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tjknight

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Everything posted by tjknight

  1. This isn't a top notch high-performing build. This is an alt I cobbled together from cheap sets plus enhancements I had in storage (Sudden Acceleration KD proc is a must have here). However, I wanted to play with the Teleport pool (specifically Fold Space), so this build is what I'm running now. So overall, I'm finding almost all of the teleport powers useful for him. I had to be economical with power choices, so teleport is my main travel power (hence no Combat TP). However, any of the following techniques seems to work fine solo: - Teleport into mobs and pop cinders. - Fire Flashfire + Firecages from range, run in then pop Fold Space to clump them together. - TP Target troublesome enemy NPC's into Bonfire + Pets. - Fold Space large groups from range into Bonfire + pets. Of course I'm using Fulcrum shift whenever possible on clumped mobs. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Hexefire: Level 50 Mutation Controller Primary Power Set: Fire Control Secondary Power Set: Kinetics Power Pool: Teleportation Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Char -- EssofCrr-Acc/EndRdx(A), EssofCrr-Acc/Rchg(50), EssofCrr-Hold/Rng(50), EssofCrr-Acc/Hold(50), EssofCrr-Acc/Hold/Rchg(50), EssofCrr-EndRdx/Hold(50) Level 1: Transfusion -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Heal(50), TchoftheN-%Dam(50), TchoftheN-Heal/HP/Regen/Rchg(50), TchoftheN-Acc/Heal(50), TchoftheN-Acc/EndRdx/Rchg(50) Level 2: Fire Cages -- EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(50), EnfOpr-Acc/Immob/Rchg(50), EnfOpr-Acc/Immob(50), EnfOpr-Immob/Rng(50), EnfOpr-Acc/Rchg(50) Level 4: Teleport -- EndRdx-I(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50) Level 8: Hot Feet -- Mlt-Acc/Dmg(A), Mlt-Acc/Dmg/EndRdx(50), Mlt-Acc/EndRdx(50), Mlt-Dmg/EndRdx(50), Mlt-Dmg/EndRdx/Rchg(50), Mlt-Dmg/Rchg(50) Level 10: Siphon Speed -- Acc-I(A), Acc-I(50) Level 12: Flashfire -- RopADop-Acc/Stun(A), RopADop-Acc/Stun/Rchg(50), RopADop-Stun/Rng(50), RopADop-Acc/EndRdx(50), RopADop-Acc/Rchg(50), RopADop-EndRdx/Stun(50) Level 14: Teleport Foe -- EndRdx-I(A) Level 16: Increase Density -- EndRdx-I(A) Level 18: Cinders -- Lck-Acc/Hold(A), Lck-Acc/EndRdx/Rchg/Hold(50), Lck-Acc/Rchg(50), Lck-EndRdx/Rchg/Hold(50), Lck-Rchg/Hold(50), Lck-%Hold(50) Level 20: Speed Boost -- EndRdx-I(A) Level 22: *Fold Space -- EndRdx-I(A), RechRdx-I(50) Level 24: Maneuvers -- EndRdx-I(A), DefBuff-I(50), DefBuff-I(50) Level 26: Bonfire -- Dtn-Acc/Dmg(A), Dtn-Acc/Dmg/EndRdx(50), Dtn-Dmg/Rchg(50), AirBrs-Dmg/Rchg(50), Dtn-Dmg/EndRdx(50), SuddAcc--KB/+KD(50) Level 28: Tactics -- EndRdx-I(A), ToHit-I(50), ToHit-I(50), ToHit-I(50) Level 30: Boxing -- Empty(A) Level 32: Fire Imps -- BldMnd-Dmg/EndRdx(A), BldMnd-Acc/Dmg/EndRdx(50), BldMnd-Dmg(50), BldMnd-Acc(50), BldMnd-Acc/Dmg(50) Level 35: Transference -- EffAdp-EndMod/Acc(A), EffAdp-EndMod(50), EffAdp-Acc/Rchg(50), EffAdp-EndMod/Acc/Rchg(50) Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(50), RechRdx-I(50) Level 41: Scorpion Shield -- EndRdx-I(A), DefBuff-I(50), DefBuff-I(50) Level 44: Disruptor Blast -- Dtn-Acc/Dmg(A), Dtn-Dmg/EndRdx(50), Dtn-Dmg/Rng(50), Dtn-Dmg/EndRdx/Rng(50), Dtn-Acc/Dmg/EndRdx(50) Level 47: Tough -- EndRdx-I(A), ResDam-I(50), ResDam-I(50) Level 49: Weave -- EndRdx-I(A), DefBuff-I(50), DefBuff-I(50) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- EndRdx-I(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A), Empty(50), Empty(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A), Empty(50), Empty(50) ------------ Again, except for some uniques I added later, there aren't a lot of expensive IO's in this build. Fun, simple, and economical were the goals for this alt. Lockdown in Cinders works very nicely in Cinders. A the proc fires off with amazing consistency.
  2. I had three doms on live... Plant/Thorn, Mind/Energy, and Fire/Psi. Even back then Mind/Energy was a soloing king. I haven't played with the I26 changes to energy, but I can only imagine how awesome it must be now. Electric assault has never been that great on Doms as I recall.. I don't think very many people choose it. Go with Mind/Energy, it's pretty much a sure thing.
  3. Great build. This is really close to the build I have (w/o confuse). I find mixing melee/ranged attacks with the Fortunata to be very effective. Follow up - Strike - Spin - Psychic Tornado is nice. But I skipped the Epics to get the Fortunata's nuke . Also, double leadership and mind link are super nice if you team a lot. Thanks for the post!
  4. There's tougher content in the game. People skip the harder mobs for easier enemies. Arachnos, Praetorians, Awakened, Malta, Carnies et... They all provide a challenge for even fully IO'd teams.
  5. The build I was running had great +recharge and easily achieved permadom, but it was very squishy. Something I noticed more on 8 man teams, then I did solo. After searching through the forums I found a couple of builds and tweaked them for myself. The result is a build that has great Smashing, Lethal, and Energy defense (along with lower levels of other typed defense) and is still permadom. The difference was really noticeable. I ran an ITF shortly after respecing and was really surprised at how survivable the build was. Of course not a tank, but I'm not sneezing at 46%+ (for some reason on live I'm going between 46% - 48% smashing/lethal def). I can't claim this build as 100% my own invention as I used a build from the forum and slightly tweaked it. Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Malachi Salizar: Level 50 Mutation Dominator Primary Power Set: Electric Control Secondary Power Set: Psionic Assault Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Concealment Villain Profile: Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(50) Level 1: Psionic Dart -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(50), EntChs-Dmg/EndRdx/Rchg(50), EntChs-Dmg/Rchg(50), EntChs-Heal%(50) Level 2: Chain Fences -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(50), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(50), SprAscoft-Rchg/+Dmg%(50), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(50), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(50) Level 4: Mind Probe -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(50), CrsImp-Acc/Dmg/EndRdx(50), CrsImp-Dmg/EndRdx/Rchg(50), CrsImp-Acc/Dmg/Rchg(50) Level 6: Jolting Chain -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(50), Thn-Dmg/Rchg(50), Tmp-EndDrn%(50) Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A), EffAdp-EndMod(50), EffAdp-EndMod/Acc/Rchg(50), EffAdp-EndMod/Rchg(50) Level 10: Boxing -- KntCmb-Dmg/EndRdx(A), KntCmb-Knock%(50), KntCmb-Dmg/Rchg(50), KntCmb-Acc/Dmg(50) Level 12: Static Field -- CaloftheS-Acc/Rchg(A), CaloftheS-Acc/EndRdx(50), CaloftheS-EndRdx/Sleep(50), CaloftheS-Sleep/Rng(50), CaloftheS-Acc/Sleep/Rchg(50) Level 14: Super Speed -- Clr-Stlth(A) Level 16: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def(50) Level 18: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/Rchg(50), BslGaz-Acc/EndRdx/Rchg/Hold(50) Level 20: Drain Psyche -- DctWnd-Heal/Rchg(A), DctWnd-EndRdx/Rchg(50), DctWnd-Heal/EndRdx(50), DctWnd-Heal(50), DctWnd-Heal/EndRdx/Rchg(50), PrfShf-Acc/Rchg(50) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def/EndRdx(50) Level 26: Synaptic Overload -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(50), MlsIll-Conf/Rng(50), MlsIll-Acc/Conf/Rchg(50), MlsIll-Acc/EndRdx(50), MlsIll-Dam%(50) Level 28: Subdue -- Dcm-Acc/Dmg(A), Dcm-Dmg/Rchg(50), Dcm-Dmg/EndRdx(50), Dcm-Acc/Dmg/Rchg(50), Dcm-Acc/EndRdx/Rchg(50) Level 30: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(50) Level 32: Gremlins -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 38: Psychic Shockwave -- Obl-Dmg(A), Obl-Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-Acc/Dmg/Rchg(50), Obl-Acc/Rchg(50), Obl-%Dam(50) Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def(50), RedFrt-Def/Rchg(50), RedFrt-EndRdx(50), RedFrt-Def/EndRdx/Rchg(50) Level 44: Vengeance -- LucoftheG-Def/Rchg+(A) Level 47: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: 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 1: Sprint -- Empty(A) Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------ The operations manager in me is figuring that it requires a great deal of work hours to fully IO a dominator. I'm estimating at a minimum of 35 hours of work time total, not including time spent leveling. The time spent farming for infamy, salvage, merits, and recipes is no small task, and it required me using several of alts to get everything needed.
  6. o.O wow.. I never thought of that.
  7. I haven't really played a permadom since running my old Fire/Psi on the live servers. I forgot how much fun and addicting permadom is.. My Elec/Psi feels like a buzzsaw now that I have him permadomed. The thing about CoX is the unique AT's like dominators that other games just don't have. There is really is nothing even close to the control and power of the Dominator AT outside of the CoX games universe. Other games really minimize the impact of crowd control and it's my favorite game mechanic. Just excited to play a dominator again... I truly forgot how much I liked it.
  8. Somewhat cheaper more affordable permadom, which is what I'm running now. I might farm for the more expensive sets, but this build has 177% recharge up (w/hasten). Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Malachi Salizar: Level 50 Mutation Dominator Primary Power Set: Electric Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(50), BslGaz-Acc/EndRdx/Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50) Level 1: Psionic Dart -- Acc-I(A) Level 2: Mind Probe -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/Rchg(50), CrsImp-Acc/Dmg/EndRdx(50), CrsImp-Acc/Dmg(50), CrsImp-Dmg/EndRdx(50) Level 4: Super Speed -- EndRdx-I(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 8: Conductive Aura -- EffAdp-EndMod(A), EffAdp-EndMod/Acc/Rchg(50), EffAdp-EndMod/Rchg(50), EffAdp-EndMod/Acc(50), EffAdp-EndMod/EndRdx(50), EffAdp-Acc/Rchg(50) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50) Level 12: Static Field -- CaloftheS-Acc/EndRdx(A), CaloftheS-Acc/Rchg(50), CaloftheS-Acc/Sleep/Rchg(50), CaloftheS-EndRdx/Sleep(50), CaloftheS-Sleep/Rng(50) Level 14: Mental Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(50), Dcm-Acc/EndRdx/Rchg(50), Dcm-Dmg/Rchg(50), Dcm-Acc/Dmg/Rchg(50) Level 16: Maneuvers -- LucoftheG-Def/Rchg+(A), EndRdx-I(50) Level 18: Chain Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(50), PstBls-Dmg/Rchg(50), PstBls-Dmg/Rng(50), PstBls-Acc/Dmg/EndRdx(50) Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/Heal(50), DctWnd-Heal/Rchg(50), PrfShf-Acc/Rchg(50), TchoftheN-Acc/EndRdx/Rchg(50) Level 22: Stealth -- LucoftheG-Def/Rchg+(A), EndRdx-I(50) Level 24: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(50), BslGaz-Acc/Rchg(50) Level 26: Synaptic Overload -- AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), AscoftheD-EndRdx/Rchg(50), AscoftheD-Rchg/+Dmg%(50), AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(50), AscoftheD-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(50) Level 28: Subdue -- EntChs-Heal%(A), EntChs-Dmg/EndRdx/Rchg(50), EntChs-Dmg/Rchg(50), EntChs-Dmg/EndRdx(50), EntChs-Acc/Dmg(50) Level 30: Jolting Chain -- Acc-I(A) Level 32: Gremlins -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-Acc/Dmg(50) Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(50), StnoftheM-Acc/ActRdx/Rng(50), StnoftheM-Dmg/ActRdx/Rchg(50), StnoftheM-Dmg/EndRdx/Rchg(50) Level 38: Psychic Shockwave -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(50), Obl-Dmg/Rchg(50), Obl-Acc/Rchg(50), Obl-Dmg(50) Level 41: Link Minds -- LucoftheG-Def/Rchg+(A), Empty(50), DefBuff-I(50), DefBuff-I(50), DefBuff-I(50) Level 44: World of Confusion -- MlsIll-Acc/Conf/Rchg(A), MlsIll-Conf/Rng(50), MlsIll-Acc/EndRdx(50), MlsIll-EndRdx/Conf(50), MlsIll-Acc/Rchg(50) Level 47: Psionic Tornado -- FrcFdb-Rechg%(A), Dtn-Acc/Dmg(50), Dtn-Acc/Dmg/EndRdx(50) Level 49: Mind Over Body -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: 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 1: Sprint -- Empty(A) Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A), Empty(50), Empty(50) ------------
  9. Yup. I like my Merc/Nature for the same reasons.
  10. Finally got MidsReborn working... this is a pie-in-the-sky build as it's super expensive. Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Jack Flash: Level 50 Magic Dominator Primary Power Set: Electric Control Secondary Power Set: Psionic Assault Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Psionic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(5), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7) Level 2: Mind Probe -- Hct-Dmg(A), Hct-Dmg/Rchg(9), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(11) Level 4: Telekinetic Thrust -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(13), CrsImp-Dmg/Rchg(13), CrsImp-Acc/Dmg/Rchg(15), CrsImp-Acc/Dmg/EndRdx(15) Level 6: Jolting Chain -- Apc-Dmg(A), Apc-Dmg/Rchg(17), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(19) Level 8: Conductive Aura -- SynSck-EndMod(A), SynSck-Dam/Rech(21), SynSck-EndMod/Rech(21), SynSck-Dam/Rech/Acc(23), SynSck-Dam/Acc/End(23) Level 10: Mental Blast -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(25) Level 12: Static Field -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(27), FrtHyp-Acc/Sleep/Rchg(27), FrtHyp-Acc/Rchg(29), FrtHyp-Sleep/EndRdx(29) Level 14: Boxing -- PndSlg-Stun%(A), PndSlg-Acc/Dmg(31) Level 16: Psychic Scream -- Rgn-Dmg(A), Rgn-Dmg/Rchg(31), Rgn-Acc/Dmg/Rchg(31), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Knock%(33) Level 18: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(34), BslGaz-Acc/Rchg(34), BslGaz-Acc/EndRdx/Rchg/Hold(34) Level 20: Drain Psyche -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37) Level 22: Tough -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(37), LucoftheG-Def/EndRdx(39) Level 26: Synaptic Overload -- MlsIll-Acc/Rchg(A), MlsIll-Conf/Rng(39), MlsIll-Acc/EndRdx(39), MlsIll-EndRdx/Conf(40), MlsIll-Acc/Conf/Rchg(40) Level 28: Super Jump -- WntGif-ResSlow(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42) Level 32: Gremlins -- CaltoArm-Acc/Dmg(A), CaltoArm-Acc/Dmg/Rchg(42), ExpRnf-Acc/Dmg(42) Level 35: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43) Level 38: Psychic Shockwave -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(43), Stp-Acc/EndRdx(43), Stp-Stun/Rng(45), Stp-Acc/Stun/Rchg(45), Stp-KB%(45) Level 41: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(46), RedFrt-Def/Rchg(46) Level 44: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(46), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(48) Level 47: Psionic Tornado -- Dtn-Acc/Dmg(A), Dtn-Acc/Dmg/EndRdx(50), Dtn-Dmg/EndRdx(50), Dtn-Dmg/Rchg(50) Level 49: Mind Over Body -- TtnCtn-ResDam/EndRdx(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------
  11. Pretty much old advice here but it really works. You want the Achilles' Heel -resistance proc and Touch of Lady Grey Negative Energy Damage proc slotted in Special Ops and Soldiers. Their ranged attacks frequently trigger them and it's even better now that they don't run into melee anymore. Place an Explosive Strike proc in the Commando when you can afford too. Any of the pet IO sets (including the AT MM sets) help Mercs out a lot, when you can afford to slot them in. But the most important in the beginning are the Achilles' Heel & Touch of Lady Gray proc, I've found them quite effective and it was pretty standard advice back on live. Ooops this thread is a serious necro.. but oh well ...
  12. Thank you! I'm playing an old alt that was sitting around from the crazy days when the game relaunched. I found your permadom guide and used that to respec . Yeah, I had a Fire/Psi and Plant/Thorn back when COV first launched. Loved my Dommmies. Elec/Psi does play very differently, I'll have to try using Fold Space at some point. I do like how easily this combo drains enemy endurance.
  13. Well I managed to get permadom on this guy buy burning a respec. Found some info on this sub forum and spent just over 70-million. Right now my tactic to cast the sleep, follow up with the aoe immobilize, then hit drain psyche. A few quick spams Psychic Shockwave takes care of the rest.
  14. Hey guys, Looking for help dusting off a d playing my lvl 4o elec/psi dommie. I have not played it since the game relaunched. So you can bet it's a little out of date and is slotted with generics mostly. Need help with building towards premadom. Also, any advice on how to effectively play it would be helpful. I'm kinda having difficulty right now. Thsnks.
  15. I'm one of those weirdos who think level 50+ Council Mobs should get some kind of buff. They are laughably easy to defeat once incarnates + set bonuses are factored in. They need some kind of update c'mon it's been 15 years. Other mobs like Carnies for example seem to be challenging enough, and I'm not suggesting making the pre level 50 game harder. But after 50, some of the older game mobs are seriously outclassed.
  16. I'm in agreement with Redlynne. /Nature, /Electric, or /Pain would all work well with Mercs. I'm not sure I'd pair TA with Mercs, even with the medicine pool. Mercs don't have great defense or damage resistance, and IMHO they work best with a strong buffing secondary. Empathy actually might not be too bad with mercs, but I prefer Nature to Emp.
  17. If the goal is to solo than Dark/Sonic probably isn't the best. Since you're pairing two sets with strong team support buffs/debuffs. Dark Blast does a lot of -to hit (and pays for that with less damage), while Sonic offers excellent damage resistance buffs (and some control). As a Defender or a Corruptor it's a rare combo, that seems like it would actually very a good team build. Damage resistance buffs aren't all that common, and the -to hit plays with with any bubbler. But solo, I could see it being a bit rough. I'm wondering if your concept would work better as a Fire/Dark or Sonic/Dark corrupter instead.
  18. I mean if you think about it, the MM's primary is basically free damage with no endurance cost to the MM. Every other class pays for their damage with an appropriate endurance cost. Even with the penalty it's a darned good trade off.
  19. Spider-Mans signature ability of web-slinging is just so incredibly unique to him, that it's really hard to replicate in a video game without possible legal trouble. However, his basic powers of agility, and martial arts are easily covered by a combo of Martial Arts + Super Reflexes (or Ninjitsu). Personally, I'd get a little more creative and go with a spider-man homage build using a Bane Spider. So not exactly Peter Parker of Earth 616, but an alternate version . That way you get your Spider themed gadgets (webs and spider bots) mixed in with some melee attacks. So more like the "Superior" version of Spidey, but in the COX universe instead of Marvel.
  20. Just a note, don't skip Increase Density. Slotted up it provides decent Smashing/Energy resistance. Also, the mez and knockback protection isn't bad, but you have to apply that separately to each pet. And while pet powers don't recharge more quickly, I do like the increased movement speed. Its pretty much like giving your pets a travel power.
  21. I'm personally a fan of Necro/Thermal, with the three pet resistance IOs slotted. The mix of buffs, debuffs, and strong healing works really well with Zombies. Especially, since thermal shields help with Zombies weakness to fire. I've also tried Necro/Nature and its similar in performance. That being said Necro/Dark is very good and is capable of soloing out of the box. Especially, when taking advantage of the to hit debuffs that get dished out. You basically end up with two dark mini-defenders in the Lich and Dark Servant. I played this on live before Incarnates, I can only imagine how powerful Necro/Dark is now.
  22. I think it's because I really ❤️ my Fortunata and VEAT's in general, but to me they are exactly the AT to compare Sentinels against. As both Sentinels and VEATS have medium level damage paired with with defense. I have four sentinels, but none are 50 yet due to alitis, or because my Fortunata pretty much scratches that itch for ranged dps that isn't made of paper tissue. Sentinels have a lot going for them, but I think the biggest issue is they lack an aspect that really stands out. And no I don't mean "more damage"... they need something else. I'm just not quite sure what that is.
  23. I dont think Crysis is imagining the "flee" behavior of endurance drained NPCs. I notice it frequently on my EA defender. Bosses and higher run like hell when they have no endurance. I have two EA MMs (Thugs & Ninja) and I think the experience with them has been ok. But heres the point, it's rare for me to solo my MMs higher than around +2. So the pets are wiping out mobs before they can run. If I were running at higher diffs, I have no doubt there'd be issues with bosses running away.
  24. Pain doesn't get a lot of attention on the forums but it's a solid MM secondary. Had a thugs/pain on live and I really enjoyed it. OTOH I could see empathy working out really well with Thugs, especially on the Bruiser. Poor Mercs take such a beating on the boards but I'm wondering if Empathy might shore up a lot of their issues, including not having to bother with the lackluster serum.
  25. I played Red Side almost exclusively, once COV launched. My toons backstories had a more Magneto or Catwoman vibe than "OMIGERD I'm EBILLLLL". Which I think is actually fits the majority of villain side story-lines. My take is that hero side content is just way too easy, especially with Incarnates and IO's. If you want a challenge after 50, it's always been my suggestion to go over to the Rogue Isles and do some of 50+ plus arcs there. But people rarely do.... with the exception of the Patron arc. And the Patron arc is done because it gives a desirable reward. So I guess what I'm saying is it's not the villain content or the story lines that are the issue. It's the fact that hero content is probably too easy. So easy in fact, that the only reason to do villain content is get something valuable for the extra effort. And that one reason for most people is the Villain Patron Epic pools. In short, red side being sparsely occupied comes down to the fact, there are very few compelling reasons to play as villain.
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