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About Me

Found 4 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. Has anyone tried using combat teleport and fold space on an Ice dom? My thinking is that CT plus Stealth will get you into the middle of the group, so everyone is effected by Arctic Air. Fold space is there to keep them close for Drain Psyche. Anyone tried this combo?
  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. Hey folks! Looking to get some feedback on my build. I was going to go and test it on Pineapple but...I feel like it's going to under perform. Any tweaks or recommendations would be very greatly appreciated! Edit: I should mention some of the goals I'm looking to achieve are S/L soft cap or as close to as possible. Perma-Hasten and Perma-Dom. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Dominator Primary Power Set: Ice Control Secondary Power Set: Thorny Assault Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Ice Mastery Villain Profile: Level 1: Block of Ice -- Lck-%Hold(A), Lck-Acc/Rchg(3), UnbCns-Dam%(3), UnbCns-Acc/Rchg(5), UnbCns-Hold/Rchg(5) Level 1: Thorny Darts -- Dcm-Build%(A), Apc-Dam%(7), Apc-Dmg/EndRdx(7), Apc-Dmg(9), Apc-Acc/Dmg/Rchg(9), Apc-Dmg/Rchg(11) Level 2: Frostbite -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/Slow(11) Level 4: Fling Thorns -- Ann-ResDeb%(A), Ann-Acc/Dmg(15), Ann-Acc/Dmg/Rchg(15), Ann-Acc/Dmg/EndRdx(17) Level 6: Arctic Air -- SprDmnGrs-Rchg/Fiery Orb(A), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(17), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(19), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprDmnGrs-EndRdx/Rchg(21) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 10: Boxing -- Empty(A) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(23), GldArm-3defTpProc(25), GldArm-End/Res(25), StdPrt-ResDam/Def+(27) Level 16: Build Up -- GssSynFr--ToHit(A), GssSynFr--Build%(27), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Rchg/EndRdx(31) Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), ShlWal-ResDam/Re TP(33), Rct-ResDam%(33), LucoftheG-Def(33) Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 22: Thorn Burst -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Acc/Dmg(34), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), Ksm-ToHit+(37) Level 26: Glacier -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(39), SprAscoft-EndRdx/Rchg(39), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(39) Level 28: Assault -- EndRdx-I(A) Level 30: Thorntrops -- PcnoftheT--Rchg%(A) Level 32: Jack Frost -- ExpRnf-+Res(Pets)(A), CaltoArm-+Def(Pets)(40), ExpRnf-Acc/Dmg(40), CaltoArm-Acc/Dmg(40), SvrRgh-PetResDam(42), EdcoftheM-PetDef(42) Level 35: Sleet -- AchHee-ResDeb%(A), TchofLadG-DefDeb(42), TchofLadG-DefDeb/Rchg(43), TchofLadG-%Dam(43) Level 38: Super Speed -- Clr-Stlth(A) Level 41: Hoarfrost -- Pnc-Heal/+End(A), Pnc-Heal/Rchg(43), Pnc-Heal(45), Pnc-EndRdx/Rchg(45), Pnc-Heal/EndRedux(45), Pnc-Heal/EndRedux/Rchg(46) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46) Level 47: Ice Storm -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), SprFrzBls-Acc/Dmg(48), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(50), SprFrzBls-Acc/Dmg/Rchg(50) Level 49: Flash Freeze -- CaloftheS-Heal%(A), CaloftheS-Acc/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1467;677;1354;HEX;| |78DA6594494F136118C7DF6987A5506C0B94BD50CA5E686D5DA3A2480009020989C| |62B69A08126D869DA2191A35FC18B17DC12D7831E8C0BB81C4C38C8C1AFE081688C| |07954431D1C4D487F9FF6949663293DFBCCFFE3ECF3B337D65D4FD64FCEA90D23C2| 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