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Everything posted by tidge
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/seconded. Dominators will have much lower defenses. My Fire/Psi/Mind has Defenses in the 20% with perma Link Minds. IMO: The main difference between Dominators and Fortunata is that the Fortunata (either path) have a lot of good choices (including Power Pools) that build on each other, but with Dominators you are going to be at the mercy of your Primary/Secondary choices, and rely on the variety in the Epic/Patron pools to cover you. My Spines/Bio Stalker feels a little but like my (melee mayhem) Fortunata, minus the team support. On a finished build, the typed defenses are (generally) better than the positional defenses. /Bio offers some fun (IMO) PBAoE, but if you want true 'controls' you would need to leverage power pools. Obviously Stalkers are more geared to (single target) DPS but Spines/Bio moves pretty quickly with fast-moving PUGs.
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I have a Street Justice Scrapper with /WP and the later made a Stalker with StJ/SR. Ignoring the offensive differences: They have different defensive profiles, but at level 50, they don't play radically different for me. YMMV, as I haven't played either of them through a ton of what I'd call 'tougher' content like x8 Shadow Shard, full league Incarnates, fully boosted ITF, etc. SR is all about positional defenses, whereas WP will have better type defenses. My WP has better resistances across the board. SR gets its AoE Defense very late. I remember the /SR as achieveing quantum leaps in Defense values (while leveling) that I don't remember with the /WP Scrapper. Part of this is due to WP being able to slot Global +Def/+Res pieces immediately as level allows, but /SR has to specifically dip into the Fighting pool IIRC (Weave is unnecessary, as mentioned). SR can drop a Kismet +ToHit in an auto power, but WP only has toggles for it. WP can leverage it's Auto powers (Fast Healing, Quick Recovery) for certain %procs that SR has to dedicate slots in Health and Stamina to accommodate. Both secondaries can get perma-Hasten, if that is important to you. SR does it easier (because of the Defensive powers, natch)
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I agree that the Force Feedback %+Recharge would be essentially wasted in a Henchmen. My Thugs/Thermal MM does have that piece in the (Epic) Heat Mastery Bonfire... but as of now (pre-level 50, pre-massive set +Recharge) the recharge time on Bonfire is too long to make a significant impact, even with a 90% proc rate. Since it is an Epic level power for MMs, it is not going to be as reliable in level-scaled (i.e. low-level TF/SF) content. If the Global +Recharge is 'on the bubble', you can use a SG base crafting station to Increase Attack Speed at one hour intervals. I suggest that you such a crafting table in you base, and then either have a Vault or a storage rack near the crafting station to store the specific raw materials you want to use for that bonus.
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You've hit on what I feel is the design area on my build that has the most room for compromise/sacrifice. Thank you.
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The point about exemplaring below level 32 is certainly true, but because of the +ToHit from Invincibility, the primary use of the Kismet +ToHit is for the additional damage boost on Moonbeam, for the (common) circumstance of dashing from a recently defeated (in Melee) enemy towards a distant one... or hitting a runner. I'm less worried about the addition ToHit from Kismet for most exemplared content because of the +Accuracy from set bonuses (plus Build Up at low levels, even tho' Guassian's is a 20+ set). I certainly have been on PUGs that ran low level arcs at +N (for values of N>2), but those have been relatively rare. I should note: ToHit boosts do not boost damage on the Slow Snipes. The Kismet piece is one that I'd consider dropping, but I added it because I think it does serve a specific role (Moonbeam, plus boosted enemy content) and it is pretty much at the right place in the build (lvl 35) for those purposes. It is fun being one of few characters on a TF who can hit a Paragon Protector (not necessarily reliably, but not nigh impossible) after it has triggered Moment of Glory 🙂
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SUGGESTION: Add a taunt to Mastermind primary attacks
tidge replied to Kid_Gloves's topic in Suggestions & Feedback
I understand the intent behind the initial request, but I don't think all combinations of MM primary/secondary would appreciate this. It seems from the thread that not all players would either 🙂 -
And that's exactly why I slotted it with them! (pendantry alert: except I think it is their Tactics, not Maneuvers).
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On the topic of where the Gaussian's %BuildUp proc does fire: I've been playing with it slotted in my Thugs MM's T2 Enforcers. I also have those guys slotted with a %-Res and two %damage procs, so I like to think that when I see their %BuildUp firing (and it is often) that it is making up for me skimping on slotting more actual enhancements on them.
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It is true, but I don't think it is optimal. I am aware that there is disagreement on this particular question, but for this build and my playstyle I prefer to have the 90% chance of the extra BU firing when I click Build Up (which is available every ~25 seconds or so). As I wrote, I really like the 6-set bonuses from the Gaussian's and Reactive Defenses... I wouldn't ever put the 6-pieces of Gaussian's in Invincibility, so I'd have to come up with a radically different plan for slots and set bonuses to accommodate franken-slotting Invincibility. I'm not against it on principle, especially since Enhancement Diversification on Defense kicks in fast & hard. But... if I move slots from Invincibility to another defensive power, I'd have to move all 5 slots and then come up with extra slots just to franken-slot Invincibility. They could come from Build Up (many folks, including myself, have 'Build Ups' just 1-or-2 slotted) if I'm tossing the unique piece (%Build Up) elsewhere... if there is an argument beyond "dump the six slots in Build Up and Invincibility" just because I could make do with fewer slots (by sacrificing set bonuses), I want to read what I'm going to gain (besides not hitting the ToHit and Defense ED limits so hard). I'm not saying that I think my build is fine-tuned, but there is a balancing act there. Tough Hide can take Defense pieces, but then I'd have to give up Kismet (I want it in an Auto power) and reshuffe the Shield Wall global. Five pieces of Reactive Defenses plus a 5th LotG isn't terribly different but a 6th Reactive Defenses piece is better.
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I didn't use MIDS, the export was still Pines, but here goes. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! I'm reluctant to install Mids only because 30 minutes after I installed it (Dec 2020) my HDD PCB smoked!
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Invincibility is a very good spot for those HO. I wouldn't mind some extra ToHit, but I'm somewhat addicted to the 6-piece set bonus from Reactive Defenses (and also the 6-piece bonuses from Gaussian's), so I'm not sure how to trade off enhancement slots.
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I have a Street Justice / Willpower Scrapper. Our generally approaches don't seem radically different: I opted for Soul Mastery as the Epic pool. Slight more damage can be gained by using an Apocalypse %damage proc, but I wanted some type variety there. Our Defense & Resistance slottings are somewhat different. I may have slight overkill with the extra recovery. The blank slot in Quick Recovery holds the Power Transfer %+Heal IO. I invested 6-slots in Combat Readiness. Originally I had Provoke (Which I prefer to Confront in most circumstances) instead of Hasten. I don't pay that much attention to attack chain optimization... which is partially why on this character I went whole-hog for Recharge. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Scrappo: Level 50 Technology Scrapper Primary Power Set: Street Justice Secondary Power Set: Willpower Power Pool: Sorcery Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Heavy Blow -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Dmg/Rchg:50(3), SprScrStr-Acc/Dmg/Rchg:50(3), SprScrStr-Dmg/EndRdx/Rchg:50(5), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(5), SprScrStr-Rchg/+Crit:50(7) Level 1: High Pain Tolerance -- GldArm-3defTpProc:50(A), GldArm-ResDam:50(7) Level 2: Mind Over Body -- StdPrt-ResDam/Def+:30(A), StdPrt-ResKB:30(9) Level 4: Fast Healing -- Pnc-Heal/+End:50(A), Pnc-Heal:50(11), Pnc-Heal/EndRedux:50(11), Pnc-Heal/Rchg:50(13), Pnc-Heal/EndRedux/Rchg:50(13) Level 6: Sweeping Cross -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(15), Arm-Acc/Dmg/Rchg:50(15), Arm-Dmg/EndRdx:50(17), Arm-Dam%:50(17), Erd-%Dam:30(19) Level 8: Combat Readiness -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(19), GssSynFr--ToHit/Rchg/EndRdx:50(21), GssSynFr--Rchg/EndRdx:50(21), GssSynFr--ToHit/EndRdx:50(23), GssSynFr--Build%:50(23) Level 10: Indomitable Will -- ShlWal-ResDam/Re TP:50(A), ShlWal-Def:50(25), Ksm-ToHit+:30(25), LucoftheG-Rchg+:50(27) Level 12: Rib Cracker -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(27), SprCrtStr-Acc/Dmg/Rchg:50(29), SprCrtStr-Dmg/EndRdx/Rchg:50(29), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(31), SprCrtStr-Rchg/+50% Crit:50(31) Level 14: Mystic Flight -- WntGif-ResSlow:50(A) Level 16: Rise to the Challenge -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(33), Prv-EndRdx/Rchg:50(33), Prv-Heal/Rchg:50(33), Prv-Heal/Rchg/EndRdx:50(34), Prv-Absorb%:50(34) Level 18: Spinning Strike -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(34), Rgn-Acc/Dmg/Rchg:50(36), Rgn-Dmg/EndRdx:50(36), Rgn-Knock%:50(36), FrcFdb-Rechg%:50(37) Level 20: Quick Recovery -- PrfShf-End%:50(A), PrfShf-EndMod:50(37), Empty(37) Level 22: Maneuvers -- LucoftheG-Rchg+:50(A) Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39) Level 26: Shin Breaker -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(39), SprBlsCol-Acc/Dmg/EndRdx:50(39), SprBlsCol-Acc/Dmg/Rchg:50(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(40), AchHee-ResDeb%:20(40) Level 28: Heightened Senses -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(31), LucoftheG-Def:50(42) Level 30: Kick -- FrcFdb-Rechg%:50(A) Level 32: Crushing Uppercut -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(42), Hct-Acc/Dmg/Rchg:50(42), Hct-Dmg/EndRdx:50(43), Hct-Dam%:50(43), UnbCns-Dam%:50(43) Level 35: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(45), StnoftheM-Acc/ActRdx/Rng:50(45), StnoftheM-Dmg/ActRdx/Rchg:50(45), StnoftheM-Dam%:50(46), GldJvl-Dam%:50(46) Level 38: Tough -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(46) Level 41: Shadow Meld -- LucoftheG-Rchg+:50(A), RechRdx-I:50(50) Level 44: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(48), Rct-EndRdx/Rchg:50(48), Rct-Def/Rchg:50(48), Rct-Def/EndRdx/Rchg:50(50), Rct-ResDam%:50(50) Level 47: Assault -- EndRdx-I:50(A) Level 49: Vengeance -- LucoftheG-Rchg+:50(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 1: Sprint -- UnbLea-Stlth:50(A) Level 2: Rest -- IntRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Mrc-Rcvry+:40(A) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(9) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
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I also put the %Build Up on the T1 henchmen. My theory is: as long as they have enough cycling attacks, the Build Up will help counter the level shift. I see it firing almost constantly on one or more of the T1 robots.
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Sorting out the Teleport Mess (help solicited)
tidge replied to Shenanigunner's topic in General Discussion
Pocket D is also a convenient place to perform AH related activities such as crafting and converting. You can also perform respects there if you are looking for things to do in order to spend time there. The hour spent there doesn't have to be consecutive. -
I also want to post a warning about a toggle that is often forgotten: Sprint. I prefer to keep sprint toggled on for the movement increase, and sometimes for stealth. Sprint can be slotted for Endurance reduction too... and every character starts with two Sprints, each available for slotting.
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Ditto for me (for both Scrappers and Stalkers). There is some synergy (mostly enemy dependent) between using a long-range Moonbeam while dashing towards an enemy group and activating the Shadow Meld for their alpha-strikes prior to melee engagement. I think my builds are split roughly 50/50 between those only having Shadow Meld slotted with a single LotG Def/+Recharge and those with an extra slot of Recharge reduction. Personally, I find the (relatively) long activation time (for the duration of) of Shadow Meld to work against me wanting to use it 'regularly'; outside of the 'unlucky' DDR cascades for certain content (AVs, GMs) it is possible to become comfortable enough with their attack chains that you could trigger it as needed.
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Interesting, I'm in the same position with a newish Thugs/thermal MM. I'm now at the point (mid-to-late 30s) where I'm comfortable turning up the number of enemies so it takes very few missions to earn levels. I'm not sure that my (non-incarnate) level 50+ build will have a perma-Gang War, even with Hasten. You can split the ATO Mark of Supremacy set into three 2-set bonuses for the same global Recharge boost. If you are looking for Global +Recharge boosts and Healing, I have the following powers slotted: Warmth: 5xPanacea (the proc is in Health) for a 7.5% Recharge boost. I'm using attuned as I level, some pieces will become boosted level 50s later. Spirit Ward (Sorcery pool): 6xPreventive Medicine for a 8.75% Recharge boost. This isn't a Heal, but a short-term Absorb. I wanted Rune of Protection, so I took this power instead of Cauterize. Gang War itself (like the henchman summons) can take sets which include Recharge time enhancements and also provide global +Recharge. My own planned build does not have many opportunities for Luck of the Gambler (a defense set which includes a Defense/+Recharge pieces; any build can benefit from as many as five of these.). Maneuvers and Weave look like it for me. If you are looking for alternate pool choices, I think the Concealment pool has several powers which can act as mules for LotG. I could have tried to add Vengeance to my build (Leadership pool) to act as a LotG mule, but I want to experiment with some Epic powers. The one thing I've noticed about my Thugs/Thermal build: I really have to stay in Bodyguard mode or alpha strikes will finish me quickly!
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I think the general advice is: as a ranged cone with a Defense debuff component, you can leverage Suppression to do more than "just damage". For example, there are two %Resistance debuff procs (Annihilation, Achille's Heel) that can be slotted in it, plus the Dominion of Arachnos ATO %Terrorize proc. As a VEAT, any given build will probably have sufficient Accuracy (and ToHit) boosts that you probably wouldn't need to slot it for Accuracy. I think there is something like 5 %damage procs that could be put in it if that is how you roll. It's not like the Crabs have a shortage of ranged AoE attacks. Hmmm.... lemme look quick at the the three Soldier VEAT builds I have on a toon, I suspect I was somewhat lazy with my slotting: 1) The no-pets Crab has it 6-slotted with the Annihilation set. 2) The pets Crab also has it 6-slotted with the Annihilation set. 3) The Bane doesn't have it (obviously). The 6-slots of Annihilation boost MaxEnd, provide an Endurance discount and cap off with positional AoE Defense boost of +3.75. The defense boost is more important for the pets build, but on the no-pets build I am pushing positional defenses past the (non-incarnate) soft-cap, I should probably consider revisiting my build 1, although I don't usually play that build. I generally don't like putting a level 20+ set in a power that can be taken at low levels, but it looks like I wanted a %-Resistance piece in that AoE attack.
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My 2 Inf Positron: I don't mind the Circle of Thorns connection (because as a villain group they scale to level 50+, plus the whole Incarnate thing)... It's the Vahzilok connection that bothers me. I don't have a good (or coherent) opinion on what type of hero Positron is. Early in the game he was more-or-less the 'tech' guy but then he became the 'incarnate' guy. To stick with the tech theme, I would say Sky Raiders or Freakshow (because the early lore had Positron 'stuck' inside his suit, maybe the Freaks leverage some of that tech for themselves?) Maybe Dr. Aeon could make an appearance? Synapse: The Clockwork arc of this TF needs a bigger connection to Blue Steel. Normally I'd associate Synapse with a Crey-themed TF. He could be asking you to handle it because of PTSD! Penny Yin: If Malaise wasn't such a poseur, he could be her big bad. The problem with Malaise is that aside from "Who Will Die", I think I've only come across him working with the Rikti? Or was that his Praetorian version? Anyway... maybe Malaise and the Lost? If we think about redside NPCs... maybe Kalinda is 'probing' around and Penny is interested? Citadel: The Council and their Robots seems fine to me. The only thing that bugs me about this arc is that I've never learned from where the AI for their MekMen and Valkyries actually derives (as opposed to the reveal of the Malta Titans' OS). Manticore: Why is his TF not involved with the 5th Column (per his backstory) or the friggin' mass Prisoner breakout of the Zig? He's so far from the Zig and Crey's Folly you would think he was afraid of getting beaten down. Numina: I like the historical 'City Review' of her TF, but like many others... it sort of comes out of nowhere given her lore. I would have expected somebody like Lilitu and/or Archmage Tarixus to be leveraged. The former could want her 'son' back, and the latter isn't in too much of a radically different situation than Numina herself. If they already didn't consume too much Incarnate content, I'd suggest the Banished Pantheon.
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I've got some play time with this build (although I moved one of the Psi Resist pieces into Stamina to add a Power Transfer %Heal piece) at level 50. Mostly exemplaring, with some 0x8 content in Dark Astoria (arc 1) to build up Incarnate Salvage. The offensive play is a lot smoother with the full build and extra Global +Recharge boosts (from LotG, Catalyzed ATO sets, Very Rare sets). I was very disappointed with slow-cycling attacks at lower levels, and the pitiful PBAoE of Whirling Mace. The attack chain was so slow I was beginning to regret not rolling the character as a Tanker. Now that I can reliable run missions with larger groups of enemies (solo), the combat experience is more enjoyable. This build is Endurance hungry; since I haven't maxed out resistances I will use Cardiac Alpha for a while and then probably switch to Musculature depending on content.
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I don't have experience with Force of Will, but I think it has a ranged cone with Knockback/Knockdown so it should be able to slot four %damage procs (Positron's Blast, Bombardment, Javelin Volley, Explosive Strike) and/or a %-Res from Annihilation. I have a controller with Energy Torrent (Primal Forces pool) with the four %damage and then finished off with Range & Damage slotting via HO. All things being equal, the Damage slotting may not be as important as Accuracy for most builds, but I happened to have HO Centriole (Range & Damage) just sitting around. The Damage Scales for Controllers are much lower than most other ATs, so leveraging the %damage procs can improve mission clear times.
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Check out this recent thread: I have a Robots/Traps that I like very much. They are not the HIGHEST DPS, but they are not the worst. I don't disagree with the /Time or /FF recommendations, except to write: if you are a new player, /Traps will serve as a good mechanism to understand the role of enemy Debuffs, the enemy AI, and also will offer you some insight on different slotting approaches to the secondary powers. I would NOT go /Empathy. I will type a small rant about my opinion about healing your MM henchmen: Healing the henchmen has essentially only two places (I repeat: IMO) in the game's bigger picture: At low levels, your henchmen is your only effective way to defeat opponents. You don't want your henchmen dying all the time. Against many multiple enemies, or single hard targets (Elite Bosses, Arch Villains, Giant Monsters) the henchmen will take damage for you when in 'Bodyguard Mode'... you don't want them dying because they are a combination of your damage resistance and Health. To address (1), you can always take Aid Other from the Medicine power pool. Note that you get a LOT of chances to "respec" your character (change power choices and enhancement slots, but you are 'stuck' with your Primary/Secondary choice. On my MM that played a lot of solo, I used Aid Other for quite some time up (mid 20s?) until I could provide better Defense and Resistance for the pets (through powers and enhancements). At that point I respecced out of the Medicine Pool. To address (2), well... there are a LOT of options (besides Healing) to speak to this aside from healing. As far as healing: Some secondaries (e.g. Dark, Heat) will get PBAoE (point blank Area of effect) heals that you can toss... but generally Robotics/Traps will have solid defenses (from the FFG) and those Bots are pretty tough. Also keep in mind that the earliest Henchmen will be at lower levels than you when they are summoned as multiples. It won't be as easy or as useful to try to keep all three of your T1 henchmen alive all the time. I want to note that there is a difference between Regeneration and Healing (this comes up with Traps via Triage Beacon). Triage Beacon will shorten the "time between (normal) Health recovery ticks" (i.e. it increases Regeneration) for the henchmen/pets (and any players) as long as they are in its area of effect, but it won't increase how much health is recovered 'per tick', which is based on the total Health/HP of the henchmen/pet/player. Friendlies have to stay in the area of effect to get the Regeneration bonus. Just my opinion, but I find Triage Beacon more useful when facing large groups of enemies than small ones, since with large groups your team tends to stay in a smaller area.
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I did get runners from Comic-con, but not so much that I would consider it a problem. Often it was a single runner. Robotics/Traps has MANY ways to address runners, including: Knockdown, from both Henchmen and clever IO slotting of MM primaries (Photon Grenade, Pulse Rifle Burst) and secondaries (Acid Mortar) Epic/Patron pools, including both hard controls (e.g. Immobilize) or soft controls (e.g. Knockdown in powers like Bonfire or Mace Beam Volley) Caltrops, a placed AoE slow Poison Trap, a placed PBAoE hold Seeker Drones (although I don't use these after the lvl 50 respec) There is also (my personally detested) mandatory secondary T1 single-target immobilize Web Grenade. With so many henchman and pseudo-pets applying soft controls (Knockdown, Slows) and hard controls (Holds) I see far few runners than I do with my other AT builds that actually focus on hard controls (Dominator) or a mix of hard and soft controls (Fortunata).
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Hmmm... this surprises me about typical (non-PVP, non-Very Rare) "2M" damage procs. The %proc sector has almost always been upside-down in terms of number available v. number of open bids. Outside of PVP and Very Rare sets: the primary %proc sector where I've noticed fluctuation is in Holds. I attribute this to a few things: There are an over-abundance of Hold IO sets (six, not counting the PVP, Very Rare and Winter IO sets!), so converting between the Hold sets is somewhat uneven (in terms of landing on the better sets) Basilisk's Gaze specifically grants a key bonus (+Recharge) with only 4 pieces, and this is a low level IO set. Many low-damage ATs have access to Hold powers, so franken-slotting with %damage from multiple Hold sets can significantly boost damage output for those AT. Some other players simply can't stop themselves from adding Hold %damage pieces to powers with perfectly acceptable damage outputs (often single-target attacks!) if those attacks have a secondary hold effect. There are a few %procs in popular Debuff sets which had historically been around 6M... maybe the price of these had dropped to around 2M for a while?
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I will echo what others have written about the (self-)heal. My general experience is that the Incarnate self-heal covers what I want for most of the content where I want a self heal. I should note that my Dominator also has Fire Imps, which is a different primary. I don't disagree that chasing Incarnate Barrier powers is probably more efficient... but it doesn't earn the healing badges 😉 The Medicine pool is almost certainly not worth investing in for the self heal. I'll make an alternate recommendation, but this is not a path I have taken with my Dominator. Since a Dominator will be pursuing as much Global +Recharge as possible, Unrelenting (a 3rd pick from the Presence pool) can provide both regular self-healing and a +Damage boost. It can also 6-slot Preventive Medicine for +Recharge bonuses (as well as the +Absorb %proc) I see several drawbacks to the Presence pool (for Dominators): Neither of the mandatory first picks (Pacify, Provoke) is particularly useful for Dominators. Neither power can act as an IO mule. It is practically inconceivable that Pacify would be useful (given Dominator AoE). I personally like the set bonuses from 6-slots of Mocking Beratement, but it is unlikely that a Dominator will have slots to spare for a Taunt. The next available power (and you must take a second power from the Presence pool to get Unrelenting) is a single-target Fear (Intimidate). A Dominator doesn't need such a control power, either as a control or for Magnitude stacking of Fear. Fear IO sets are also not anywhere close to being top-tier. Unrelenting requires 6-slots to be useful in regular play. That is a LOT of slots (on top of 3 power picks) to invest in a Dominator. I can imagine character concept builds for Dominators that leverage the Presence pool, but I feel like such builds would risk sacrificing too much Damage/Defense for more Controls. Of course, there is nothing wrong with more Control, but the ceiling is somewhat low for how much you can effectively use.