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About Me

Found 25 results

  1. 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.
  2. 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 Gravitational Pull 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 Gravitational Pull You warp space to transfer your foe into the gravitational pull of another planet underneath them, this foreign gravitational field is so immense it immobilizes them in place and deals minor DoT. Displace You alter the distance of you 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 Ripple Effect 4 Ranged (Cone) Minor Damage(Lethal/Smash), Foe: High Knockback Distortion Wave 10 Ranged, Moderate Damage(Energy/Smash), Foe: Knockback -Perception, DoT proc Power Boost 16 Self +Special +DMG 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 Instance 35 Sniper, Superior Damage(Energy/Lethal), Foe: Knockback Lightspeed 38 Close, High Damage(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 you 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 it may do damage in the future on the same target if still in a similar area of the attack Power Boost Typical power boost attack, generic 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 may migrate to another opponent. Deals Extreme Damage, high chance for disorient. Instance 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 you 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, Moderate DoT (Fire/Energy) Foe Slow, Disorient Nebula 18 Targeted AoE, Foe Hold, -Perception Quantum Tunnel 26 Ranged foe teleport, Foe confuse, knockback Exosolar One 32 Summon Bright Nova 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. Exosolar One Your understanding of the cosmos allows you to transport an extraterrestrial from another planet 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 you opponents bombarding them with the objects from the night sky. Barraging you 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 Meteor 1 Ranged, Minor Damage(Energy/Smash), Foe: Knockback Orion Arm 2 Melee, High Damage(Smash/Energy), Foe: Disorient Luminous Ignition 4 Ranged Minor Damage(Energy/Smash), Foe: High Knockback Galactic Cyclone 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 Meteor You summon a meteor 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. Luminous 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 Cyclone You circulate the air of your surrounding to create a miniature galaxy in which rapidly rushes forward in a swift 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 is so uncontained 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 Gravitational Pull Crush Crush Displace Levitate Teleport Compression Siphon Power Target: Afterburner Disperse Force Bolt Speed Boost Event Horizon Time Crawl Caster: Time Crawl Foe: Temporal Mending w/out Self FX Space Time Rift Distortion Field Target: Time Stop Surrounding Targets: Slow Movement Big Crunch Slowed Response Caster: Time Crawl Target: Time's Juncture w/out Self FX Tesseract Translocation Base Select (Item) Abyss Rune of Protection Summon: Singularity (Black) Expansive Blast Aging Touch Aging Touch Momentum Strike Bone Smasher Strident Echo Ripple Effect Wall of Force Wall of Force Distortion Wave Future Pain Echo Chamber Power Boost Chronos Chronos Higgs Field Disruption Aura Mass Levitation Intense Pressure Energy Transfer Target: Sound Cannon Jump Effect: Echo Chamber Instance N/A Sound FX: Sniper Blast Lightspeed Burst of Speed Time Shift Orbital Grasp Crush Levitate Vacuum Dehydrate Dehydrate Galactic Bind Time Crawl Time Crawl Blazar Power Burst Power Burst (Orange) Asteroid Field Meteor Snow Storm w/ Rock FX Stellar Core Dimension Shift Dimension Shift (Yellow) Nebula Steamy Mist Steamy Mist (Light Purple, Faded Green) Quantum Tunneling Time Shift Time Shift Exosolar One Time Crawl Rikiti Portal Summon: White Dwarf Meteor Meteor Meteor Orion Arm Sweeping Cross Time Crawl Luminous Ignition Repulsion Bomb Repulsion Bomb (Yellow) (Peacebringer Brightness FX) Galactic Cyclone Psionic Tornado Psionic Tornado: Movement Tornado Heliopause Personal Force Field Personal Force Field 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.
  3. 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 Hold, Minor DMG(Cold) 50% chance to Hold (Mag 2) Deals minor Cold damage Can now be slotted with Hold 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. This change was heavily 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). More unreliable than other openers, it’s designed to keep Ice Control’s more gradual lockdown at the forefront while providing some further safety alone. 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 minor 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!
  4. 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.
  5. 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. 🙂
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. 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?
  11. 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 ------------
  12. 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!
  13. 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.
  14. 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.
  15. 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!
  16. 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 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 ------------
  17. 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.
  18. 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 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 ------------
  19. I’ve been toying with making a dominator - one AT I never really got into - and came up with what I feel is an interesting concept. I want to build a “star” type of character, with magical powers reminiscent of the energies of space. Primarily, the character’s powers center on the idea of shooting plasma and ionized, charged energies, ultimately channeling the vacuum energy of space itself in order to become highly dense (represented by temp invulnerability for example). Thing is, I don’t really know where to start when kitting out an elec/energy dom, because I’m not experienced with the AT at all. I didn’t find much info when searching the forum either. Are there any veterans who can give some recommendations - things to consider when planning out my build? Any recommended builds from those who have played this combo? Any pitfalls to avoid? I’d really love any advice 😊
  20. For a while now I've wanted to write up descriptions/reviews of the oddball powers available in Dominator Assault secondaries. The general design of Dominator Assault sets tends to be 7 attack powers, with 2 slots reserved for an unusual power. However, this pattern isn't followed perfectly. I've played most Dominator sets to 50 over the years. Exceptions are Electric, Radiation, and Dark Assault. It's many years in some cases tho, so my observations may not be perfect. Feel free to provide your comments in the replies. I hope someone finds this overview helpful. ------------------------------------------- LIFE DRAIN - Dark Ranged blast (60ft range) Self heal Dark Assault gets this power instead of a T3 blast. Life Drain is in most ways similar to a tier 2 ranged blast, except it also happens to contain a self Heal. This power is fairly spammable, although damage is not amazing and the cast time (2.1 seconds) can wear on you. Still, it's a very attractive power due to the sustainability. Note the 60ft range is 20ft closer than most standard blast powers (80ft) including other Ranged blasts in Dark Assault. ---------------------------------------------- POWER UP/GATHER SHADOWS - Earth, Ice, Energy, Dark - +34 damage to self for 10 seconds Force multiplier: 74.5% for 10 seconds Power Up was originally Power Boost, identical to the power available to Blasters. It was later changed to Power Up, which resulted in it getting bonus damage and the force multiplier slightly lowered. Force multiplication will work on any power that is not flagged not to receive external buffs. A brief discussion of each factor of the force multiplication is provided below. Healing This will effect any power that can be slotted for Healing. On a Dominator this isn't usually a whole lot of powers to pick from, but it will boost the Healing in Dark Assault's Life Drain. Defense This will generally boost any power that provides Defense except for powers that also provide Resistance. (That's in order to prevent powers like Build Up from boosting Resistance powers). Sadly, this does not includes Link Minds in the Dom Psi tert pool. In a toggle like Combat Jumping or Manuevers, the boost will last for the 10 seconds Power Boost is active, not the full duration of the toggle. Absorption In theory this will boost the Absorption of any powers you use. However, there are not a lot of powers available to Dominators that have this effect. Endurance Modification This applies to powers that provide or drain endurance, and is different from Endurance Discount (i.e. it generally will not make powers cheaper, the way Conserve Power does). This effect makes the endurance drain in Electric Control reach incredible potential. ToHit This applies to any enhanceable power that provides -ToHit. There is self-synergy between this effect in Gather Shadows and most of the powers in Dark Assault. This effect will also increase the -ToHit of many of the powers in the Dark Control primary powerset. Run Speed / Fly Speed This is what it says on the tin. The effect lasts while the multiplier is active. Mezz Duration (Confuse / Terrorize / Hold / Immob / Stun / Sleep) This will increase the duration of most mezz powers by roughly 75%. Note what is increased is duration, not magnitude (like Domination provides). What isn't boosted by these powers: Recharge Although run speed is affected, -recharge (mainly in Ice powers) or +recharge (Hasten) is not affected. Resistance (or powers that include +Resistance) No power that provides +resistance in the game is allowed to receive boosts from a force multiplier power. This includes powers like Link Minds, Frozen Armor, etc. Knockback Despite what the description of the power says, knockback is NOT multiplied by these powers (it used to be, and the text was never updated). --------------------------------------- MUD POTS- Earth PBAoE aura, 15ft radius Damage, slow, immobilize (mag 2) This power is unique to Dominators. This power is borrowed from Tanker/Brute armor sets. It is a 15ft radius damage and slow aura that is nearly identical to Fire Control's Hot Feet, except it has a slightly smaller radius (15ft versus 20ft) and does somewhat less damage. Interestingly, it contains a Mag 2 Immobilize with a 100% chance when the power hits, so any minions within 15ft of you won't be going anywhere. It cannot, however, be slotted for Immobilize. Note this power does have a ToHit check, unlike Chilling Embrace below. --------------------------------------- CHILLING EMBRACE- Icy PBAoE aura, 15ft radius Damage, slow, -damage (-10%) Chilling Embrace was originally borrowed directly from the Blaster secondaries. It was widely regarded as a worthless power for Dominators, so the developers have given it some love in recent issues. Its main function now is a -damage aura. It also deals, and can be slotted for, some direct damage. Interestingly, the damage and secondary effects of this power bypass Defense checks entirely and are true auto-hit. This power is specifically flagged to not injure enemies who are Sleep-ing, making it the only damage aura in the game that will not wake enemies you've put to Sleep; however, it also will not injure them until you wake them up. ------------------------------------- VOLTAIC SENTINEL - Electric Assault Summons a Voltaic Sentinel (unkillable pet that hurls lighting bolts) This power is derived from the Blaster Electric Blast set. As pets go, its mostly unremarkable. Damage is not very high. The pet cannot be targeted by enemies, cannot tank, and cannot receive buffs. If you hit Build Up prior to summoning the pet, I believe the pet's damage will be boosted for 10 seconds (not the duration of the summon). EDIT: Build Up or other +Damage powers have no effect on the Sentinel. ------------------------------------- BUILD UP - Electric, Thorns +17% ToHit for 10 seconds +68% Damage for 10 seconds This power is identical to the similar power available to most Blasters in their secondary pools. On a Dominator, it has a slightly different context. Because Build Up contains a +Aim component, it can help make control powers easier to land, in particular the 240 second AoE holds in most Dominator primaries which otherwise have very poor Accuracy. However, because Dominators do not have nukes, most Dominators probably receive less total damage lift from Build Up relative to a Blaster. ---------------------------------------------- FUSION- Radioactive +17% ToHit for 10 seconds +42.5% Damage for 10 seconds 100% chance to spread Contamination This is Build Up by another name, with slightly lower damage values. It differs only in that it provides a 100% chance to infect enemies with Radiation's special Contamination effect. ---------------------------------------------- SPOT PREY- Savage +17% ToHit for 10 seconds +42.5% Damage for 10 seconds +80% perception for 30 seconds Another Build Up clone, but this one comes with +Perception. This provides Savage Assault with the ability to ward of the Blindness effect used by some enemy groups, most notoriously Arachnos. Given this power's 90 second Recharge and the +Perception's 30 second duration, it is possible to make this effect perma. ---------------------------------------------- EMBRACE OF FIRE- Fiery +68% damage (fire) for 30 seconds +68% damage (all other) for 10 seconds Embrace of Fire is the reason no other Assault set can touch Fiery Assault for damage. It provides +68% damage to all Fire attacks for 30 seconds. It also boosts all other sources of damage for 10 seconds, similar to Build Up. However, it does have double Build Up's recharge time (180 seconds versus 90 seconds). Embrace of Fire heavily pushes Fire Assault Dominators towards the Fire Mastery pool, where Rain of Fire and Fireball benefit from the huge bonus damage. Of the primary powersets, only Fire Control itself deals fire damage. Fire Imps or other pets do not benefit from Embrace of Fire. ------------------------------------ DRAIN PSYCHE - Psi PBAoE, 10ft radius +100% Regen rate per enemy hit (to self) for 30 seconds +100% Recovery rate per enemy hit (to self) for 30 seconds -500% Regen to each enemy hit for 30 seconds -500% Recovery to each enemy hit for 30 seconds This power is identical to the power available in Blaster Psi Manipulation. It is widely considered one of the best powers available in a Dominator secondary. Most players slot it for Healing in order to increase their Regen rate to the highest possible (even without slotting its often easy to hit the hard cap on Recovery). The -Regen in this power is highly valued for taking out AVs and Giant Monsters. The fact that is PBAoE can cause some minor conficts with some builds, particularly builds that make heavy use of cone powers (although it is still manageable). The power does require, however, that the player get up very close in monster's faces on a regular basis. ---------------------------------------------- ENVENOMED BLADES - Martial +12% ToHit (40 seconds) Adds Toxic damage to all attacks Envenomed Blades is an interesting and often overlooked power. It is unique to Martial Dominators, not appearing in any other AT's primary or secondary set nor any tertiary pool. For one thing, it adds +12% ToHit to that lasts 40 seconds, far longer than similar powers like Build Up. This will assist not just with damage, but with landing any of the various control powers, including the notoriously inaccurate 240 second recharge AoE holds available in most Dominator primaries. Beyond that, the bonus damage provided by this power is provided as a temporary power that lasts 40 seconds. The damage works as a proc similar to those available in Incarnate powers that add proc damage. ---------------------------------------------- TRICK SHOT - Martial Ranged Blast Summon entity: trick shot Trick Shot is a unique power for Martial Assault. In most ways it is identical to the Electric Control power Jolting Chain, except it maxes out of targets quickly. A nice thing about this power, compared to the AoEs available to many other Dominator sets, is that the power can work effectively at PBAoE range or from afar. Trick Shot is one of the small list of powers that has an AoE effect but takes single target invention sets. Also, because of its unique chain component, procs placed in Trick Shot have a higher chance to fire than normal procs. These two facts combine to make this a top performing power in the right hands. ---------------------------------------------- CALTROPS / THORNTROPS - Martial, Thorny AoE damage patch and slow Mag 50 fear This is the standard Caltrops power from the Traps set available to Defenders/Controllers/Corruptors/Masterminds. Nothing much can be added here, except that since most Dominator primaries feature Immobilizes, the utility of an AoE slow patch is somewhat diminished. It is, however, autohit. Enemies who are not immobilized will try to run out of the patch due to the Mag 50 fear effect. Mind Control Dominators are likely to find these powers very attractive, although the minor damage the powers deal interrupt Sleep. Be aware these powers have very short range (25ft). On the plus side, they have 45 second duration and recharge in 45 seconds, making them perma from get-go. ---------------------------------------------- BLOOD CRAZE- Savage Self Heal (35%) Blood Craze is a self heal, no more, no less. It is functionally identical to the Healing Flames power in the Fire Armor set, although it heals more than that power and has a much longer recharge (40s for a 25% heal versus 180 seconds for a 35% heal). Healing amounts are fairly impressive (base 35% heal; with two heal IOs you heal 64.18% of your heal bar.) Unlike heals available in other Dominator secondaries, it is 100% reliable, requiring no enemy to target (Dark) or enemies nearby (Psi). The long recharge keeps Savage from being as sustainable as those sets. Despite the name, this is the only power in Savage Assault that has no interaction at all with the Blood Frenzy mechanic. It neither builds stacks nor Consumes them and thus is a quiet island of reliability in an otherwise very busy set. ---------------------------------------------- FERAL CHARGE- Savage Ranged AoE blast + Teleport Feral Charge is unique to Savage Dominators. It is derived from the Savage Melee power Savage Leap, which has very similar mechanics. This power requires an enemy to target within 70ft. When you cast it, your character instantly teleports in front of the target and launches a PBAoE with a 15ft radius. Because of the fast recharge (10seconds, which is brought down to 5 with simpe slotting and around 2 or 3 on an optimized build) make Savage Assault the most mobile secondary available to Dominators. Note that because you need an enemy to target, it is not quite as mobile as a teleport. The teleport portion of the attack happens instantly, prior to the attack animation. The attack itself is fast (1.32 seconds) but does give enemies an opportunity to strike before your next move. This mainly comes into play when Savage is combined with Dark Control; Terrorized enemies may wake up and swing at you if you Fearsome Stare > Feral Charge > Heart of Darkness. Note that you can use this power while flying/hovering. You will teleport just in front of the targeted enemy, still flying or hovering. This can be exploited to make a hover-dom who quickly covers distance, particularly for primary sets like Fire, Ice, Electric, or Dark that benefit from closing distance quickly. ---------------------------------------------- CALL HAWK- Savage Ranged single target blast, -Fly Although Call Hawk is functionally identical to a ranged blast, its worth bringing up because some players assume it is an actual summon. It isn't; it's a ranged blast where the projectile happens to look like a bird. It does have some unusual characteristics for a blast power, however. It recharges in 6 seconds (T2 recharge time) but deals 120 damage. (T3 damage). ---------------------------------------------- CONSUME- Fiery PBAoE +Endurance (self) This power is taken directly from the Blaster secondary power Consume. It adds to your Endurance bar based on the number of enemies nearby. It also provides 50% resistance to endurance drain effects for 120 seconds (nice!) making this a very attractive power for any build, but especially for any player planning to get up close and personal with Carnival or Malta enemies, who are notorious for their endurance drains. The reasonable recharge on this power (180 seconds) combined with the full bar of endurance perma-dom provides means any Fiery Assault Dominator is likely to be able to safely never run out of endurance, which may enable some otherwise gonzo builds with lots of toggles to function flawlessly.
  21. Hey everyone, So, I didn't know that Ice was so bad but my old Live toon was an Ice character. I want to bring her back so I need help. The only requirements are that she has either flight or mystical flight as well as either leviathan, soul, ice, or dark mastery (preferably a patron power). Other than that, it's open season. I'd love to have perma-dom, though. I'd really love some help. PS: I'm talking like, billion inf build here. This is my project for the next few weeks.
  22. Hello. Just made 50 on my earth/energy guy and am looking to IO him up. I am wanting perma-dom and if possible insta snipe while having 5*lotg recharge. Would this be possible, and if you build gurus out there could help me with a suggested build, I would be much obliged. Thabk you!
  23. In light of the new changes I made a new dom pvp tier list, this list applies to zones/arena (PuGs/casual): Primaries: Broken Tier: Dark control S Tier: Earth, Mind, Grav A Tier: Plant, Ice, Elec B Tier: Fire Explanation: Given current mez mechanics, the only thing that really matters about a primary is the hold. Hold duration, cast time and damage. Most of the secondary effects don't make much of a difference other than grav which can actually effect jump height significantly. I'd say all control sets are viable, it just has to do with your preference of what type of hold do you want, do you want a long cast time high damage hold? Or do you want a faster hold with lower procing ability? (Viable)Dark control has 6 second base duration hold, longer than all the other hold durations which are at 4. This is bugged and I would expect it to be fixed so I wouldn't make dark control for the broken hold duration. Also if you pick this set you are a cornball. (Viable)Earth gives doms 2 strong ranged attacks in fossilize and stone prison with decent ability to proc because of the cast times. Probably best primary right now for pvp(outside of dark). (Viable)Mind has dominate which although does not have great procing ability has the fastest cast time, is hitscan (meaning it hits the target the instant you cast) and ignores positional defense. As a dom in pvp you are very squishy so having fast cast times is important so you can leave combat when needed. Rest of the set is great for using as set mule. TK can also set up free kills on teams. (Viable)Grav has access to many utility powers that are useful in pvp including wormhole and dimensional shift. The secondary effect actually inhibits movements somewhat because it's -jump (most slows don't do anything). Dimensional shift means you have a phase shift every 16 seconds that does not put you in phase suppression. (Viable)Plant - Strangler is a great hold with good damage and fast projectile speed. (Viable)Ice - Block of ice has good damage and good proc ability due to its cast time. (Viable)Elec - Good range hold damage although the animation is a bit on the long side this will mean this set is easier to proc. Everything else in the set is mostly AOE and negligible. Gremlins are nothing more than a set mule for bonuses because you will never lock anyone down long enough for them to attack. (Viable)Fire - Char's fast animation and low cooldown means poor proc ability. Char also has a slow projectile speed but this can sometimes be used to your advantage by throwing char first and using another attack to have char+the additional attack hit at the same time for more burst damage. Imps are useless given current mez system (no real lockdown) so one of fire's greatest strengths are gone. Secondaries: Explanation: There is one thing and one thing only that matters in pvp right now. Damage. S Tier: Energy Assault, Fiery Assault A Tier: Ice Assault, Elec Assault, Earth Assault B Tier: Rad Assault C Tier: Thorny Assault D Tier: Dark Assault F Tier: Martial Assault Dumpster Tier 😞: Psi Assault, Savage Assault Explanation: (Viable)Fiery Assault is the best dom assault set for pvp in the game. Blaze and blazing bolt are lightning fast and do massive amounts of damage. Embrace of fire is up roughly 40-50% of the time and last 30 seconds. It's easy to do 800-1000+ between hold->blaze->blazing bolt. Overall its the speed and damage of the attack chain, the low cooldown of your attack chain and embrace of fire essentially being a 30 second build up that puts this set far and beyond the others. (Viable)Energy Assault - After having its animation times reduced, being granted "power up" and the damage buff energy assault is in a good spot now. With a strong attack chain in total focus->power burst->sniper blast you'll have no problem doing massive amounts of damage with this set and you'll be a capable threat against blasters. (Viable)Ice Assault - Very strong ranged attack chain in bitter ice blast->ice blast->ice bolt and with power up can now be a capable threat. The melee attacks are very strong as well with the new buffs. This set is possibly S tier but i'll have to see more ice assault doms to get a better picture of what this set can do. (Viable)Electric Assault - Build up is always great and is the best "boost" power to have in the current meta. Thunderstrike, which has always done pretty massive damage has had not only its animation buffed but its damage buffed as well (to what degree I have no idea it's not listed in the notes). Very fast ranged attack chain with decent damage and a very strong melee attack chain. The only thing holding this set back is damage raw numbers (ranged attack chain is on the lower side but it's offset by having build up) and the short cooldowns this sets ability to proc as effectively as other sets. Normal you'd think short cooldowns is a good thing but lower base cooldowns often just means the attacks won't be able to proc effectively in the PPM system. If overall damage ever gets lowered in this game this set's viability will jump up dramatically as draining end will become more of an option with higher times to kill giving this set the utility it was designed to have. (Viable)Earth Assault - Earth's two biggest weaknesses to me before the buff were its ranged attack chain (slow cast and requires ground contact) and a lack of build up (power boost does not mesh with earth really in any way). Now both of those weaknesses have been addressed with a faster ranged attack chain (cast time almost cut in half between stone spears->hurl boulder) and power boost becoming power up means earth should be able to apply enough pressure to be viable. Earth has the strongest and fastest melee attack chain of all dom sets. Melee isn't necessarily bad on doms, the idea is you hold and during the hold duration you get off your high risk attacks off then finish with your ranged attack chain (stone spears->hurl boulder). With earth's extremely fast and high damage melee attack chain (stone mallet->heavy mallet->seismic smash) and now decent follow up ranged attack chain makes this set among one of the best assault sets. (Viable)Rad Assault - Build up->devastating blow is the hardest hitting move doms have access to. Rad has had its damage buffed and snipe animation speed increased but overall the long cast times and lack of smooth attack chains leaves too many opportunities for enemies to escape, evade or heal when trying to secure a kill. If siphon strike or devastating blow had an animation speed increase this set could become more viable. (Please give devastating blow the old energy transfer animation. (Viable)Thorn Assault - This set seems to have it all with build up, great base damage and strong ranged attack chain with strong melee attacks. The recent changes to the cooldown of its attacks also means better procability for attacks. But this set suffers from the same problem as rad, long cast times. Without any real lockdown in the game(because of the current mez system), it's hard to use sets that have long cast times. Thorny darts->impale->thorn barrage is around 5 seconds to cast (not even including your hold cast time) which not only leaves you very vulnerable as you root but often times means an opponent that will simply get away from you. Very close to being a top tier set if it weren't for the long animations. (Not Viable)Dark Assault - Might not be a bad 1v1 build with its -acc and self heal. In all other scenarios though the high damage environment of todays current pvp meta means you won't have time to wear down enemies with with DoTs and -acc. The current pvp system does not really lend itself well to attrition style sets like /dark. If dark had an increase on base damage or if overall damage in the game is lowered this set would become more viable. (Not Viable)Martial Assault - I really want this set to be good, but unfortunately this set does not have access to any good melee attacks (for pvp) as all the strong melee attacks are AOE (which suffers from AOE damage formula making them essentially useless). It's ranged attack base damage is also very very low. If this set had access to a stronger single target melee attack say eagles claw and higher base damage on its ranged attack chain this set would become more viable. That said this set IS good for PvE though. (Not Viable)Psi Assault - Back in the day (before i13) psi assault used to whoop ass because of its unresisted damage type and the strength of psychic shockwave. Now with damage type mattering less, no build up or power up and an incomplete melee attack chain (no greater psi blade or any extreme/superior damage attack)and a weak ranged attack chain (no will dom or power up/build up to boost dmg) and nerfed psychic shockwave this set is one of the worst for pvp. This set would either need higher base damage or to be reworked to include higher damage attacks such as greater psi blade or will dom to be viable. (Not Viable)Savage Assault - Extremely low base damage across the board. But you do get to throw bees on people, so doesn't that really make you the winner at the end of the day? APP/PPP: Explanation: Dom APP/PPPs are used for survivability, utility, or as slot mules to grant further bonuses. S Tier: Leviathan A Tier: Mace Mastery B Tier: Primal Forces Mastery, Fire Mastery C Tier: Mu Mastery, Psionic Mastery D Tier: Ice Mastery Dumpster Tier 😞: Soul Mastery Explanation: (Viable)Leviathan Mastery - Offers the best slotting among all sets and a res shield. Res shields are extremely important because often times they are the only way for doms to get access to the unbreakable guard 7.5% HP IO. It is a must to be close to capped HP (1606) on doms to survive making this IO mandatory. Water spout is slotted for 2 lady greys for HP bonus meaning even the tier 1 powers for this power set still have utility for set bonuses. The pet while pretty useless in pvp is also great for slotting for further HP. If you don't have phase you can take hibernate, but hibernate more often than not gets you killed, I don't recommend it at all. (Viable)Mace Mastery - Mace is decent in 1v1 arena and 1v1 scenarios in zones primarily because of PFF. Dominator PFF grants the highest elusivity of any PFF shield with 60% elusivity meaning you're really not gonna get hit by anything outside of a BU+aim blaster. You also get access to poisonous ray which can be slotted for achilles -res proc which makes the -res value around 38.75% (this value gets DR'd) which can be very effective in helping you kill more quickly or set up kills for teammates. The weaknesses of this set is its lack of a resistance shield (no unbreakable guard proc unless you go tough (don't do that)) and poisonous ray's long animation cast time (2 seconds). (Viable)Primal Forces Mastery - You get energy transfer which just owns. You get conserve power which surprisingly helps a lot because dominators do tend to have endurance problems in pvp if you are attacking non stop. Temp invuln is a res shield so you get the unbreakable guard IO. Energy torrent and explosive blast are not really good though and should be ignored. (Viable)Fire Mastery - This set is not good because of the powers themselves but because they can be used as set mules. Fire ball, rain of fire can be slotted with jav volleys if you're looking to get more range in your build. Melt armor is also decent even though the recharge is really trash. You also get a res shield which as you know means +HP io. (Viable)Mu Mastery - Mu is only good in certain scenarios, mainly in end drain builds. Powerboost powersink can actually wreck someone's end bar and the guardian pet can continue to wreak havoc on someone's end bar. Although surge of power might seem great, because of DR it'll probably end up being much more useless than it looks because ranged characters are already often times soft DR capped on res so at most you'll get 5-10% more res from surge of power. May as well take it though right? (Viable)Psionic Mastery - Psionic mastery actually used to be pretty good in the old patch because you needed tohit to autocast snipes. But now that that's all over with the only real utility this build gets is having higher than normal res to psi (still a very common damage type in pvp). (Viable)Ice Mastery - Ice mastery might look really good and survivable but it really isn't. Luckily frozen armor can be slotted with unbreakable guard +HP but you're still stuck with a defense shield which drastically brings down your survivability. Hibernate is useless, if you hibernate in zones, you will be assassin striked the second you come out. If you hibernate in arena during a spike, chances are you will die in hibernate animation. Hibernate is actually not bad in 1v1s though so if you plan on doing strictly a 1v1 build it might not be a bad choice. You should already be close to HP cap so hoarfrost is really just equivalent to a 2 green insp pop every 3 mins (not worth it). Sleet is actually the best part of this set because it can be double slotted with -res procs (annihilation and achilles) bringing its non-DR'd -res to around -60% which is pretty strong. Overall though this set is not very survivable and if you're set on going hibernate go with leviathan instead for the res shield and pet. (Not Viable)Soul Mastery - This set is chalk full of PBAOE buffs that require acc checks, if you're spending your precious hold duration time walking up to your opponent to soul drain them for that 6.8% damage buff you're asking to get smacked around. Everything in this set is trash except for the pet (actually got the best pet of all dom APPs/PPPs) and the fact that you get a res shield. Now if people stop moving and group up together in groups of 8 then just maybe this set might become viable.
  24. I've played Controllers for a a long time. I never tried Dominators on live, so now I figured I was going to give it a shot. When I come up against groups that can't be mezzed or take a couple of applications to hold them, I go to hit my heal button. Ops, I'm not a Controller and I don't have a heal button anymore. I pop inspirations like candy at that point. I can hit them with Possession (Dark Control) and Fear, but mobs like Thorns Spirits, can really beat the snot out of me. I'll run and try to get more under control as I'm retreating. Since I run solo most of the time, I was wondering if there were more tricks I could try? I'm in my mid teens, and I am starting to get more crafted enhancements slotted. I will lead with possess and then fear what I can, then start locking down groups and hitting them with my attacks and holds, but sometimes, I'll miss and one will break free and then everything starts going south. I guess my Controller secondaries have made me soft....
  25. Just like the title says, I have a pretty neat (to me) concept Dominator with Earth Control as my Primary and Dark Assault as my Secondary. The only problem is, I would PREFER it to be a viable build. So far it is fun and really packs a wallop to my enemies' "to hit." But, I can't seem to slot it very well, and while I understand the basic concept behind perma-dom, I am not getting there (hasten 2 slotted with 50 IOs). In short, I have NO IDEA WHAT I AM DOING. But when I play, I have fun. Just cannot seem to play very fast, or with too many mobs. Would anyone happen to have a build laying around they wouldn't mind sharing? Much obliged in advance! ~Beorn
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