Jump to content

Search the Community

Showing results for tags 'dominator'.



More search options

  • 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
    • 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)
    • Reconnect
    • Art & Multimedia
  • Servers
    • Torchbearer
    • Excelsior
    • Everlasting
    • Indomitable
    • Reunion (EU)

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

Found 6 results

  1. 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. 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). ------------------------------------- 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. I have not tested how this power effects Fire Imps, although I presume it works similarly to all other pets. ------------------------------------ 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 powersl 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. I've not had a lot of time to test how this bonus damage is applied, although from looking into it, it seems to work similar to a damage proc. Perhaps someone in the comments can shed some extra light on this power. ---------------------------------------------- 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. ---------------------------------------------- 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.
  2. 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 with a hold on it, 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.
  3. 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!
  4. 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.
  5. 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....
  6. 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
×
×
  • Create New...