40) Level 28: Boxing -- Acc-I(A) Level 30: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(37), RctArm-EndRdx(42), RctArm-ResDam/EndRdx/Rchg(42) Level 32: Amp Up -- RechRdx-I(A) Level 35: Voltaic Sentinel -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-Dmg/EndRdx(45) Level 38: Thunderous Blast -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(43), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-+FireDmg(48) Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50) Level 44: Scorpion Shield -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/Rchg+(48) Level 47: Defibrillate -- RechRdx-I(A) Level 49: Aim -- HO:Membr(A) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Agility Core Paragon Level 50: Clarion Radial Epiphany Level 50: Support Core Embodiment ------------
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issue 27 Focused Feedback: Symphony Control
Voltak replied to The Curator's topic in [Open Beta] Focused Feedback
I think it's going to be especially good on controllers who are storms, among others perhaps. I think Symphonic/Storm will give the top dmg dealers a run for their money : Fire/Storm and Plant/Storm, Illusion/Storm. [Referring to Lvl 50s, all decked out and incarnated). Symphonic is all about dmg and few hard controls and as such it will be perfect for Storm. -
issue 27 Focused Feedback: Symphony Control
Voltak replied to The Curator's topic in [Open Beta] Focused Feedback
Thanks I get you. What I am referring is that you say "Many of us who have tried it do not feel it as bad as you are making it out to be. " But before that , you say " I admittedly boosted all my Symph toons to level 40, so yes, I have not yet tried the set leveling up and I'd be lying if I said I hadn't thought of that concern too. I will have to see about trying one from scratch to see how it plays ..." So, how can you feel one way or another about what I am saying if you have not tried it nor tested it, tested specifically what I am saying. In this case, it would be you doing the speculating. Right? Also, again, I don't need to answer this for myself. I already know , I already seen, I am asking those questions to the Developers, and I am asking on behalf of all players who will face these issues or questions. I hope we understand each other now a lot better. Peace -
issue 27 Focused Feedback: Symphony Control
Voltak replied to The Curator's topic in [Open Beta] Focused Feedback
I am not asking for myself. I am speaking on behalf of anyone and everyone who might experience what I see. Thanks for reading again what I wrote. It is important to address or respond but to respond specifically what I am addressing. Since you went straight to 40, I respectfully say to you, that you missed everything I am addressing. I recognized you admit to this. But you say "many of us have tried it and do not feel it as bad as you are making it out to be", you say that AFTER you admit that you have no experience dealing what I am addressing. So please refrain from commenting or making statements that it's not like I said since you admit you have no experience dealing with what I am saying. Do you have an inclination to disagree with me no matter what I say? Is there any part of you that tells you I may have a very good point here? My suggestion is to experience this yourself. Every set has to be measured this way since I am trying to judge it as a whole not just a finished build and all IO"d at 50 since those characters are just totally different. Handshake. -
issue 27 Focused Feedback: Symphony Control
Voltak replied to The Curator's topic in [Open Beta] Focused Feedback
The issue is what to do before the Stun and how ? What to do outside of IOs , tricked out, super decked out builds? You feel me? How much can you take on before the stun is available , how smooth of a solo ride, what instruments do you have and options so you can decide how you proceed ? That's what I am getting at. So, let's focus on before the AOE stun is available to you, ok? Also, are we abusing inspirations to make up for the holes in our controls? So, do we take 1-2 purples and open the groups before the AoE stun is available ? Can you feel what I am getting at? Now , let's talk about after the Stun is added as one of your powers, and before lvl 33, cool? Ok, now, after the Stun is used and it is on cooldown, what else do we have? Do we just wait until it is back up to open up a group? Listen, for content, EASY content, I am sure I can make anything work if I have free access to all the tools in the game -- temps, inspirations, p2ws, and so on. But that's not how I am measuring this. Thanks for the time to read and respond If you read my post carefully, I said that this is a different discussion once all IOs are taken in and defense is cap'd and before incarnates are taken to fill what else you may have to do. I hope you get a feel for what I am saying -
issue 27 Focused Feedback: Symphony Control
Voltak replied to The Curator's topic in [Open Beta] Focused Feedback
Captain Powerhouse, I appreciate the response. I also appreciate the work and effort all of you put into the game for us, and all players who might come back to the game or be introduced to it in the future. I certainly understand I will share your hope to make something different. As of right now every power set in the category of “control” is different. I have some questions which I think are important to answer to evaluate the set, performance, and utility from the use or from the perspective of a dominator, even a dominator starting from level 1 and who will grind the character all the way to 50. 1) How viable is this to solo as a dominator? 2) How many instruments or tools are available to place the enemies under control, to reliably and safely (most important) open contact with enemies, and then proceed to attack the enemies are dominated or controlled ? 3) Did you design the set to center around one core hard control? Is your AoE stun this hard control that the set revolved around? Was this set tested to grind with from 1-50 solo , or even just to lvl 33 or so ? 4) How willing are we to the notion that improvements can be made and things are probably not optimal? As a dominator player with extensive experience, playing them since CoV back in live, back in 2005-2006, and reviewing this set as it is, here is my feedback: 1. From my standard that opening a group with a dominator should foremost (for the same of safety) be done with a hard control to avoid retaliation of any kind, this is not a viable dominator control set to solo with while grinding. I t is lacking at the early levels a way to safely engage a group in your pursuit to dominate or control them. I am keeping in mind that Dominators have no secondary sets that provide them safety or mitigation. So this whole feedback does not apply to controllers as much. The only power as of right now to engage the groups in the pursuit to control them first and then to attack them safely is the AoE Stun , if it hits. But that power comes in quite a bit late in the journey. Because of this, in comparison with other sets, as a viable solo set, according to my standards, this set is lacking. Granted, once 50 and once with IOs and soft cap defenses and so on, the whole thing is susceptible to another review and opinion. No question there. 2. On point number 2, refer to my answer above regarding the first issue. I understand the team is looking at the sleep issue and reaction to dmg. While grinding your only option here is the sleep , attack single targets, or sleep, then fear, attack single targets and if another group is aggro’d or patrolling, and the sleep or fear are on cooldown, you must remember you have no hard AoE controls until you get the stun later, much later. 3. If you designed the set to all focused and built around the Stun, I can understand that and I can support that , of course. But I suggest you do this in the same way plant was built. The whole plant control set fails or is successful on Seeds. Take seeds out and plant is worse than even Symphonic if I judge it with the criteria above. So, to that end, I suggest that you move the AoE stun earlier and you reduce the cooldown by a lot. That way the whole set will reflect, more than before, that it is focused or developed to function around the key AoE stun, the key for making the whole set come together for a strong control set, in terms of pure control (not dmg) or the foundation of the whole control set. Other sets don't have ONE power upon which the whole set is based, I can name them here but that will detract and I don't want that. But there is a set whose whole foundation is one power which makes the whole set a strong one for "control". So it's a good idea if that's the route we the players want to approach the new set created. 4. Even with your intent to design Symphonic, you can keep it loud in theme, and still have the Confuse power not aggro or not do any damage. You have the effects of the power be loyal to the theme of the set. That still does not place a need for the confuse to do dmg. This is true if you do not move the Stun to much earlier levels and reduce the cooldown. Even if there is no rule for single target confuse to be no-notify, they still work way better when they are no-notify in terms of utility for opening contact with enemies safely. Want it to be different and loud? How about this idea? The music or melody is so enticing that when neighboring enemies to your target hear the melody or sound , there is a chance the ST confuse will also be so contagious that they will also be confused, limited the target cap to this effect to just one enemy. You don’t need to cause it to aggro. I hope we keep the players who are grinding in mind. Especially players who will have a hard time to fully IO their characters and make them really powerful with IOs. I write all of this with much respect to you and for the pure love of the game and love of dominators. Sincerely, Voltak -
Dark/Dark Dominator in a trio with another pair of doms. Tin Man trial at max difficulty settings, NO inspirations, no temps, no P2W, no deaths. 20 mins is still fast for very small team of 3. Sometimes I have to dust him off and remember how fun this dominator is. Here is a build, good for a good chunk of game content. (Not the build I used to solo LR SF, nor solo the ITF at 54x8, no insps, no deaths) This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Proc build for dark dark dom: Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Dark Assault Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Soul Mastery Villain Profile: Level 1: Dark Grasp -- 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-Rchg/+Dmg%(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(39) Level 1: Dark Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(11) Level 2: Smite -- Hct-Dmg/EndRdx(A), Hct-Dam%(48), Hct-Acc/Rchg(48), Hct-Acc/Dmg/Rchg(50), Hct-Dmg/Rchg(50) Level 4: Gloom -- Apc-Dmg(A), Apc-Dmg/EndRdx(15), Apc-Dam%(17), CldSns-%Dam(17), CldSns-Acc/ToHitDeb(19), GldJvl-Dam%(19) Level 6: Possess -- CrcPrs-Acc/Conf/Rchg(A), CrcPrs-Acc/Rchg(21), CrcPrs-Conf%(21), CrcPrs-Conf/EndRdx(23), CrcPrs-Conf(23), CrcPrs-Conf/Rchg(25) Level 8: Fly -- WntGif-ResSlow(A) Level 10: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(25), CldSns-Acc/Rchg(27), CldSns-ToHitDeb/EndRdx/Rchg(27), CldSns-Acc/EndRdx/Rchg(29), CldSns-%Dam(29) Level 12: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Ksm-ToHit+(31) Level 14: Heart of Darkness -- Erd-Acc/Dmg/Rchg(A), Erd-%Dam(31), FuroftheG-ResDeb%(33), Arm-Dam%(33), Erd-Acc/Dmg/EndRdx/Rchg(33) Level 16: Gather Shadows -- RechRdx-I(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 20: Engulfing Darkness -- Erd-Acc/Dmg/Rchg(A), Erd-%Dam(34), Erd-Acc/Dmg/EndRdx/Rchg(34), CldSns-%Dam(36), ScrDrv-Dam%(36) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36) Level 26: Shadow Field -- BslGaz-Rchg/Hold(A), BslGaz-Acc/Rchg(37), BslGaz-EndRdx/Rchg/Hold(37), BslGaz-Acc/EndRdx/Rchg/Hold(37), BslGaz-Acc/Hold(39) Level 28: Life Drain -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/Heal(42), TchoftheN-Heal/HP/Regen/Rchg(50) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), Rct-Def(40) Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(42) Level 35: Moon Beam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(42), StnoftheM-Dmg/ActRdx/Rchg(43), StnoftheM-Dmg/EndRdx/Rchg(43), StnoftheM-Dam%(43) Level 38: Midnight Grasp -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx(46) Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46), UnbGrd-ResDam/EndRdx/Rchg(48) Level 44: Stealth -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Phase Shift -- EndRdx-I(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(7), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13) Level 2: Stamina -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod(13), PrfShf-End%(15) 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: Nerve Radial Paragon Level 50: Clarion Radial Epiphany Level 50: High Pain Threshold Level 50: Born In Battle Level 50: Invader ------------