Jump to content

Search the Community

Showing results for tags 'dominator'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Announcements & Information
    • Announcements
    • User Agreement & Code of Conduct
    • Getting Started
    • City of Heroes: Homecoming Discord Server
  • Help & Support
    • Help & Support
  • Development
    • Developer's Corner
    • Homecoming Beta
    • Bug Reports
    • Suggestions & Feedback
    • Homecoming Launcher
    • Website Suggestions & Feedback
  • City of Heroes: Homecoming
    • General Discussion
    • Tools, Utilities & Downloads
    • Archetypes
    • Guides
    • Base Construction
    • Badges
    • Roleplaying
    • Mission Architect
    • The Market
    • The Arena (PvP)
    • Art & Multimedia
  • Servers
    • Torchbearer
    • Excelsior
    • Everlasting
    • Indomitable
    • Reunion (EU)
  • Real World
    • Reconnect
    • Video Games
    • Comic, Hero & Villain Culture
    • Off-Topic
    • Fallen but not Forgotten
  • Mids' Reborn Hero Designer's Forum
  • Unofficial Homecoming Wiki's Forum
  • PC Builders's Forum
  • The Dawn Patrol's Topics
  • All-Star All-Fans's Introductions
  • All-Star All-Fans's RP Events
  • All-Star All-Fans's All-Star All-Fans
  • All-Star All-Fans's RP Discussion
  • All-Star All-Fans's All-Star Memes
  • The El Cadejo Fan Club's Introductions
  • Ace Fan Club's Topics
  • Ace Fan Club's Ace Memes
  • Roleplay-a-Day's Discussion (OOC)
  • Jerk Hackers (Dupin Rares)'s Topics
  • Repeat Offenders Network's Topics
  • [Gaming] Console Neutral Zone's General Discussion
  • [Gaming] Console Neutral Zone's How-to for Hardware
  • [Gaming] Console Neutral Zone's How-to for Software

Calendars

  • Costume Contests
  • Weekly Strike Targets
  • Other Contests
  • Seasonal Server Event
  • Monster Mash
  • Excelsior Player-Led Event
  • Everlasting Player-Led Event
  • Torchbearer Player-Led Event
  • Indomitable Player-Led Event
  • Reunion Player-Led Event
  • The Dawn Patrol's Events
  • Roleplay-a-Day's Roleplay-a-Day Calendar
  • Cham Co.'s Events
  • Repeat Offenders Network's RO Events
  • Ordo Imperialis's Events

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

  1. Hello all! I’ve decided to take a stab at the Control sets in general this time around by addressing a pain point that’s common to a lot of them: there’s very little reason to take their AoE Hold powers. While they’re ostensibly designed to be an emergency button to help give teams a breather, in practice they’re often unnecessary and unwieldy for a few reasons: Low accuracy means that it requires slotting to actually work as expected Long recharge times mean they’re often not available when desired Other powers within the set often render it redundant for its intended use cases In the instances they are used, they can sometimes have little to no effect As such, the changes here aim to do a couple of things: Make these powers usable out of the box, removing accuracy penalties and increasing up-time Add other use cases for the AoE Holds outside of just being a panic button Avoid infringing on the current playstyle of each of the powersets (don't make the changes too drastic) I’ll have some further explanation of these changes (or lack of them) after this hypothetical patch notes section. Control Sets Revamp: AoE Holds Shared Power Changes Recharge time of all AoE Hold powers reduced from 240s to 180s Accuracy increased from 0.8 to 1.2, excluding Darkness, Earth and Illusion Control Damage added to every AoE Hold (actual amounts in the Details Table below) Darkness = 75% chance of scale 0.02 damage over 45s (90 tics) Earth = increased from 75% chance to 100% chance of scale 0.05 damage over 60s (31 tics) Electric, Ice = variable scale 0.5 damage to scale 3.0 damage Fire, Gravity, Plant = 10 tics of scale 0.22 damage over 8.4s Illusion, Mind, Symphony = scale 2.0 damage Specific Power Changes Chords of Despair Ranged AoE, High DMG(Psionic), Foe Hold, -Recharge Your audience falls into a deep despair, incapacitating them while they suffer from psionic damage. Stronger foes might continue to attack, but will do so at a reduced speed. Base -30% recharge for 18s Cinders PBAoE, High DoT(Fire), Foe Hold, -Range Incapacitates foes around the caster by whirling Cinders around them. The targets are left helpless, choking on the soot and suffering from fire damage over time. Even if not held, foes may still find the range of their attacks impaired for a short period of time. -60% range for 15s Flash PBAoE, High DMG(Psionic), Foe Hold, Sleep Generates a brilliant flash of light around you that painfully blinds nearby foes. Flashed foes are rendered helpless and unable to defend themselves. More powerful foes may not be held, but can still remain dazed for some time, regaining their senses after being attacked. Accuracy increased from 0.8 to 1.1 Inflicts auto-hit Sleep at scale 12 mag 4 Glacier PBAoE, DMG(Cold), Foe Hold, -Recharge, -Speed You can freeze all foes around yourself in blocks of Glacial ice. The targets are frozen solid, helpless, and can be attacked. Even after the victims emerge, they remain chilled and their attack and movement speed is slowed for a while. Glacier will also inflict cold damage on your targets, increasing based on how slowed your foes were upon its use. -Recharge/-Movement duration increased from 10s to 30s Inflicts cold damage based on -Recharge amount (before initial slow debuff) 0% = x0.5, 15.29 for Controllers, 26.41 for Dominators -50% = x1, 30.59 for Controllers, 52.83 for Dominators -67% = x2, 61.18 for Controllers, 105.66 for Dominators -75% = x3, 91.77 for Controllers, 158.49 for Dominators Gravity Distortion Field Ranged AoE, High DoT(Smashing), Foe Hold, -Speed Creates a large, intensely misshapen Gravity Distortion Field that encompasses several foes, rendering them unable to take any action and dealing smashing damage over time. This power can deal bonus damage when used against targets held by Gravity Distortion. Deals bonus Impact damage (scale 0.55) against targets held by Gravity Distortion Propel and Lift deal bonus impact damage against targets affected by Gravity Distortion Field Paralyzing Blast Ranged AoE, DMG(Energy), Foe Hold, -End Summoning a large amount of energy, you can completely paralyze a group of foes in cages of electricity for a short time, draining a lot of their endurance and rendering them unable to recover endurance for quite a while. Paralyzing Blast will also inflict energy damage on your targets, increasing based on how much endurance they had left upon its use. Utilises EndMod scales (1.1 for Controllers, 1.0 for Dominators) End Drain base value increased from 7% to 35% -Recovery duration increased from 8s to 20s Inflicts energy damage based on missing endurance (before initial endurance drain) 100% endurance = x0.5, 15.29 for Controllers, 26.41 for Dominators 80% endurance = x1, 30.59 for Controllers, 52.83 for Dominators 40% endurance = x2, 61.18 for Controllers, 105.66 for Dominators 0% endurance = x3, 91.77 for Controllers, 158.49 for Dominators Shadow Field Target (Location AoE), Minor DoT(Negative), Foe Hold, -To Hit You blanket a targeted area in darkness immediately holding foes within the field. Any foe who enters this area will begin to take minor negative energy damage, have their chance to hit reduced and has a chance to be held for a short period of time. Total Domination Ranged AoE, High DMG(Psionic), Foe Hold, -Res(Effects) Painfully tears at the mind of a target foe and those near them. Total Domination renders all affected foes helpless, lost in their own minds, and less resistant to other status effects for some time. These foes may suffer from psionic damage as well. Reduces resistance to status effects for 60s -34.6% for Controllers, -25.95% for Dominators Includes Holds, Stuns, Sleeps, Immobilizes, Confuses, and Fears Vines Ranged AoE, High DoT(Smashing), Foe Hold Creates a field of Strangler Vines that can Hold multiple foes at range. The affected targets are rendered helpless and slowly crushed by the massive root-like vines, and has a good chance of affecting stronger foes than Strangler does. 50% chance for additional scale 8 mag 3 hold Overpower hold duration normalised from scale 4 to scale 6 Volcanic Gasses Ranged (Location AoE), Minor DoT(Fire), Special, Foe Hold, -DEF You can tap into the geothermal power of the Earth and focus it at a targeted location. Foes that pass near a thermal vent will take minor Fire damage, have their Defense reduced, and be overcome by the gasses, leaving them choking and helpless. -15% Defense Details Table Powers Accuracy Recharge Damage Formulas | Archetype Calculations Base Effects Chords of Despair 0.8 → 1.2 240s ⇩ 180s 2.0 * Ranged_Damage (-0.3 * Ranged_Slow)% Recharge for 18s Controller = 61.18 Psionic damage Dominator = 105.66 Psionic damage Controller = -37.5 Recharge Dominator = -30% Recharge Cinders 0.8 → 1.2 (0.22 * Ranged_Damage) every 0.8s for 8.4s (-0.6 * Ranged_Ones)% Range for 15s Controller = 67.29 Fire DoT (6.729 per tic) Dominator: 116.23 Fire DoT (11.623 per tic) Controller = -60% Range Dominator = -60% Range Flash 0.8 → 1.1 2.0 * Ranged_Damage (12 * Ranged_Sleep) Sleep (Mag 4) after 0.25s Controller = 61.18 Psionic damage Dominator: N/A Controller = 22.36s Sleep Dominator = N/A Glacier 0.8 → 1.2 (0.5 to 3.0) * Ranged_Damage (based on foe -Recharge) (-0.5 * Ranged_Slow)% Movement/Recharge for 30s Controller = 15.29 to 91.77 Cold damage Dominator = 26.41 to 158.49 Cold damage Controller = 62.5% Slow Dominator = 50% Slow Gravity Distortion Field 0.8 → 1.2 (0.22 * Ranged_Damage) every 0.8s for 8.4s (0.55 * Ranged_Damage) Impact damage Grants Impact damage for Lift/Propel Controller = 67.29 Smashing DoT (6.729 per tic) Dominator = 116.23 Smashing DoT (11.623 per tic) Controller = 16.82 Impact damage Dominator = 29.06 Impact damage Paralyzing Blast 0.8 → 1.2 (0.5 to 3.0) * Ranged_Damage (based on foe endurance) (-0.35 * Ranged_EndDrain)% End (-1.0 * Ranged_EndDrain)% -Recovery for 20s Controller = 15.29 to 91.77 Energy damage Dominator = 26.41 to 158.49 Energy damage Controller = -38.5% End, -110% Recovery Dominator = -35% End, -100% Recovery Shadow Field 1.0 (0.02 * Melee_Damage) every 0.5s for 45s (75% chance) (-1.5 * Melee_Debuff_ToHit)% ToHit Controller = 75.07 Negative DoT over 45s (1.1122 per tic) Dominator = 75.07 Negative DoT over 45s (1.1122 per tic) Controller = -15% ToHit Dominator = -15% ToHit Total Domination 0.8 → 1.2 2.0 * Ranged_Damage (1.0 * Ranged_Res_Boolean) -Res(Effects) for 60s Controller = 61.18 Psionic damage Dominator = 105.66 Psionic damage Controller = -34.6% Res(Effects) Dominator = -25.95% Res(Effects) Vines 0.8 → 1.2 (0.22 * Ranged_Damage) every 0.8s for 8.4s (8 * Ranged_Immobilize) Hold (Mag 3), 50% chance Controller = 67.29 Smashing damage (6.729 per tic) Dominator = 116.23 Smashing damage (11.623 per tic) Controller = 14.90s Hold (Mag 3) Dominator = 11.92s Hold (Mag 3) Volcanic Gasses 1.4 (0.05 * Melee_Damage) every 2s for 60s (100% chance) (-1.5 * Melee_Debuff_Def)% Defense Controller = 86.20 Fire DoT over 60s (2.7805 per tic) Dominator = 86.20 Fire DoT over 60s (2.7805 per tic) Controller = -15% Defense Dominator = -15% Defense Detailed Thoughts I figured a recharge time of 180s would improve the up-time of these AoE Hold powers somewhat, while still retaining their role as a ‘backup’ control power to the rest of a Controller/Dominator’s toolkit. To put this into perspective, that’s still longer than any of the T9 ‘nuke’ powers from the ranged damage power sets – Blizzard comes out on top at 170s. I also decided to increase the accuracy of these powers to match their single target equivalents (excluding the patch Holds as they’re already in a good spot). This should help them to function out of the box, especially useful given how early some of them can be taken, letting them work as intended even with minimal slotting. In addition to this, some of the AoE Holds have the duration of their secondary effects increased, or even introduced in the case of Chords of Despair (taken from the secondary effect of Hymn of Dissonance), allowing them to have some kind of effect even if enemies are protected against them. For instance, Flash can now put most higher ranking enemies to sleep, even if it can’t outright hold them (I figured it’d be nice to extend Blind’s sleep effect to its AoE counterpart). And on the topic of additional effects… Why Add Damage? Perhaps the most controversial change here is the decision to introduce damage to all of the AoE Holds. While it’s true that this is breaking a trend (mind, Volcanic Gasses does do damage already – I just increased it here), I do think that this is a beneficial addition, both for providing some additional use-cases for these powers, and for improving Control sets as a whole. Controllers especially have issues damage-wise at the lower levels, and many AoE Holds come in relatively early, making these powers an excellent place to provide them with some much needed capacity on that front. Due to their high recharge time, there should still be plenty of need for other, faster recharging AoE damage powers to fill in the gaps – I don’t see it stepping on any toes. For the lower-damage sets, namely Ice and Electric Control, I took this idea further. Their AoE Holds have much higher damage potential...so long as they fully slow/drain enemies first. Electric Control’s implementation is basically an answer to Electric Blast’s Shocked mechanic, except within a single a power (Electric Control doesn’t really have enough damaging powers to make a one-to-one translation of that system over anyhow). Conclusion With these changes, I hope to make the AoE Holds in Control sets desirable and potent power selections. With a higher up-time, more forgiving accuracy, and a solid amount of damage (especially for Ice and Electric Control) alongside a smattering of secondary effects, they’ll hopefully be something that plenty of potential Controllers and Dominators might want to pick up more often. Thank you for taking a look at this proposal – I’d love to hear your thoughts on this!
  2. Back on LIVE, I and other players were discussing how we would love to see super strength ported over to Dominators because there are so many super strength comic characters that could actually use their might to subdue the world physically if they wanted, such characters as Superman, world breaker hulk, black adam, etc. not just because their super strong, but they have other abilities that allow them to devastate the world. So, I decided to concoct this powerset for super strength lovers like myself. So, please, be gentle this is my first time 🤣😅. I would love some constructive criticism and will change this set around just to see it in-game. I don't mind any GM taking a crack at this I don't need recognition I'm a team player it's ALL YOURS. I took super strength and re-arranged some of the powers to fit the dominator leveling progression and I added a few new ones of my flavor. if you have a better power suggestion I will 99.9% reconsider just to bring this wonderful Idea to HC City of Heroes. All I'm asking is to have an open mind and a tangible argument of why this shouldn't be in-game as a dominator secondary. I know, I know, most super strength characters have durability, and yes, that is correct, although, there are many comic toons that were super-strong, but didn't have great durability they were really strong. Don't let me get started on Manga/Anime 😂, so I hope you like and leave your feedback down below, so we can get this powerset right if I oof-ed. Superhuman Assault (Revised Set) You are endowed with immense super strength that enables you to toss heavy objects, your very footsteps cause the earth to move. you have the might to devastate the battlefield with physical prowess alone. Hurl - You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack deals moderate damage and can knock foes back and even drop them out of the air if they are flying. Ranged, Moderate DMG(Smash), Foe Knockback, -Fly Haymaker - A slow but devastating attack, the Haymaker has a great chance of knocking your opponents down. Melee, High DMG(Smash), Foe Knockback Foot Stomp - Using your superior leg strength, you can Stomp your foot to the ground, quaking the earth itself excavating it, and tossing your enemies in the air. This is a localized attack against everything in the melee range. PBAoE, Moderate DMG(Smash), Foe Knockup Superior Punch - Your punches create sonic booms that deal a High amount of damage, but most of all can knock several opponents off their feet in a cone radius, unable to attack again until they stand up. Melee (Cone), High DMG(Smash) Foe Knockdown OR (Alternative 4th power if Superior Punch is not Favored) Excavating Toss - you fling a huge boulder at your enemy with one arm crushes them where they stand holding them in place. Ranged (Location AoE), High DMG(Smash), Foe Hold (Another Alternative 4th power) Mighty Throw - you fling a random heavy Object at your enemy with one arm crushing them where they stand and holding them in place. Ranged (Location AoE), High DMG(Smash), Foe Hold (NOTE: I would love for this ability to throw a random HEAVY object like Propel from the Gravity Control power set) Unbridled Brawn - your Super Strength melee strike emites thunderous waves for both normal and power pool attacks such as Brawl, Boxing, Kick, Jump Kick, Flurry, Cross Punch changing they're low disorient, knockdown chance to a high chance for knockdown also increasing your damage and chance to hit dramatically for all your other powers. . Self +DMG +To-Hit (Special), Melee, High DMG(Smash, Special), Foe Knockdown, Disorient (NOTE: this power takes your normal level 1 brawl power, and any melee power pool attack and turning them into Jab or Punch from SS powerset with the sound effects to differentiate that there was a change when triggered, also acting as a Rage ability without the massive penalty, but with a cooler name and a special effect🤣) Knockout Blow - You can perform a Knockout Blow on your opponent. This punch does Superior damage and has a great chance of Holding your target. Melee, Extreme DMG(Smash), Foe Hold Display of Might - you showcase your strength with a destructive hammer fist that shatters the terrain making it extremely difficult for your enemies to traverse below sending massive waves of tremors knocking them down. Ranged (Targeted AoE), Moderate (Smash), Foe Immobilize, -SPD Cataclysmic Steps - by unleashing your unrelenting rage with every step you make the very earth shakes violently, your foes stumble to stay up, as the earth release deadly gases as a result of your forward movement Toggle: PBAoE, High DoT(Smash/Toxic), Foe Knockdown, Superior Hand Clap - You can clap your hands together with such force that you create a deafening shockwave causing their equilibrium to be off-balance and cause severe brain trauma from their heads rattling against their skulls. a chance of disorient due to the shock to the inner ear which is now bleeding Close (Cone), Superior DMG(Smash/Psionic), Foe Disorient, Knockback Superhuman Assault (Original Set) You are endowed with immense super strength that enables you to toss heavy objects with your mighty lungs you can create super gale-force winds as you jaunt past enemies at supersonic speeds to devastate the battlefield with physical prowess alone. Hurl - You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack deals moderate damage and can knock foes back and even drop them out of the air if they are flying. Ranged, Moderate DMG(Smash), Foe Knockback, -Fly Haymaker - A slow but devastating attack, the Haymaker has a great chance of knocking your opponents down. Melee, High DMG(Smash), Foe Knockback Foot Stomp - Using your superior leg strength, you can Stomp your foot to the ground, quaking the earth itself. This is a localized attack against everything in the melee range. PBAoE Melee, Moderate DMG(Smash), Foe Knockback Lungs of Gale Force - this power enables your breath to produce high-speed hurricane-force winds pushing enemies back in a wide cone that kicks up debris, trash, rubble, sand, etc. ripping and slashing at them causing lethal (dot) and can be used to reduce all fire damage status effects on allies while affecting enemies close and long-ranged accuracy, movement, and flight speed. Ranged (Cone), High DoT(Lethal), Foe -Speed, -Perception, -Fly, - Foe To Hit Foe Repel, +Res (Fire, Ally) Unbridled Brawn - your super strength melee strikes cause thunderous booms for both normal and power pool attacks such as Brawl, Boxing, Kick, Jump Kick, Flurry, Cross Punch changing their low disorient, knockback, knockdown chance to a high chance for knockback, knockdown also increasing your damage and chance to hit dramatically for all your other powers. . Self +DMG +To-Hit (Special), Melee, High DMG(Smash, Special), Foe Knockdown, Foe Knockback, Disorient (NOTE: this power takes your normal level 1 brawl power, and any melee power pool attack and turning them into Jab or Punch from SS powerset with the sound effects to differentiate that there was a change when triggered, also acting as a Rage ability without the massive penalty, but with a cooler name and a special effect🤣) Mach Strike - you perceive time at hypersonic speed, raindrops, seemed to have stopped in midair. A bolt of lightning resembles a squirming worm, as you wisp past your foes who seem to be frozen in place unable to react to your attack, in the process, you gain a burst of speed becoming much harder to hit; Target's speed and accuracy have been reduced as well for a short while. Location AoE High DMG (Smash), Self Teleport, Foe –Rech, - Move, Special (NOTE: similar to Burst of Speed with a Jaunt animation perhaps) Knockout Blow - You can perform a Knockout Blow on your opponent. This punch does Superior damage and has a great chance of Holding your target. Melee, Extreme DMG(Smash), Foe Hold Hand Clap - You can clap your hands together with such force that you create a deafening shockwave. This shockwave can knock back nearby foes, and they have a chance to become Disoriented due to the shock to the inner ear. Hand Clap deals no damage. PBAoE, Foe Disorient, Knockback Hyperion Smash - by unleashing your Herculean strength into a single blow while leaping into the air you come crashing down striking the earth beneath you, causing seismic tremors and superior knockup damage. PBAoE Melee, Superior DMG(Smash), Foe Knockup
  3. As cool as I think Propel is, it can be annoying when a bunch of objects are created and lying around, especially in a narrow tunnel. I was playing a Gravity Controller on a team fighting AVs and Dominatrix wedged herself into a tight spot and I felt bad about all the clutter I was burying her in by using this inexpensive power. As a Controller, it can be harder to avoid using attacks, especially when facing an AV who needs everyone on the team to throw everything they've got at 'em. So, my idea is what if the player could instantly detonate all those objects for a small bit of additional damage while also clearing out those objects? That would help avoid annoying pile-ups and could introduce an interesting bit of strategy. A detonate button could appear in that extra tray where travel powers' secondary abilities appear.
  4. Hello all! Now that my proposal for Light Control has been properly drafted out, I decided to move onto another obvious gap in the Control powersets: one that involves force fields, but in a ways that disable or otherwise occupy enemies rather than supporting allies like Force Fields currently does. I was also inspired by the deadlier applications of barriers that the Force Fields set doesn’t really explore, heavily alluding to the main four ways of exploiting energy shields for fun and profit (which powers correlate to which I’ll leave to the reader to decide!), namely: Popping: “A shield rapidly expanding over you hurts, but be glad it’s not expanding inside of your head instead.” Cutting: “These barriers have rather sharp edges...move a muscle and you’ll get sliced.” Crushing: “I could squeeze you into a fine paste, but I won’t.” Internal Blockages: “If I can stop you from passing through, imagine what I could do with your bloodstream.” Additionally, I wanted to avoid too much overlap with the sorts of control that already exists in the Force Fields powerset – as such, I tried to refrain from providing any functionality that it could already potentially provide. There might be a potential Barrier Control/Force Fields player out there, after all! I’ll start off by detailing the different kinds of summons that are available to Barrier Control and the general logic behind the powerset before delving into each of the different powers separately. Looking forward to feedback as usual. Is this a powerset that you’d be interested in using? Is it relatively balanced? Any clarifications required about how any of the powers might work? Hope to hear plenty of responses from people! Barrier Type Table Type Created By Properties Energy Barrier T1: Explosive Sphere* T2: Razor Bubble* T3: Detain* T4: Suppression Zone T6: Mass Detention Durability = fragile (similar to a Fire Imp pet), tougher with Domination Target = single enemy Effects: Immobilizes enemy in place (high magnitude) Enemy within can only target/affect the barrier If summoned over an existing barrier, replaces it instead (can’t be stacked, but transfers buffs) *Requires Barrier Empowerment, works once per use Kinetic Barrier T5: Kinetic Barrier Durability = several Energy Barriers worth of health, tougher with Domination Target = specified area in a dome Effects: Keeps enemies from entering or exiting (allies pass freely) Enemies and allies can’t target/affect things that aren’t also inside or outside the barrier with them Compression Field T8: Compression Field Durability = several Energy Barriers worth of health (less than Kinetic Barrier), tougher with Domination Target = single enemy along with nearby foes Effects: Brings enemies together by gradually shrinking Can’t bring in more enemies than the initial group Deals some damage over time due to compressive force Something that’ll be quite noticeable about this powerset is that it actually lacks any form of AoE Holds. The one Hold that it does have ( T3: Detain) is a toggle, meaning only one enemy can ever be Held by this powerset at a time (it’s a rather strong Hold to compensate though). This was quite intentional – Barrier Control is heavily focused on soft control, with its ability to split up a group of enemies to reduce damage coming their way, and numerous (albeit destructible) summons to keep them occupied. Borne from this is its rather unique final power, in T9: Barrier Implosion. Instead of a pet summon (that’s pretty much covered by the rest of Barrier Control’s powers), it sacrifices all nearby barriers for a stun and widespread damage, inflicting more damage for each additional barrier surrounding enemies at the time. Barrier Control also uses a good amount of toggle powers; once deactivated, they’ll take a while to come back online. This was meant to both emulate how a force field user in fiction may sometimes lose focus and need time to recuperate, and to add a risk-reward element to T9: Barrier Implosion. Barrier Control Power Table Power Level Effect Explosive Sphere 1 Ranged, Moderate DMG(Smashing/Energy), Foe Knockdown, -Fly, Summon Energy Barrier (*) Razor Bubble 1 Ranged, Moderate DoT(Lethal/Energy), Foe Immobilize, -Fly, Summon Energy Barrier (*) Detain 2 Toggle: Foe Hold, Moderate DoT(Smashing/Energy), Summon Energy Barrier (*) Suppression Zone 6 Ranged (Location AoE), Foe -Movement, Chance to Summon Energy Barrier Kinetic Barrier 8 Toggle: Ranged (Location AoE), Foe Repel, Summon Kinetic Barrier Mass Detention 12 Ranged (Targeted AoE), Minor DoT(Smashing/Energy), Foe Immobilize, -Fly, Summon Energy Barrier Barrier Empowerment 18 PBAoE, Barrier +Absorb, +Regen, +Def(All), +Res(All), +MaxHP, Special (*grants Energy Barrier charges) Compression Field 26 Toggle: Ranged (Targeted AoE), Minor DoT(Smashing/Energy), Foe Attract, Summon Compression Field Barrier Implosion 32 PBAoE, Barrier Self Destruct: Extreme DMG(Smashing/Energy), Foe Disorient, Knockdown Powers T1: Explosive Sphere You create a tiny, spherical barrier that rapidly expands over an enemy before dissipating, dealing moderate damage to the target and knocking them down. This power can bring flying foes to the ground, and can deal bonus damage when used against targets inside your barriers. Damage Moderate (Smashing/Energy) Recharge Moderate (6s) Duration 10s Minimum Level 1 Effects Ranged Foe Knockdown, -Fly, Summon Energy Barrier (needs Barrier Empowerment) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Enhance Recharge Set Categories Ranged Damage Knockback Universal Damage T2: Razor Bubble You create a razor sharp barrier around the lower half of your target, keeping them immobilized to avoid further harm, and gradually damaging them over time. Damage Moderate DoT (Lethal/Energy) Recharge Fast (4s) Duration 27.94s Minimum Level 1 Effects Ranged Foe Immobilize (Mag 4), -Fly, Summon Energy Barrier (needs Barrier Empowerment) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilize Enhance Range Enhance Recharge Set Categories Immobilize Ranged Damage T3: Detain Encases a single foe in a sturdy barrier, rendering most targets completely helpless. Even if the target is powerful enough to resist this power’s hold effect, the surrounding energy field will still inflict Smashing and Energy damage over time as the barrier crushes against them. Damage Moderate DoT (Smashing/Energy) Endurance 0.33/s Recharge Moderate (8s) Minimum Level 2 Effects Toggle: Ranged Foe Hold (Mag 6.5), Summon Energy Barrier (needs Barrier Empowerment) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Hold Duration Enhance Range Enhance Recharge Set Categories Holds Ranged Damage Universal Damage T4: Suppression Zone You surround the selected area in a weak, suppressive field of energy. Any foes that pass through the Suppression Zone will have their movement dramatically slowed, and cannot jump or fly. Additionally, the surrounding energy may sometimes solidify into a fragile barrier around them, which they must break free of to move or target others. Recharge Slow (60s) Duration 45s Minimum Level 6 Effects Ranged (Location Area of Effect) Foe -Fly, -Jump, -Speed, Chance to Summon Energy Barrier (2%) Enhancements Reduce Endurance Cost Enhance Range Enhance Recharge Enhance Slow Set Categories Slow Movement T5: Kinetic Barrier You create a dome of energy that prevents enemies inside from escaping, and enemies outside from entering, while letting you and your allies pass through freely. The Kinetic Barrier prevents foes and allies from targeting each other unless they are both inside or outside the sphere respectively. It can also be destroyed by enemies after sustaining enough damage, or deactivated prematurely, ending the effect. Endurance 0.45/s Recharge Slow (30s) Minimum Level 8 Effects Toggle: Ranged (Location Area of Effect) Foe Repel, Summon Kinetic Barrier Enhancements Reduce Endurance Cost Enhance Range Enhance Recharge Set Categories None T6: Mass Detention Traps a group of foes inside separate barriers of energy, dealing minor damage over time as they are slowly squeezed within. While inside them, they are unable to move, and are only able to target their restraints until they are destroyed. Enemies can remain immobilized for some time after breaking out of your energy barriers. Damage Minor DoT (Smashing/Energy) Recharge Slow (90s) Duration 27.94s Minimum Level 12 Effects Ranged (Targeted Area of Effect) Foe Immobilize (Mag 3), -Fly, Summon Energy Barrier Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilize Enhance Range Enhance Recharge Set Categories Ranged AoE Damage Immobilize Universal Damage T7: Barrier Empowerment You reinforce all nearby barriers with further energy for a short amount of time, bolstering their maximum health, regeneration, defence, and damage resistance. The extra layers of energy also allow your barriers to absorb some damage. Additionally, the next uses of Explosive Sphere, Razor Bubble, and Detain will summon an energy barrier around your target of choice, and the chance of Suppression Zone generating an energy barrier is increased for some time afterwards. Recharge Very Long (240s) Duration 30s Minimum Level 18 Effects Point Blank Area of Effect Barrier +Absorb, +Regen, +Def(All), +Res(All), +MaxHP, Special (grants Energy Barrier charges) Enhancements Enhance Defence Reduce Endurance Cost Enhance Heal Enhance Resistance Enhance Recharge Set Categories Defence Healing/Absorb Resist Damage T8: Compression Field Surrounds a group of enemies with a barrier of energy that begins to constrict them together, inflicting minor damage over time as it shrinks. The Compression Field can be destroyed by enemies after sustaining enough damage, or deactivated prematurely, ending the effect. Damage Minor DoT (Smashing/Energy) Endurance 1.04/s Recharge Slow (60s) Minimum Level 26 Effects Toggle: Ranged (Targeted Area of Effect) Foe Attract, Summon Compression Field Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Recharge Set Categories Ranged AoE Damage Universal Damage T9: Barrier Implosion You send a wave of energy out around you and into your nearby barriers, dealing minor damage to nearby enemies and knocking them down as it passes them by. After a brief period of invulnerability, these barriers violently collapse onto themselves before expiring, knocking enemies down again and dealing a high amount of Smashing and Energy damage that increases with the number of barriers surrounding your targets at the time. Damage Extreme (Smashing/Energy) Recharge Long (180s) Duration 14.9s Minimum Level 32 Effects Point Blank Area of Effect Foe Disorient (Mag 3), Knockdown, Barrier Self Destruct Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Recharge Enhance Stun Duration Set Categories Melee AoE Damage Knockback Stuns Universal Damage
  5. I’ve written up a proposal for improving Mind Control before, and this is done in the same vein, except with a cooler twist – there’s another Control Primary powerset out there that could do with some love (something that I’ve mentioned in my thread to allow Controllers to lock down AVs/GMs): Ice Control! As for why I decided to look at improvements to this powerset in particular, read on. Ice Control: The Competition Heats Up Unlike Mind Control, it’s a fairly standard Control set, with five of its powers following the regular pattern: one single target/AoE Hold and Immobilize, along with a pet power as its capstone. Additionally, its secondary effect can be quite potent. Its combined powers provide enough -Recharge/-Movement to slow most enemies to a crawl, and attack as much as four times slower. Given that, it’s what Ice Control’s other four powers do cumulatively that make it hold up somewhat less well compared to the other Control primaries. Generally, most of them have an early way of locking down groups of enemies for a prolonged period of time, even before their AoE Hold comes into play: Control Primary Power Name Effect Level Darkness Heart of Darkness PBAoE Stun 12 Earth Stalagmites AoE Stun 12 Electric Static Field Patch AoE Sleep 12 Fire Flashfire AoE Stun 12 Illusion Phantom Army Decoy Summon 18 Plant Seeds of Confusion Cone Confuse 8 The only exceptions to this are Mind and Gravity Control, which are both more damage focused than the other powersets – they get their other lockdown power at level 26 (Terrify and Wormhole respectively). Ice Control: Slow on the Uptake By level 12, most Control powersets have ways of immediately locking enemies down hard and for prolonged periods of times, preventing them from acting against players. In comparison, Ice Control at this level gets: Arctic Air (6), a solid PBAoE Confuse toggle: useful, but slow acting, giving enemies time to retaliate Shiver (8), a potent Recharge/Movement debuff: useful in prolonged fights, but does nothing against the initial wave of attacks Ice Slick (12), a location based knockdown patch: great at keeping enemies on the floor, but doesn’t immediately stop them from attacking the user The only power that bucks this trend is Flash Freeze, gained at level 18, which puts a group of enemies to sleep. Unfortunately, this does little in the way of locking down a group for a prolonged period of time, an issue it shares with other Sleep powers, given how the effect is broken via damage, or even being knocked down. A pattern comes into play here. Ice Control excels in long, drawn out fights, due to being able to slow down the amount of damage that comes their way over time via its recharge and movement debuffs. However, it also lacks an immediate way of persistently locking down enemies, resulting in more damage taken from the unmitigated initial attacks. This leads on to the meat of this proposal, mainly figuring out a way of locking down enemies at an early level while keeping Ice Control’s main strength of working well against prolonged fights. Every other aspect of this proposal is secondary to this. Powerset Revamp: Ice Control Ice Control has received a number of changes aimed at improving its ability to initially lock down the battlefield, something that almost all other Control powersets are capable of doing from a low level. In addition, there are now more avenues for it to deal damage, placing it more in line with other Control powersets. Power Changes Shiver: Ranged (Cone), Foe -Recharge, -SPD, Foe Knockdown, Moderate DMG(Cold) Inflicts knockdown on enemies Deals moderate Cold damage Half of the slow persists for 60 seconds (same as the changes to Blaster's version of this) Can now be slotted with Knockback and Targeted AoE enhancements Ice Slick: Ranged (Targeted AoE), Foe Knockdown -SPD, -Jump Can now be slotted with Slow enhancements Can now be slotted with Knockback enhancements Flash Freeze: Ranged (Targeted AoE), Minor DMG(Cold/Lethal), Foe Sleep, Summon Ice Formations Each affected enemy now summons a fragile, short lived ice formation Summoned icicles apply -Recharge and -Movement in a small area Has a small aura of immobilisation and taunt that affects the targeted enemy Deals minor Cold/Lethal damage to targeted enemy if prematurely destroyed Can now be slotted with Taunt and Slow enhancements Glacier: PBAoE, Foe Hold, -Recharge, -SPD Duration of -SPD debuff increased to 24 seconds Alteration Justifications The main change of note here is Shiver, which is meant to act as a go-to opener for Ice Control in most cases, allowing it to cut down the amount of actual attackers in play from the start. I was initially quite inspired by Poison’s Neurotoxic Breath power, which is similar in nature to Shiver, except with a small chance to Hold an enemy (25%, Mag 2). Currently, it has more similarities with Force Field's Repulsion Bomb, a power that also knocks enemies down while inflicting some damage. This should help make Shiver a relatively reliable opener, while also being extremely short lasting. Combined with the other Recharge/Movement debuffs that Ice Control is capable of, any attacks after the initial burst should be fairly infrequent, or give time for Arctic Air’s confuse to kick in. Additionally, some damage to the power provides Controllers with a little more means of whittling down opponents somewhat faster, something of an issue for Control powersets in general, but especially the case for Ice. In that vein, Flash Freeze also received similar changes – Sleeps tend to be more effective when combined with other more lasting effects (Electric Control’s Static Field is a nice example of this). By creating fragile summons that apply slow debuffs and taunt, even enemies who prematurely wake up from being put to sleep will still end up being occupied for a little longer, attacking the constructs that trapped them in the first place. Other than that, the changes to Ice Slick are meant to provide Ice Control with more slotting options (Shiver and Flash Freeze included). Similarly, Glacier’s recharge/speed debuff duration is surprisingly low for its recharge and duration – only 10 seconds, which even Ice Control’s single target hold exceeds. Ice Control: Now Even Cooler And these are the changes that I’d make to Ice Control – modifications designed to fill in some gaps in its toolbox, as well as improve its existing abilities and strengths. In other words, it attempts to keep its previous feel while also improving its speed and effectiveness. With this all written up, I turn to the forums: what do you think? Is this something that you’d like done to Ice Control? Does it bring it in line with the other Control powersets, is it too much, not enough? Would you do something else entirely? Looking forward to everybody’s responses!
  6. Hey all! After writing up a proposal for Insect Control, I’ve decided to try and create another Control powerset, and decided to fill an obvious elemental gap – there’s a lack of Control powersets in general, so I’m trying to do my part to help resolve that. As a secondary goal, I wanted to make Light Control relatively unique, while still maintaining a decent amount of lockdown despite its larger amount of non-standard powers. Given this decision, I’d definitely be interested in hearing everyone’s thoughts on this: is it too divergent/weak/overtuned/unenjoyable? Special Effect: Illuminate Similar to how Time Manipulation's Time Crawl inflicts the Delayed effect on enemies, Light Control's Ray of Light and Dazzling Glow inflict the Illuminated effect, enhancing the strength of some of its powers on the targets it's applied on. The idea behind this was to allow for stronger amounts of control against enemies that require it. The affected powers are as follows: T1: Ray of Light, bonus damage T2: Dazzling Glow, Mag 3.5 Sleep -> Mag 7 Sleep (+3.5) T3: Radiating Ties, Mag 3 Immobilize -> Mag 4 Immobilize (+1) T4: Blinding Halo, Mag 2 Hold -> Mag 4 Hold (+2) T6: Incandescent Eruption, bonus damage T7: Prismatic Field, 2% chance Disorient -> 4% chance Disorient T8: Luminous Distortion, 2% chance Confuse -> 4% chance Confuse Design Rationale Light Control's powers were made to primarily work at close range, with their long range powers being either single target, or soft/temporary control. Additionally, the main power of this set (T4: Blinding Halo) is meant to not only gradually lock down nearby enemies, but help draw their attention to the user by reducing their range, away from other allies: a very 'selfless' powerset by way of taking up more enemy time. The -ToHit in several of Light Control's powers is meant to synergise with this intent, making it a little harder for enemies to hit the user. Their up-close-and-personal approach is also supplemented with a few weaker location based powers, either for layering on top of their current controls, or for distracting additional mobs. Light Control Power Table Power Level Effect Ray of Light 1 Ranged, Moderate DMG(Energy), Foe -To Hit, -DEF(All), Special Dazzling Glow 1 Ranged, Moderate DMG(Energy), Foe Sleep, Foe -To Hit, Special Radiating Ties 2 PBAoE, Minor DMG(Energy), Foe Immobilize, Foe -To Hit, -Fly Blinding Halo 6 Toggle: PBAoE, Foe Hold, Minor DoT(Energy), Foe -Range, -To Hit, -Stealth Twilight 8 Ranged (Targeted AoE), Foe -Visibility, -To Hit Incandescent Eruption 12 PBAoE, Minor DMG(Energy/Smashing), Foe Knockdown, Chance for Disorient Prismatic Field 18 Ranged (Location AoE), Minor DoT(Energy), Foe -Speed, -DEF(All), Chance for Disorient Luminous Distortion 26 Ranged (Location AoE), Foe Attract, Chance for Confuse Shining Motes 32 Summon Motes: Melee, Minor DoT(Energy) Powers T1: Ray of Light You generate a luminous beam of light and fire it at a target, dealing Energy damage to them. Its brightness can temporarily reduce the chance to hit of your foes, along with their defences. Additionally, Ray of Light applies the Illuminated effect on its target, and deals additional damage to enemies who are already Illuminated. Damage Moderate (Energy) Recharge Moderate (6s) Minimum Level 1 Effects Ranged Foe -To Hit, -Defense(All), Special (Illuminate) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Recharge Enhance Range Enhance To Hit Debuff Enhance Defense Debuff Set Categories Accurate To Hit Debuff Defense Debuff Ranged Damage To Hit Debuff T2: Dazzling Glow Causes a dizzying array of light to appear before a foe. The target is left mesmerized and illuminated by the display, even as its brightness damages them, though subsequent attacks will free them from this effect. Enemies powerful enough to resist this effect will still have their chance to hit reduced. The strength of this Sleep will be increased when used against targets illuminated by Ray of Light or Dazzling Glow. Damage Moderate (Energy) Recharge Moderate (6s) Duration 55.88s Minimum Level 1 Effects Ranged Foe Sleep (Mag 3.5), -To Hit, Special (Illuminate) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Recharge Enhance Range Enhance Sleep Enhance To Hit Debuff Set Categories Accurate To Hit Debuff Ranged Damage Sleep To Hit Debuff T3: Radiating Ties Beams of light spring forth from you in all directions, trapping nearby foes in an array of blinding incandescence, rendering them immobilized. Enemies powerful enough to resist this effect will still have their chance to hit reduced. The strength of this immobilize will be increased when used against targets illuminated by Ray of Light or Dazzling Glow. Damage Minor DoT (Energy) Recharge Moderate (8s) Duration 27.94s Minimum Level 2 Effects Point Blank Area of Effect Foe Immobilize (Mag 3), -To Hit Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilize Enhance Recharge Enhance To Hit Debuff Set Categories Accurate To Hit Debuff Immobilize Melee AoE Damage To Hit Debuff T4: Blinding Halo While this power is active, you are surrounded by a bright halo of light, reducing the chance to hit and range of nearby foes. The halo is so bright that enemies may take Energy damage over time, inhibit their stealth capabilities, and even blind them to the point of holding them in place. The strength of this blind will be increased against targets illuminated by Ray of Light or Dazzling Glow. Damage Minor DoT (Energy) Endurance 1.04/s Recharge Slow (15s) Duration 7.45s Minimum Level 6 Effects Point Blank Area of Effect Foe Hold (Mag 2), -To Hit, -Stealth, -Range Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Hold Enhance Recharge Enhance To Hit Debuff Set Categories Accurate To Hit Debuff Hold Melee AoE Damage To Hit Debuff T5: Twilight Draws light away from all foes near your target, inhibiting their vision. Most foes will not be able to see past normal melee range, although some may have better perception. If the foes are attacked, they will be alerted to your presence, but will suffer a penalty to their chance to hit. Recharge Slow (15s) Duration 60s Minimum Level 8 Effects Ranged (Targeted Area of Effect) Foe -90% Perception, -To Hit Enhancements Enhance Accuracy Reduce Endurance Cost Enhance Recharge Enhance Range Enhance To Hit Debuff Set Categories To Hit Debuff T6: Incandescent Eruption Light swells out of you in a powerful burst, knocking enemies to the ground and dealing some minor damage. Some foes may even be disoriented for a short period of time after the blast, overwhelmed by its luminosity. Incandescent Eruption can deal bonus damage to targets illuminated by Ray of Light or Dazzling Glow. Damage Minor (Energy) Recharge Moderate (10s) Duration 6s Minimum Level 12 Effects Point Blank Area of Effect Foe Knockdown, Disorient (Mag 3, 25% chance) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Enhance Recharge Enhance Disorient Set Categories Knockback Melee AoE Damage Stuns T7: Prismatic Field A painfully bright field of light appears at an area of your choice, dealing minimal Energy damage to foes inside of it. Enemies inside this field will have their movement dramatically slowed, and their defences weakened as they attempt to navigate with their perception compromised, with a chance of even becoming disoriented. Targets illuminated by Ray of Light or Dazzling Glow will have their chance to be disoriented increased. Damage Minor DoT (Energy) Recharge Long (60s) Duration 45s Minimum Level 18 Effects Ranged (Location Area of Effect) Foe -Speed (90%), -Defense(All), Chance of Disorient (Mag 3, 2% chance) Enhancements Enhance Damage Enhance Defense Debuff Enhance Disorient Reduce Endurance Cost Enhance Range Enhance Recharge Enhance Slow Set Categories Defense Debuff Ranged AoE Damage Slow Movement Stuns T8: Luminous Distortion You twist the way that light behaves in a selected area, deceiving foes into moving towards it. Enemies caught in this distortion may even become confused, targeting their allies by accident as their perception is warped. Targets illuminated by Ray of Light or Dazzling Glow will have their chance to be confused increased. Recharge Long (60s) Duration 45s Minimum Level 26 Effects Ranged (Targeted Area of Effect) Foe Attract, Chance of Confuse (Mag 3, 2% chance) Enhancements Enhance Confuse Reduce Endurance Cost Enhance Recharge Enhance Range Set Categories Confuse T9: Shining Motes You concentrate light together to create three Shining Motes at a target location. Shining Motes are fragile and have little intelligence of their own, instinctively moving towards enemies, damaging all those close to them. Upon expiring, they explode in a small but powerful brilliance that knocks down nearby enemies, and may disorient them. Shining Motes can be healed and buffed like any teammate. Damage Minor (Energy) Recharge Very Long (240s) Minimum Level 32 Effects Summon Motes: Melee Pet Powers Fly (Auto: Flight) Nova (Post Defeat: PBAoE (Energy), Foe Knockdown, Disorient) Shining Halo (PBAoE, DoT (Energy)) Resistance (Auto, Res(E25 N25, P25), Res(Immobilize)) Enhancements Enhance Accuracy Enhance Damage Enhance Disorient Reduce Endurance Cost Enhance Recharge Set Categories Knockback Pet Damage Recharge Intensive Pets Stuns Alternate Non-Pet T9 Credit goes to @MTeague for inspiring me to write this up here, for a petless T9 power. While I've posted this alternative later in the thread, I'm pasting it over here too. T9: Gleaming Sphere You summon an immobile, shining sphere of light that surrounds your current location, preventing anything inside from being seen from the outside, and vice versa. Area of Effect powers may still damage those obscured by the sphere. The luminous intensity within the sphere can cause enemies to take moderate Energy damage, have their chance to hit reduced, and even cause them to exit the area if possible. Damage Moderate DoT (Energy) Recharge Long (120s) Duration 60s Minimum Level 32 Effects Summon Sphere: Location (PBAoE) Foe -To Hit, Afraid (Mag 50) Enhancements Enhance Damage Reduce Endurance Cost Enhance Recharge Enhance To Hit Debuff Set Categories Melee AoE Damage To Hit Debuff It was definitely made with the idea of it being niche-but-potentially-potent in mind. Would be interested in hearing what others think of it as well!
  7. Hey all, Played for years but quit a while before it went F2P, am now returning and it's fair to say I've forgotten more than I ever knew about builds and slotting out chars. Can I get some well-deserved criticism on my Earth/Earth/Fire Dom build please? This is supposed to be like a cheap-ass no-purples build hence the lack of them, and I'm fairly unfamilar with the Archetype Sets and what they offer/cost. Not even sure if a cheap build is worth it these days or if influence drops enough to go straight for purple? I feel like I have enough recharge for permadom even with hasten no where near perma? I'm not sure I like those defence numbers too much and I picked Assault at the end because I had nothing else to go with. General gameplan is to lockdown with controls, let off a Fire Ball, maybe Rain if there's enough mobs and then head into melee range. I am 100% sure this is a naff build, please halp. 🙂
  8. I'm certain I could do better with sets to get better def/resists. prolly next project. 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! Level 50 Technology Dominator Primary Power Set: Earth Control Secondary Power Set: Earth Assault Power Pool: Teleportation Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Mace Mastery Villain Profile: Level 1: Fossilize -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Dmg/Rchg(5), SprWntBit-Acc/Dmg(7) Level 1: Stone Spears -- FrcFdb-Rechg%(A), Dcm-Build%(25), Dvs-Hold%(34), GldJvl-Dam%(34) Level 2: Stone Cages -- SprDmnGrs-Rchg/Fiery Orb(A), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(7), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprDmnGrs-EndRdx/Rchg(9), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(11) Level 4: Stone Mallet -- GldStr-%Dam(A), GldStr-Acc/Dmg/End/Rech(19), GldStr-Dam/End/Rech(19), GldStr-Dam/Rech(21), GldStr-Acc/Dmg(21) Level 6: Tremor -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(34), OvrFrc-Acc/Dmg/End(36), OvrFrc-Dmg/End/Rech(36), OvrFrc-Acc/Dmg/End/Rech(36) Level 8: Combat Teleport -- RctRtc-Pcptn(A) Level 10: Teleport -- Range-I(A) Level 12: Stalagmites -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprAscoft-EndRdx/Rchg(15), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 16: Hurl Boulder -- FrcFdb-Rechg%(A), Apc-Dam%(37), Apc-Dmg(37), Apc-Dmg/Rchg(37), Apc-Acc/Dmg/Rchg(39), Apc-Dmg/EndRdx(40) Level 18: Power Up -- RechRdx-I(A) Level 20: Fold Space -- RechRdx-I(A) Level 22: Earthquake -- TchofLadG-%Dam(A), ExpStr-Dam%(23), AchHee-ResDeb%(23), FrcFdb-Rechg%(25) Level 24: Heavy Mallet -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Dmg/EndRdx(50), SprBlsCol-Acc/Dmg(50) Level 26: Volcanic Gasses -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(27), SprEnt-End/Rchg(27), SprEnt-Acc/Hold/End(29), SprEnt-Acc/Hold/End/Rchg(29), SprEnt-Rchg/AbsorbProc(31) Level 28: Seismic Smash -- Hct-Dam%(A), Hct-Dmg/EndRdx(31), Hct-Acc/Dmg/Rchg(31), Hct-Dmg(33), Hct-Dmg/Rchg(33), TchofDth-Dam%(33) Level 30: Kick -- Empty(A) Level 32: Tough -- GldArm-3defTpProc(A) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A) Level 38: Weave -- LucoftheG-Def/Rchg+(A) Level 41: Animate Stone -- SlbAll-Build%(A), SlbAll-Dmg/EndRdx(42), SlbAll-Acc/Rchg(42), SlbAll-Acc/Dmg/Rchg(42), SlbAll-Dmg/Rchg(43), SlbAll-Dmg(43) Level 44: Mud Pots -- Arm-Dam%(A), Arm-Dmg/EndRdx(45), Arm-Acc/Rchg(45), Arm-Acc/Dmg/Rchg(45), Arm-Dmg(46), ImpSwf-Dam%(46) Level 47: Fissure -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(50) Level 49: Stealth -- ShlWal-ResDam/Re TP(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(39), Pnc-Heal/+End(39) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Spectral Radial Flawless Interface Level 50: Tsoo Radial Superior Ally Level 50: Barrier Radial Epiphany Level 50: Control Core Embodiment ------------
  9. Build Link I'd like to have someone actually versed in Dominators look over this build, because it seems to perform really poorly on paper compared to other builds I've seen here. Not sure if that's because I built it wrong or because I just picked bad base powersets. I was going for high recharge and perma-Domination but it seems sorely lacking in defense/resists. I primarily play a Tanker so I don't know if that's because it's a Dominator, or because I built it wrong. I know the resistance soft caps are considerably lower, but still. It seems utterly useless in solo play. The only real stipulations I have for pool powers are to keep Sorcery and Fire Mastery for concept reasons. I like the Barrier and Reactive Incarnate powers but if they're bad I'm fine with axing them. I'm not keen on re-rolling with entirely new base powersets, however.
  10. Hello members of the forums, I have been recently playing a control based archetype and have noticed that's there is fairly few control powerset options for control and assault as opposed to melee or ranged. As someone who prefers being a melee combatant myself I never saw this as an issue, as many people (like myself) prefer to attack enemies up close or from a distance. So the shortage of option was never a concern to me. However after playing as a dominator myself, I recognize that it is a unique playstyle and I wanted to expand on the powerset choices. I though it would be cool to introduce new Control and Assault sets, to bring more selections for Controllers and Dominators. The new theme for this powerset, would deal with space and the cosmos, an idea that isn't implemented or explored in game for players. Hopefully these themes may reinvest people into Crowd Control or grant new options for those who traditionally enjoy it. So without further a due, here is my new powerset proposal. Huge thanks to @Vanden for providing the icons. You always provide a great deal of help and creative insight towards these sets. -Omnibus FYI Spatial - Will deal with manipulating and controlling space i.e. distance and how space is bent. Ex: Distorting the space time continuums, decreasing distance between an object etc... Cosmic/Astro - Will deal with manipulating and controlling phenomenons within space and universe. Ex: Stars, asteroids, comets etc.. Introducing a new theme to Control and Assault powersets... Spatial Control Spatial Control allows you to distort the space time continuum, alter the distance between targets, and bend your surrounding environment. The sheer magnitude of altering space is so great it will often repel targets from the caster upon usage. Spatial Control is available as a primary set for Controllers & Dominators. The following table shows which powers are available and at what level: Power Level Effect Sinking Space 1 Ranged, Minor Damage (Smash), Foe Immobilize Displace 1 Ranged, Moderate Damage (Smash), Foe Teleport (Knockup) Compression 2 Ranged, Moderate DoT(Smash), Foe Hold Disperse 6 Ranged, Moderate Damage (Smash), Foe Knockback Event Horizon 8 Targeted AoE, Minor DoT (Smash), Foe Immobilize Space Time Rift 12 Location AoE, Foe Intangibility, Hold, Slow Big Crunch 18 Targeted AoE, Foe Hold Tesseract 26 Ranged Foe teleport, Foe disorient, knockback Abyss 32 Summon Abyss Powers These are the following powers in the Spatial Control powerset Damages will be adjusted to Dominators Sinking Space You warp space to transfer your foe into the gravitational pull of a much denser space beneath them, this foreign gravitational field is so immense it immobilizes them in place and deals minor DoT. Displace You alter the distance of your opponent within space to move them upward in an instant, only for them to fall downward dealing moderate smashing damage. When use with Compression/Hold the caption DISTORT will appear above a target (as more space is being distorted), dealing an additional damage allowing for more devastating blows. Compression You crush all the space around a foe binding them, and removing their movement altogether. This attack limits your opponents space needed for them to move and deals moderate DoT. Disperse You alter space to scatter an attack many distances to berate the target in front of you. This attack deals moderate damage. When used with Compression/Hold the caption DISTORT will appear once more above a target dealing additional damage. Event Horizon You select a target of your choosing into the event horizon of a black hole, a point of no return in which light cannot escape. This horizon encompasses over a widespread area immobilizing foes of the surrounding area of the foe of choice. This attack cannot be avoided if foes are in spherical distance of the targeted enemy. Space Time Rift You open a rift on the space time continuum, this distortion of space freezes time around a spherical area of a location of you choosing, foes near the rift will experience a reduction of movement speed while enemies caught directly in it will be held temporally. Maintaining this rift is a taxing feat and will rapidly decrease the users endurance. Big Crunch You compress the space over a widespread area and implode the surrounding environment forcing all foes in a spherical area of the target of your choice to be held. Foes after the affects ware of will still experience a 5 second reduction in movement before they are normal again. Tesseract You open up a cubical wormhole, that transports enemies across space time to another distance. This spatial migration is very disorienting for an opponent and knocking them backwards stunning them for a brief period of time. Abyss You tear through the fabric of spacetime to depths of existence, to summon a gap in reality that unleashes a plethora of spatial based attacks for your assistance. Spatial Assault Spatial Assault allows you to disrupt the space time continuum to alter the movement of attacks and creating shifts in the fabric of reality often disorienting your foes. Spatial Assault is available as a secondary set for Controllers & Dominators. The following table shows which powers are available and at what level: Power Level Effect Expansive Blast 1 Ranged, Minor Damage(Energy/Smash), Foe: Knockback Momentum Strike 2 Melee, High Damage(Smash/Energy), Foe: Disorient, Knockup Ripple Effect 4 Ranged (Cone) Minor Damage(Lethal/Smash), Foe: High Knockback Distortion Wave 10 Ranged, Moderate Damage(Energy/Smash), Foe: Knockback, Slow, DoT proc Implosion 16 Self +Special +DMG Foe: Snare, - Fly Higgs Field 20 Point Blank Area of Effect Melee, Moderate Damage(Smash/Energy), Foe Knockdown Intense Pressure 28 Melee, Extreme Damage(Energy/Smash), Foe: Disorient Interval 35 Sniper, Superior Damage(Energy/Lethal), Foe: Knockback Lightspeed 38 Close, Extreme Damage, Self Teleport, (Energy/Lethal), Foe: Knockback Powers These are the following powers in the Spatial Assault powerset Expansive Blast You extend the movement of your attack through spacetime, creating a repulsing blast that repels a target backwards. Deals minor damage and has a chance for a slight knockback. Momentum Strike You manipulate space to reduce friction and attack your opponent at accelerated speeds, often disorienting a foe and dealing high damage. Ripple Effect You create a ripple in the fabric of spacetime pushing back enemies away from the caster. Deals minor damage and will knockback a foe. Distortion Wave You distort the space time continuum and berate you opponent with a full wave of morphed space that overwhelms a foe surrounding environment, this disruption is so tense that reduces the movement of a foe and may do DoT on the same target if still in a similar area of the attack Implosion You implode the space around yourself slowing down your opponents movement speed and flight, while boosting spatial abilities, Type special Higgs Field You generate a miniature field of warped space around you in which mass has grown exponentially. This sphere of space increase in mass prevents all foes surrounding the from getting up. Deals moderate damage, and knocks down enemies. Reference to Higgs mechanism in which all matter is given mass my this hypothetical structure/field, anything that has mass must be within or go through this field. Intense Pressure You focus all the pressure of your surrounding environment reshaping the space time continuum, to bombard your target with the force of sheer pressure. The intensity of this attack is so immense it migrates to other opponent. Deals Extreme Damage, high chance for disorient. Interval You expel a long distance attack that travels at Planck time, dealing superior damage. This attack can potentially disorient foes and knock them back. The sheer speed of this attack is such that the caster loses no momentum upon activation. This attack is instant. Lightspeed You perform a strike that is so fast it moves at the speed of light, teleporting the caster into their opponent. Deals high damage and will knock back a foe. Cosmic Control Cosmic Control allows you to manipulate universal anomalies to restrict your foes movement and control celestial bodies. Controlling the cosmos itself cataclysmic feat and will often deal energy damage from your mastery of outer space. Power Level Effect Orbital Grasp 1 Ranged, Minor Damage (Energy), Foe Immobilize Vacuum 1 Ranged, Moderate Damage (Negative), Foe Knockup Galactic Bind 2 Ranged, Moderate DoT(Energy/Negative), Foe Hold Blazar 6 Ranged, Moderate Damage (Energy/Fire), Foe Knockback Asteroid Field 8 Targeted AoE, Minor DoT (Smash), Foe Snare Stellar Core 12 Location AoE, Superior DoT (Fire/Energy) Foe Slow, Disorient Nebula 18 Targeted AoE, Foe Hold, -Perception Quantum Tunneling 26 Ranged foe teleport, Foe confuse, knockback Extrasolars 32 Summon Bright Nova &White Dwarf Powers These are the following powers in the Cosmic Control powerset. Orbital Grasp You summon a vortex into the orbit of another planet underneath your opponent that's gravity is much larger than Earths, this immense pull of the target immobilizes them. Vacuum You open a funnel in space generating a miniature black hole knocking them downward. Deals Moderate Damage, when used with hold the strength will amplify under the caption COLLISION. Galactic Bind You encircle your opponent with a miniature galaxy bound at their center, the strength of the active galactic nucleus constricts the foes movement holding them in place dealing a moderate DoT. Blazar You jet forward a gleaming blast of scorching energy from the core of a galaxy, this attacks deals moderate damage and a slight chance for knockback. Deals moderate damage however when used with hold the strength will amplify under the caption COLLISION. Asteroid Field You transform the battlefield into an area filled with asteroids, these asteroid bombard multiple targets restricting their movement and mobility. Stellar Core Your mastery of the cosmos allows you to open a rift into the inner core of the sun, the heat from the sun is so immense it stuns your foes while severely limiting their mobility and ability to attack. This attack can be used on an area of your choosing Nebula You unleash a nebula onto an opponent of your choice, the nuclear fusion generated from within these stellar clouds of dust holds a foe in place as it spreads outward over a widespread area affecting other nearby targets, negating their perception. Quantum Tunneling You open a portal of a luminous galactic nucleus, this nucleus containing a supermassive black hole sucks in so much energy it instantly migrates your opponent to its location. The effect of this traveling ways in heavy on your foe, and will suffer from confusion whist in a state of panic. Slight chance for knockback. Extrasolars Your understanding of the cosmos allows you to transport various extraterrestrials to fight by your side. This being is capable of utilizing cosmos with a variety of energy based attacks. Astro Assault Astro Assault allows you to expel a variety of universal phenomenon's to project onto your opponents bombarding them with the objects from the night sky. Barraging your enemies celestial bodies of deep space a phenomenal feat and its cosmic impact will often degrade the defense of an opponent from the sheer magnitude of the attack. Power Level Effect Meteorite 1 Ranged, Minor Damage(Energy/Smash), Foe: Knockback Orion Arm 2 Melee, High Damage(Smash/Energy), Foe: Disorient Solar Ignition 4 Ranged Minor Damage(Energy/Smash), Foe: High Knockback Galactic Thrust 10 Ranged, Moderate Damage(Energy/Smash), Foe: Knockback Heliopause 16 Toggle: Self +Special Foe Repel, Knockdown Supernova 20 Point Blank Area of Effect Melee, High Damage(Fire/Energy) Collapsing Star 28 Melee, Extreme Damage(Energy/Smash), Foe: Disorient Halley's Comet 35 Sniper, Superior Damage(Energy/Lethal), Foe: Knockback Big Bang 38 Close, Superior Damage(Energy/Smash), +DMG, DEF (All) Foe: Knockback, -Perception over PBAoE Powers Meteorite You summon a meteorite from deep space to launch at your opponent knocking them down. Deals Minor Damage. Orion Arm You propel your arm forward harnessed by galactic energy for a single fatal swing disorienting a foe. Deals High Damage. Solar Ignition You generate a miniature sun in the palms of your hands and cast it down outward to your opponent, knocking them backwards. Deals Minor Damage. Galactic Thrust You circulate the air of your surrounding to create a miniature galaxy in which rapidly propels forward in a pressing strike, repelling foes caught in its path. Deals Moderate Damage. Heliopause You surround your self with the force of outer space, which stops all other external forces from gaining close contact with you. This attack when toggled repels foes when close to the caster. Supernova You show unleash an attack of a exploding star, this rapid expansion of stellar energy combust violently and easily scatters energy over a widespread area. Collapsing Star This move shows great mastery over the cosmos, as you lunge into the air and preform an attacks that compresses the energy of a supernova and concentrates it into a single blow affecting a single target. Will disorient a foe from the sheer impact. Deals Extreme Damage Halley's Comet A focused blast of immense strength and speed for collected over traveling lightyears at a time. This is a sniper attack and is best fired from a distance as it can be interrupted. Deals Superior Damage Big Bang A truly phenomenal feat, you bring forth the very spark of creation. You discharge the unbridled spark of existence across the battlefield, the massive radiance of this move forces all foes to loose their perception over a point blank area, as well as knockback foes and severely degrade their defensive and offensive capabilities. The energy brought forth from this attack is unrestricted you will gain a boost in you combat attributes from the rapid influx of energy. NEW FX & Animation for Visualization Icon Power Name Animation FX Sinking Space Crush Target: Power Siphon (White) Displace Levitate Target: Teleport Compression Siphon Power Target: Unleashed Potential Disperse Transference Shockwave Event Horizon Time Crawl Caster: Time Crawl Ground: Temporal Mending Space Time Rift Distortion Field Distortion Field & Reveal Target: Time Stop Surrounding Targets: Slow Movement Big Crunch Time Stop Caster: Time Stop Target: Time Stop Ground: Time's Juncture Tesseract Translocation Caster: Invent (Idle) Target: Time Shift Abyss Rune of Protection Summon: Singularity (Black) Expansive Blast Aging Touch Aging Touch Momentum Strike Telekinetic Blow Telekinetic Blow Ripple Effect Wall of Force Wall of Force Distortion Wave Shockwave Sirens Song Ground: Fissure Implosion Chronos Sound Barrier Higgs Field Disruption Aura Mass Levitation Intense Pressure Energy Transfer Target: Project Will & Shout Jump Effect: Project Will & Scream Interval N/A Sound FX: Sniper Blast Lightspeed Piercing Rounds Time Shift & Piercing Rounds w/o Weapon Orbital Grasp Crush Target: Positron Cell Ground: Space Vacuum Dehydrate Dehydrate (Black) Galactic Bind Time Crawl Time Crawl Blazar Power Burst Power Burst (Orange) Asteroid Field Power Siphon Target: Power Siphon (White) & Orbiting Death (Brown) Stellar Core Dimension Shift Dimension Shift (Yellow) Nebula Steamy Mist Steamy Mist (Light Purple, Faded Green) Quantum Tunneling Time Shift Time Shift Extrasolars Time Crawl Rikiti Portal Summon: White Dwarf & Bright Nova Meteorite Cosmic Burst (Bright Sniper Alt) Hurl Boulder w/out grab effect Orion Arm Sweeping Cross Time Crawl Solar Ignition Neutron Bomb Neutron Bomb (Yellow) Galactic Thrust Hydro Blast Portal (Horizontal) Heliopause Strength of Will Barrier Core (Alpha) Supernova Chrono Shift Chrono Shift & Pulsar Collapsing Star Incandescent Strike Incandescent Strike Halley's Comet Moonbeam Moonbeam Big Bang Thunder Clap Dawn Strike - Finally NEW Additional Animation and FX soon for Visualization Epilogue Thank you those who enjoyed viewing my proposal. This is an idea I want to see implemented in the came because of the lack of universal themes in this superpowered MMO. I would like to see more themes like this whether it is in a different set, however I choose control and assault as they were the ones I'd like to see get added onto the most and provides for a whole new range of themes and qualities we can add to powersets in the game. Some of these concept draw from quantum mechanics and scientific studies about deep space, so I hope if you caught some of the references. Nevertheless Hope you enjoyed exploring the cosmos.
  11. If you were going to make a dominator that had to meet the requirement: it has to be better than a geared out fortunata... What would you select? Where would you place the annoying, no dmg, ATOs? Would you even bother? I love Dom, play mainly Dom... But lately by comparison I'm finding Fort practically more useful in today's meta. There's no time to run into mobs, unless you initiate. Casts need to be quick, or you've missed the mark. You must be able to stand in the fire. So, what would you roll? Mind savage was alright, but again underwhelming compared to Fort. So I'm at a loss.
  12. Preface: I've played City of Heroes for a very long time, and eons ago I remember being able to use Flash or Mass Confusion or Cinders, etc. to control (or later dominate) my foes. They were reliable and helped define what it meant to be a controller. But then dark times occurred, and the CoH devs decided that they would smite us for thinking that a controller could effectively control a group of would be criminals. Wouldn't it be great if we could use a AoE hold or power and it recharged out of the box significantly less than the 4 minute (240 second) timer that was imposed upon us? We live in a world where DPS can nuke every group (and sometimes twice if their a sentinel), but we are stuck waiting as CONTROL BASED AT'S are left in the dust and often times not even needed... I'd suggest that we go across the board and reduce the base recharge of controller and dominator AoE Mezzes from 240 to 90 seconds (I'd even compromise at the 2 minute mark). As usual thanks. Any thoughts on the matter?
  13. Hey gang, LOVE this mechanic. I had played an energy toon until Homecoming changed Energy Assault. Thank you. This is my first bug post, I did a search but have not found any more information on this mechanic regarding my current problem. I apologize if I missed something. Powers/Mechanics Energy Stored (proc) Energy Stored Icons (Per power) Total Focus Bone Smasher Sniper Blast For those unfamiliar with the set, when you activate Total Focus (100% chance) or hit a stunned enemy (20% chance afaik) with certain powers in Energy Assault, you will gain Energy Stored. This will put an orange ring around certain powers (Like Dual Blade) that will allow for an Energy Release effect (removes orange ring). To keep players from spamming these extra proc bonuses, whenever you use a power to proc Energy Stored, that power adds an icon to your Buff/Debuff display. For as long as that power's icon is there, that specific power cannot proc Stored. For clarity, please note that you can have, for ex., Total Focus locked out, but still proc off of another power. This will add a second powers icon to your buff/debuff display. This is where we start having an issue. Bug/Issue/Works as Intended?: Whenever the Icon(s) disappear, they remove your Energy Stored state (orange ring is gone). This is regardless of which power proc'd Energy Stored. In addition to this, Total Focus' icon works differently than Snipe or Smasher's. When Snipe or Smasher's icon disappears any Stored state will immediately end. When Total Focus' icon disappears, Stored ends shortly after. this results in players proc'ing Energy Stored and losing it immediately after. Question 1: Is each power supposed to remove the Stored state when their icon's duration is finished? I can understand that this was possibly designed to clear the Stored Energy gained from that power, but it is also removing the Stored state gained from any power used afterwards within the first powers' icon duration. Question 2: If this is working as intended can we please fix Total Focus to remove Stored immediately when the icon disappears? This will stop us from losing our Stored Energy immediately after proc'ing it. Recreating the Situation: Activate Total Focus, use a release power. Watch for the Total Focus icon to disappear from buff/debuff display. Activate Total Focus immediately after, proc'ing Energy Stored and you should see that the orange ring disappears right away. To compare Snipe and Smasher's clearing of Energy Stored takes a bit more finesse. 1. Stun an enemy 2. Attack with Snipe/Smasher until you proc 3. Use a release power 4. Proc Energy Stored again (before Snipe/Smasher icon disappears, Total Focus is a guarantee proc) 5. Wait until the Snipe/Smasher Icon clears and notice that Stored state clears immediately with it. What I haven't tested: Proc'ing and Stored states with Power Bolt, Power Push and Power Blast. TL;DR: Make Total Focus' proc cooldown AND Stored Energy state end at the same time instead of one before the other. This will work the same as Snipe and Smashers proc cooldown. If the proc cooldown is not supposed to remove Stored Energy state that was proc'd from a separate power, change that too. However I feel the first sentence has the most often feels bad moments. Thank you for reading my Ted Talk. If you have any questions, or would like me to test some more please let me know. Again if this has been brought up I am sorry.
  14. Currently, the power Fissure (both in Controller and Dominator flavour) requires you to be on the ground to activate it. The old i25 patch notes changed the way a number of powers worked (Foot Stomp, Atom Smasher, Burn, Tremor, Ice Patch). Before these changes, they needed to be activated while you were on the ground. Now, they can also be used while flying, so long as you're close to the ground - a nice quality of life adjustment. Given that there is precedence for similar powers being adjusted in this way, it would be nice if Fissure could also be used while flying, instead of requiring you to be on the ground.
  15. Howdy folks, As the topic title says, I need help deciding whether to make a Blaster or a Dominator for PvP. Will be for mostly 1 on 1 and small team fights, as well as zone stuff when and if the opportunity presents itself. The choice for me is narrowed down to either a Psi/EM or Psi/Martial or Psi/Time for the blaster, or a Dark/Energy for the Dominator. Any help on the pros and cons of which to choose is definitely welcome, thanks.
  16. I was doing some testing of Savage Assault's Unkindness power since the description says it does increased damage per stack of Blood Frenzy. The results....were unexpected. I've attached a picture of the numbers I found per tick and it seems each stack DOES increase damage (despite popular belief) but only by 1.4% per stack capping at 7%. Maybe this is WAI but it seems like an odd (literally) number. Is this correct or is there some sort of typo behind the scenes which is causing it to scale so little?
  17. Hey guys, Sharing my mind/rad pvp dominator build I use for 8v8 arena and zone pvp. Devastating blow and radiation siphon hit like a truck and your ranged attack of dominate->proton volley->xray beam is fast and does decent enough damage. Hibernate allows you to stay alive evade coordinated spikes. 1500+ HP (with accolades) allows you to survive in general as well as increasing the effectiveness of green insps. TK can set up slow snipes for more initial damage. This build also provides some basic KB protection (41) against most attacks (force bolt from bubblers is probably still gonna KB you). Overall this is a fun pvp build with a lot of versatility and one of the better dom pvp builds you can roll with. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Mind Control Secondary Power Set: Radioactive Assault Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Levitate (A) Apocalypse - Accuracy/Damage/Recharge (13) Apocalypse - Accuracy/Recharge (15) Apocalypse - Chance of Damage(Negative) (15) Apocalypse - Damage/Recharge (27) Apocalypse - Damage/Endurance (27) Gladiator's Javelin - Chance of Damage(Toxic) Level 1: Neutrino Bolt (A) Gladiator's Javelin - Accuracy/Damage (31) Gladiator's Javelin - Damage/Recharge (34) Gladiator's Javelin - Accuracy/Damage/End/Rech (46) Gladiator's Javelin - Chance of Damage(Toxic) (46) Gladiator's Javelin - Accuracy/Endurance/Recharge (48) Gladiator's Javelin - Damage/Endurance/Recharge Level 2: Dominate (A) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime (3) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance (3) Superior Dominating Grasp - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime (5) Apocalypse - Damage (5) Gladiator's Javelin - Chance of Damage(Toxic) (7) Gladiator's Net - Chance of Damage(Lethal) Level 4: X-Ray Beam (A) Gladiator's Javelin - Accuracy/Damage (7) Gladiator's Javelin - Chance of Damage(Toxic) (9) Gladiator's Javelin - Accuracy/Damage/End/Rech (9) HamiO:Nucleolus Exposure (11) Touch of Lady Grey - Chance for Negative Damage (11) Shield Breaker - Chance for Lethal Damage Level 6: Hasten (A) Recharge Reduction IO (13) Recharge Reduction IO Level 8: Super Speed (A) HamiO:Microfilament Exposure (31) HamiO:Microfilament Exposure (34) Blessing of the Zephyr - Knockback Reduction (4 points) Level 10: Confuse (A) Superior Dominating Grasp - RechargeTime/Fiery Orb (29) Superior Dominating Grasp - Endurance/RechargeTime (29) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized Level 12: Telekinesis (A) Endurance Reduction IO Level 14: Combat Jumping (A) Luck of the Gambler - Recharge Speed (31) Karma - Knockback Protection (50) Blessing of the Zephyr - Knockback Reduction (4 points) Level 16: Fusion (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (17) Adjusted Targeting - Recharge (17) Adjusted Targeting - To Hit Buff (19) Adjusted Targeting - To Hit Buff/Endurance/Recharge (19) Adjusted Targeting - Endurance/Recharge (21) Adjusted Targeting - To Hit Buff/Recharge Level 18: Super Jump (A) HamiO:Microfilament Exposure (37) HamiO:Microfilament Exposure (43) Blessing of the Zephyr - Knockback Reduction (4 points) Level 20: Radiation Siphon (A) HamiO:Nucleolus Exposure (21) Gladiator's Strike - Accuracy/Damage (23) Gladiator's Strike - Chance for Smashing Damage (23) Touch of the Nictus - Accuracy/Healing (25) Touch of the Nictus - Chance for Negative Energy Damage (25) Touch of Death - Chance of Damage(Negative) Level 22: Acrobatics (A) Knockback Distance IO Level 24: Maneuvers (A) Luck of the Gambler - Recharge Speed Level 26: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance Level 28: Assault (A) Endurance Reduction IO Level 30: Vengeance (A) Luck of the Gambler - Recharge Speed (46) Karma - Knockback Protection Level 32: Stealth (A) Luck of the Gambler - Recharge Speed (33) Kismet - Accuracy +6% (33) Shield Wall - +Res (Teleportation), +5% Res (All) (33) Shield Wall - Defense/Endurance (34) Shield Wall - Defense/Endurance/Recharge Level 35: Proton Volley (A) Gladiator's Javelin - Chance of Damage(Toxic) (36) Gladiator's Javelin - Accuracy/Damage (36) HamiO:Nucleolus Exposure (36) Touch of Lady Grey - Chance for Negative Damage (37) Shield Breaker - Chance for Lethal Damage (37) Sting of the Manticore - Chance of Damage(Toxic) Level 38: Devastating Blow (A) HamiO:Nucleolus Exposure (39) Gladiator's Strike - Accuracy/Damage (39) Gladiator's Strike - Chance for Smashing Damage (39) Hecatomb - Chance of Damage(Negative) (40) Touch of Death - Chance of Damage(Negative) (40) Mako's Bite - Chance of Damage(Lethal) Level 41: Water Spout (A) Touch of Lady Grey - Recharge/Endurance (42) Touch of Lady Grey - Defense Debuff/Recharge/Endurance Level 44: Shark Skin (A) Unbreakable Guard - +Max HP (45) Gladiator's Armor - Resistance (45) Gladiator's Armor - Resistance/Rech/End (45) Gladiator's Armor - End/Resist (50) Gladiator's Armor - TP Protection +3% Def (All) (50) Gladiator's Armor - Recharge/Endurance Level 47: Summon Coralax (A) Soulbound Allegiance - Damage/Recharge (48) Soulbound Allegiance - Accuracy/Damage/Recharge (48) Soulbound Allegiance - Accuracy/Recharge Level 49: Hibernate (A) Doctored Wounds - Heal/Recharge Level 1: Brawl (A) Empty Level 1: Domination Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Preventive Medicine - Chance for +Absorb (40) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (42) Performance Shifter - EndMod (42) Performance Shifter - EndMod/Accuracy Level 50: Intuition Radial Paragon Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Assault Radial Embodiment ------------
  18. So I built my next character to focus on now that my DP/Kin Corrupter is mostly built and my Rad/DM tanker is working on his Incarnates. This build was made to turn a Dominator into a soft control beast, able to Stun, Sleep, Confuse, Sap Endurance, and bounce enemies around with Jolting Chain. At Perma Domination, this is a pretty flipping fun way to solo bosses and possibly EBs. Damage is on the light end, but frankly I don't really care. I want the control toys. Take a look and lemme know what you think!
  19. Titled in the style of this post: Looking at the Issue 26 Page 5 patch notes, powers providing enhanceable resistance are meant to ignore outside buffs - it's why such powers were adjusted accordingly to no longer do so. Link Minds from the Dominator's Psionic Mastery ancillary power pool provides a boost to Defense and ToHit, along with a very small, unenhanceable boost to Psionic resistance (1.7% to be exact). However, it's unable to be boosted despite this. Given that powers were corrected one way to fix powers not working as intended, I think it makes sense for all powers to be corrected accordingly in both directions - Link Minds does not provide enhanceable resistance, and with such a small amount of Psionic resistance, even if it were enhanceable it would not do much at all. Therefore, I think it makes sense for it to be affected by external buffs such as Power Up, and so on, similar to powers of the same nature, such as Farsight and Deflection Shield.
  20. Background: The original draft of this is up on reddit, but I figured not everyone is on reddit, and I DO need to start posting here more. This is NOT be a detailed power-per-power analysis. This is more HOW TO PICK a secondary based on how it will feel to play than HOW TO PLAY it. This is math light - I've purposely abstracted most of it out, and am not addressing DPA. Players that are interested in DPA usually know their way around a build and won't find much in a guide like this. 🙂 Dominator Secondary general info: Most sets have the following: a weak ranged attack, a weak melee attack, a mid-damage ranged attack, a mid-damage melee attack, aim/buildup/power boost/etc., a cone attack*, a pbaoe, a snipe or utility and a heavy melee OR heavy range attack. The caveat for cones is that there are a couple things I treat as cones that aren't actually cones but that function the same way in play and have similar damage #s : earth's short range aoe Fissure and Martial's Trick Shot. Psi, fire and thorns have a faster animating and recharging T1 that does less damage than the other sets. Insta-snipe: Domination: All sets with snipe can have access to insta for the first 15 seconds of domination (+25% tohit, you only need +22%). Outside of Domination: None : Fire and Psi will need to rely on Domination and some combination of team buffs/tactics/yellow inspirations to get insta-snipes. Aim (Savage, Thorns) : Neither of the sets with aim have a snipe. Power-Boost/Gather Shadows (Dark, Earth, Energy, Ice): Earth and Ice lack a snipe. Dark & Energy can get insta-snipe during powerboost by slotting tactics with 1 SO (20% tohit) and using the Kismet +6% proc. Build-Up (Elec, Rad) : Will require +tohit slotting (>30% worth) or Kismet +6% tohit proc to get build-up (and Rad's Fusion) up to 22%. Envenomed Blades: MA has what looks to be an OP version of fiery embrace that provides a base of 12% tohit that can be made very close to perma. With ~35% tohit slotted and the kismet proc, MA can have insta-snipe almost permanently. The Secondaries: Dark Assault power-boost with a damage bonus, two medium blasts (exact same damage), one of which has a small heal on it, and a heavy melee, and a snipe with access to insta. It does not have a medium melee attack. The secondary effect of -tohit can be useful if you are close to the defense cap, or keep it stacked heavily with the aoes. It seems to favor being in melee and using your ranged attacks there, or going in and out if you use the cone (which is very thin). Earth Assault power boost, TWO heavy melee attacks, a short range aoe that works great in melee, and an aura that slows and does damage. This set heavily favors melee. Electricity Assault build-up, a faster/weaker weak melee, no heavy ranged attack, the weakest heavy melee attack (with a small pbaoe damage component), a snipe with access to insta, and the voltaic sentinel pet. Aside from pairing with elec/, I haven't found much use for the end draining secondary effect. It seems to slightly favor melee. Energy Assault power boost, the strongest heavy melee attack, two big range attacks, snipe with access to insta with tactics+proc during power boost, and no cone. Must love KB. With insta-snipe, it has 3 very powerful ranged attacks, and lends itself best of all the dominator sets to being ranged. Fire Assault fiery embrace and consume, the strongest heavy range attack, a snipe with NO access to insta, and trades the secondary utility effects on powers for slightly more damage on all attacks. It favors melee, or moving in and out if you take the cone. Icy Assault power boost, its mid strength range attack is faster and weaker than normal, a heavy ranged attack [edited], NO snipe, and a slow aura that does no damage. There doesn't seem to be anything special about it beyond the aura (and good DPA), so I would only play ice if I were going to take Chilling Embrace. The secondary slowing effect does exist, but takes several hits to be noticeable (and, in my experience, generally isn't except for the occasional boss). It favors melee (imho) due to chilling embrace. Martial Assault a weird fiery embrace clone that seems to need balancing/nerfing, its weak melee attack is a cone "for free", trick shot instead of a cone, a snipe with the best access to insta, a heavy ranged attack and caltrops. Maybe the lack of secondary effects is why Envenomed Blades is so strong? It lends itself very well to ranged play, or melee play using ranged attacks. Psionic Assault drain psyche instead of buildup/etc., TWO medium ranged attacks (one of which immobilizes), the largest cone, the best pbaoe (same size but 16 targets instead of 10), NO heavy melee OR ranged attack, and a snipe with NO access to insta. Like Icy, the secondary effect of -recharge can be difficult to observe in action, but it's there! This set favors moving in and out of melee to maximize - you want to take advantage of the cone, pbaoe and drain psyche since your single target attacks are lacking. Radioactive Assault a version of build up with much less ToHit (not super relevant), faster/weaker weak melee, TWO heavy melee attacks, the heaviest damage pbaoe (if the #s are correct), and a snipe with access to insta. The secondary contamination effect is "free" damage, and the -def on all the attacks is always appreciated. It favors melee. Savage Assault aim, improved weak and medium melee attacks (if the damage #s are correct in game), a self heal, a heavy ranged attack, and a second medium melee attack that teleports you to the target with bonus damage based on distance (??). It favors melee and gives you a great tool for jumping back into the fight if you have jumped out to use the cone. Thorny Assault aim, a short, wide arc cone, a heavy melee that is a cone, a heavy ranged, caltrops and extra damage (like fire, from dots). Somewhere between Earth and a set like psi or fire that favors actively moving in and out of combat. Melee attack chain options, vaguely ranked: The sets with heavy ranged attacks can and should use those, as they do about the same damage as T2 melee attacks. T1 & T2 ranged attacks should be avoided unless needed to fill out a chain, as they are lower damage than T1 melees. Counting heavy ranged attacks as T2 melees (roughly the same damage), and not counting snipes in sets that cannot insta them without insps we have: Martial: T1, T1+cone, T2, S Ice: T1, T2, T2 Psi: T1+KB, T2 Fire : T2, T2, Dark : T1, T3, S Thorns: T2, T2, T3(Cone) Elec : weak T1, T2, T3(with small pbaoe), S Earth : T1, T3, T3 Energy: T2, T2, T3, S Savage: weak T2, T2, T2+port, T3 Rad: weird T1, T2, T3, T3, S Ranged attack chain options: If you really want to play permanently at range (it's discouraged by many vet dom players, myself included, but it IS viable, and I'm attempting two different pure ranged builds currently), here are the ranged attack chain options: Worst: Earth: T1,T2 Rad: T1, T3, Cone Average: Psi: fast T1, T2, T2+immob, Cone Thorns: Fast T1, T2, T4 Elec: T1,T2,S, Cone Ice: T1, Weak T2, T4, Cone Decent: Dark: T1, T2, T2+Heal,S, Cone Fire: fast T1, T4, S, Cone Savage: T1, T4, S, Cone Best?: Martial: T1, trick shot, T4, S (best uptime) Energy: T1, T2, T3, T4,S It's also worth noting that the Grav primary has extra T2 & T4 ranged attacks (Lift & Propel), not even counting the bonus damage from impact. And Propel has the recharge of a T2… Mind's Levitation weaker than Lift. Notes : I have not addressed the epic sets but, especially given you can start them at 35, they can really fill out a hole in a secondary - something like taking Energy Transfer at 35 in lieu of a snipe can make a set that was lacking a solid melee chain work much better, or Bile Spray or Fire Ball instead of snipe on a /psi or /fire to give you a second aoe to fire off before you jump in…lots of options here. The way I build is to choose a power-set combo that seems to have interesting mechanical synergy or an engaging or fun playstyle - also likely rooted in synergy. Plenty of others go theme or story first, or just pick a combo for the cool visuals - I think all these are great ways to build a character, and hopefully this mini-guide is helpful to some of you. Background: On live I played plant/fire, elec/ice and ice/psi deep into incarnate content. All were 100% viable - I used the fire snipe in melee range without insta too! I also had grav/energy, ice/thorn, earth/elec, and dark/psi up to at least 50+1 and some incarnate content. Currently I am playing dark/savage, grav/martial, elec/rad, ice/earth & earth/energy, all in the 33-40 range. EDIT: I'll add some thoughts on the beta changes eventually, especially if they go live. I may add some DPA and attack chain stuff then as well, but that's not something I stress about.
  21. So iv had 3 doms so far and they went mind/dark, ice/ice and ice/energy and i finally found the combo of powers that work for my play style which is mind/energy cause i like to play melee style AV controling type dom. Does anyone have a good build for this? Much appreciated!
  22. So I'm new to builds, but I'm learning bit by bit, mostly by cobbling together things other people do and playing around with stuff. Right now I'm set on a Dominator character. Rapid fire: Character concept is a villain akin to a Shadowdruid, so basically the evil counterpart to a druid. He can shapeshift into a werebear, cast shadow and weather magic, command animals, etc. Always PvE, and want to be successful both solo and on teams. Don't really need to solo AVs, though that'd be an added bonus. Cost is no object, really aiming for the stars here. Tested this for a bit on Beta, on a couple +4/x8 Council mishes and seemed pretty damn dangerous. I stitched this together based on a couple different Dark/Savage builds I saw around here. What I'm really looking for is general comments or criticism, as well as specifics as to things I may have missed or messed up. Still getting into meat of Mids Reborn and min/maxing, so I'm sure I overdid something here or undercut there. Let me know what you guys think! Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Shadowdruid: Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Savage Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Leadership Ancillary Pool: Ice 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(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprAscoft-Rchg/+Dmg%(43) Level 1: Call Swarm -- Dcm-Build%(A) Level 2: Maiming Slash -- CrsImp-Acc/Dmg/Rchg(A), CrsImp-Acc/Dmg/EndRdx(3), CrsImp-Acc/Dmg(5), CrsImp-Dmg/EndRdx(15), CrsImp-Dmg/EndRdx/Rchg(37) Level 4: Vicious Slash -- Hct-Dam%(A), Hct-Dmg(5), Hct-Acc/Dmg/Rchg(7), Hct-Dmg/EndRdx(17), Hct-Acc/Rchg(37), FrcFdb-Rechg%(45) Level 6: Spirit Ward -- Prv-Absorb%(A) Level 8: Fearsome Stare -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(9), CldSns-Acc/EndRdx/Rchg(9), CldSns-ToHitDeb/EndRdx/Rchg(25) Level 10: Unkindness -- Rgn-Dmg/Rchg(A), Rgn-Dmg(11), Rgn-Dmg/EndRdx(11), Rgn-Acc/Rchg(25), Rgn-Knock%(37) Level 12: Heart of Darkness -- Stp-Acc/Stun/Rchg(A), Stp-Acc/EndRdx(13), Stp-Acc/Rchg(13), Stp-EndRdx/Stun(31), Stp-Stun/Rng(40) Level 14: Mystic Flight -- BlsoftheZ-ResKB(A) Level 16: Spot Prey -- GssSynFr--Build%(A), RechRdx-I(17) Level 18: Haunt -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(19), CaltoArm-Dmg/EndRdx(19), CaltoArm-Acc/Dmg/Rchg(31), CaltoArm-EndRdx/Dmg/Rchg(40) Level 20: Rending Flurry -- Arm-Acc/Rchg(A), Arm-Dmg(21), Arm-Dam%(21), Arm-Acc/Dmg/Rchg(31), Arm-Dmg/Rchg(40) Level 22: Rune of Protection -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-Rchg/ResDam(23), UnbGrd-EndRdx/Rchg(33) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 26: Shadow Field -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Hold(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/Rchg(34) Level 28: Blood Craze -- DctWnd-Heal/Rchg(A), Mrc-Heal/Rchg(29), Pnc-Heal/Rchg(29) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43) Level 32: Umbra Beast -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(33), CaltoArm-EndRdx/Dmg/Rchg(33), CaltoArm-Dmg/EndRdx(34), CaltoArm-Acc/Dmg/Rchg(42) Level 35: Call Hawk -- Apc-Dam%(A), Apc-Dmg(36), Apc-Dmg/EndRdx(36), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(42) Level 38: Feral Charge -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Acc/Dmg(39), SprBlsCol-Rchg/HoldProc(43) Level 41: Sleet -- RechRdx-I(A) Level 44: Hoarfrost -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(45), Pnc-Heal/Rchg(45) Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(48), StdPrt-ResDam/Def+(48), LucoftheG-Def(48) Level 49: Ice Storm -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/Rchg(50), SprFrzBls-Acc/Dmg/EndRdx(50), SprFrzBls-Rchg/ImmobProc(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 -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(46), Pnc-Heal/+End(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 1: Blood Frenzy Level 50: Agility Core Paragon Level 50: Cryonic Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Rebirth Radial Epiphany Level 50: Melee Core Embodiment ------------
  23. Hey everyone, wanting to create an Earth/Fire Dominator to run with. I am mainly going to be running this guy in Task Forces and trials. Basically want to do a ton of AOE in order to help the team. Could use some help with a good build. I have messed around in MIDS but struggle to make a good build and haven't found any earth/fire anywhere. I will keep working but thank you in advance for the help! I would post my build I made, but it is definitely laughable and know someone who knows what they are doing would just completely rework it.
  24. So I have this 50 Mind Control/Dark Assault and, well, it seems a bit... underpowered. Mind you, she doesn't have Alpha slotted yet (because the $%^&*@# shards won't drop!). So here's my mids build. Can someone look at it and tell me where I'm going wrong here? Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Domina Sibohan: Level 50 Natural Dominator Primary Power Set: Mind Control Secondary Power Set: Dark Assault Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Mesmerize -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(3), SprAscoft-EndRdx/Rchg:50(3), AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(5), AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(5) Level 1: Dark Blast -- MlsFur-Acc/Dmg:35(A), MlsFur-Dmg/EndRdx:35(7), MlsFur-Dmg/Rchg:35(7) Level 2: Levitate -- MlsFur-Acc/Dmg:35(A), MlsFur-Dmg/EndRdx:35(9), MlsFur-Dmg/Rchg:35(9) Level 4: Smite -- DarWtcDsp-ToHitDeb:50(A), DarWtcDsp-ToHitDeb/Rchg:50(11), DarWtcDsp-ToHitdeb/Rchg/EndRdx:50(11), DarWtcDsp-Rchg/EndRdx:50(13), DarWtcDsp-ToHitDeb/EndRdx:50(13), DarWtcDsp-Slow%:50(15) Level 6: Dominate -- Lck-Acc/Hold:50(A), Lck-Acc/Rchg:50(15), Lck-Rchg/Hold:50(17), Lck-EndRdx/Rchg/Hold:50(17), Lck-%Hold:50(19), Lck-Acc/EndRdx/Rchg/Hold:50(34) Level 8: Confuse -- MlsIll-Acc/Rchg:50(A), MlsIll-EndRdx/Conf:50(19), MlsIll-Acc/EndRdx:50(21), MlsIll-Conf/Rng:50(21), MlsIll-Acc/Conf/Rchg:50(23) Level 10: Night Fall -- SphIns-Acc/ToHitDeb:50(A), SphIns-Acc/Rchg:50(23), SphIns-ToHitDeb/EndRdx/Rchg:50(25), SphIns-Acc/EndRdx/Rchg:50(25), SphIns-%ToHit:50(27), SphIns-ToHitDeb:50(34) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+:50(A) Level 14: Super Jump -- WntGif-ResSlow:50(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(45) Level 16: Mass Hypnosis -- CaloftheS-Acc/Rchg:50(A), CaloftheS-EndRdx/Sleep:50(36), CaloftheS-Sleep/Rng:50(36), CaloftheS-Acc/Sleep/Rchg:50(37), CaloftheS-Heal%:50(37) Level 18: Total Domination -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(27), BslGaz-Rchg/Hold:30(31), BslGaz-Acc/EndRdx/Rchg/Hold:30(33), Lck-%Hold:50(33) Level 20: Gather Shadows -- EndRdx-I:50(A), RechRdx-I:50(33) Level 22: Maneuvers -- LucoftheG-Def/Rchg+:50(A) Level 24: Tactics -- HO:Cyto(A) Level 26: Terrify -- GlmoftheA-Acc/Rchg:50(A), GlmoftheA-EndRdx/Fear:50(34), GlmoftheA-Acc/EndRdx:50(37), GlmoftheA-Acc/Fear/Rchg:50(39), GlmoftheA-Fear/Rng:50(39) Level 28: Engulfing Darkness -- Obl-Dmg:50(A), Obl-Acc/Rchg:50(29), Obl-Dmg/Rchg:50(29), Obl-Acc/Dmg/Rchg:50(31), Obl-Acc/Dmg/EndRdx/Rchg:50(31), ToHitDeb-I:50(36) Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50) Level 32: Mass Confusion -- MlsIll-Acc/Rchg:50(A), MlsIll-EndRdx/Conf:50(42), MlsIll-Acc/EndRdx:50(42), MlsIll-Conf/Rng:50(43), MlsIll-Acc/Conf/Rchg:50(43) Level 35: Life Drain -- ThfofEss-Acc/EndRdx/Heal:30(A), ThfofEss-+End%:30(40), DarWtcDsp-ToHitDeb/Rchg:50(40), DarWtcDsp-ToHitdeb/Rchg/EndRdx:50(40), DarWtcDsp-Rchg/EndRdx:50(42) Level 38: Midnight Grasp -- EnfOpr-EndRdx/Immob:50(A), EnfOpr-Immob/Rng:50(45), EnfOpr-Acc/Immob/Rchg:50(46), EnfOpr-Acc/Immob:50(46), EnfOpr-Acc/Rchg:50(46) Level 41: Link Minds -- LucoftheG-Def/Rchg+:50(A) Level 44: Indomitable Will -- LucoftheG-Def/Rchg+:50(A) Level 47: Psionic Tornado -- SuddAcc-KB/Rech:50(A), SuddAcc-KB/Dmg/Rech:50(48), SuddAcc-KB/Dmg/End:50(48), SuddAcc-KB/Acc/Dmg:50(48), SuddAcc-KB/Acc:50(50), SuddAcc--KB/+KD:50(50) Level 49: Mind Over Body -- StdPrt-ResDam/Def+:30(A) Level 2: Swift -- Run-I:50(A) Level 2: Health -- NmnCnv-Regen/Rcvry+:50(A), Mrc-Rcvry+:40(43) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-EndMod:50(A), EffAdp-EndMod:50(39), PrfShf-End%:50(45) Level 1: Brawl -- Empty(A) Level 1: Domination 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 -- Jump-I:50(A) Level 2: Rest -- IntRdx-I:50(A) Level 4: Ninja Run Level 50: Spiritual Core Paragon Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 50: Pyronic Core Final Judgement Level 50: Cognitive Radial Flawless Interface Level 50: Seers Partial Radial Improved Ally Level 50: Control Core Embodiment Level 50: Ageless Radial Epiphany Level 1: Quick Form Level 0: High Pain Threshold ------------
×
×
  • Create New...