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Posted

So I had this neat idea, right? A flashy fighting fairly survivable street-hero with a little bit of psychic power. She can put people to sleep, she can confuse them, she can make them terrified, but mostly she just beats them around the head and neck or flings shuriken around.

 

THIS IS A NONSTANDARD BUILD. I've long wanted an Assault/Defense character and I figure this might be an interesting way to try and implement it. This is not a Permadom Build. Or a Permahasten build. It's not about being the best Dominator in the game, but about being a well rounded fighter type character with both Melee and Ranged attacks. The character winds up with 6 melee and 4 ranged attacks. Boxing and Kick are there mostly as filler material if I get recharge-slowed or need to fight a single target for an extended period. Crosspunch is just more AoE.

 

 



Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Fastbreak: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Martial Assault
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Mesmerize
Level 1: Prestige Power Dash
Level 2: Swift

  • (A) Recharge Reduction IO
Level 1: Shuriken Throw
  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Damage/Endurance
  • (3) Decimation - Damage/Recharge
  • (5) Decimation - Accuracy/Endurance/Recharge
  • (5) Decimation - Accuracy/Damage/Recharge
Level 2: Thunder Kick
  • (A) Mako's Bite - Accuracy/Damage
  • (7) Mako's Bite - Damage/Endurance
  • (7) Mako's Bite - Damage/Recharge
  • (9) Mako's Bite - Accuracy/Endurance/Recharge
  • (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 4: Trick Shot
  • (A) Decimation - Accuracy/Damage
  • (11) Decimation - Damage/Endurance
  • (11) Decimation - Damage/Recharge
  • (13) Decimation - Accuracy/Endurance/Recharge
  • (13) Decimation - Accuracy/Damage/Recharge
Level 6: Confuse
  • (A) Coercive Persuasion  - Accuracy/Recharge
  • (46) Coercive Persuasion  - Confused/Recharge
  • (50) Coercive Persuasion  - Accuracy/Confused/Recharge
  • (50) Coercive Persuasion  - Confused
Level 8: Boxing
  • (A) Mako's Bite - Accuracy/Damage
  • (15) Mako's Bite - Damage/Endurance
  • (15) Mako's Bite - Damage/Recharge
  • (17) Mako's Bite - Accuracy/Endurance/Recharge
  • (17) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 10: Kick
  • (A) Mako's Bite - Accuracy/Damage
  • (19) Mako's Bite - Damage/Endurance
  • (19) Mako's Bite - Damage/Recharge
  • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (21) Mako's Bite - Accuracy/Endurance/Recharge
Level 12: Mass Hypnosis
  • (A) Recharge Reduction IO
Level 14: Spinning Kick
  • (A) Obliteration - Damage
  • (23) Obliteration - Accuracy/Recharge
  • (23) Obliteration - Damage/Recharge
  • (25) Obliteration - Accuracy/Damage/Recharge
  • (25) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 16: Envenomed Blades
  • (A) Recharge Reduction IO
Level 18: Tough
  • (A) Unbreakable Guard - Resistance
  • (27) Unbreakable Guard - Resistance/Endurance
  • (27) Unbreakable Guard - RechargeTime/Resistance
  • (29) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (29) Gladiator's Armor - TP Protection +3% Def (All)
Level 20: Dragon's Tail
  • (A) Obliteration - Damage
  • (33) Obliteration - Accuracy/Recharge
  • (33) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 22: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Recharge
  • (31) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (33) Shield Wall - +Res (Teleportation), +5% Res (All)
Level 24: Maneuvers
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance
  • (36) Luck of the Gambler - Defense/Recharge
  • (36) Reactive Defenses - Scaling Resist Damage
Level 26: Terrify
  • (A) Recharge Reduction IO
Level 28: Stealth
  • (A) Defense Buff IO
Level 30: Cross Punch
  • (A) Obliteration - Damage
  • (37) Obliteration - Accuracy/Recharge
  • (37) Obliteration - Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge
  • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 32: Mass Confusion
  • (A) Recharge Reduction IO
Level 35: Masterful Throw
  • (A) Sting of the Manticore - Damage/Endurance
  • (40) Sting of the Manticore - Accuracy/Damage
  • (42) Sting of the Manticore - Accuracy/Interrupt/Range
  • (42) Sting of the Manticore - Damage/Interrupt/Recharge
  • (42) Sting of the Manticore - Damage/Endurance/Recharge
Level 38: Explosive Shuriken
  • (A) Overwhelming Force - Accuracy/Damage
  • (39) Overwhelming Force - Endurance/Recharge
  • (39) Overwhelming Force - Accuracy/Damage/Endurance
  • (40) Overwhelming Force - Damage/Endurance/Recharge
  • (40) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
Level 41: Indomitable Will
  • (A) Luck of the Gambler - Defense/Endurance
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Recharge
  • (43) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (46) Karma - Knockback Protection
Level 44: Mind Over Body
  • (A) Unbreakable Guard - Resistance
  • (45) Unbreakable Guard - Resistance/Endurance
  • (45) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (45) Unbreakable Guard - RechargeTime/Resistance
  • (46) Steadfast Protection - Resistance/+Def 3%
Level 47: Link Minds
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense/Recharge
  • (50) Gift of the Ancients - Run Speed +7.5%
Level 49: World of Confusion
  • (A) Endurance Reduction IO
Level 1: Brawl
  • (A) Empty
Level 1: Domination 
  • (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) Celerity - +Stealth
Level 2: Rest
  • (A) Interrupt Reduction IO
Level 4: Ninja Run 
  • (A) Run Speed IO
Level 2: Health
  • (A) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
------------

 

Whatchya think? Interesting concept? Ninja Run as main travel mode, hoverboard for long distance flight (Yeah, I know. Detoggling sucks!), and eventually the Vorpal Judgement.

Posted (edited)

For a dom, your first priority should be going for permadom. You don't even need KB  IOs for a dom if you can keep domination up. 

Secondly, if you're going to be in melee mode you need to at least aim to cap HP (Which for a dom is 1600) if you aren't going to build for permadom

Thirdly, you need to better learn to frankenslot your build for better set bonuses. You capped smashing and lethal, but you barely have over 1100 hitpoints. Meaning anything else you're being eaten alive.

Fourthly, you have so many diminishing returns with the 3% damage buff. After five of the same set bonuses the rest don't count so you aren't doing as much damage as you think. 

Fifthly, skipping dominate and total dominate is going to be your achilles heel. I get concept builds and you should play what you like. I don't see you surviving that long and against bosses and up you aren't going to fair well. On a team you aren't going to contribute much either. 

Edited by mbre2006
Posted

1: If you're going to build for a Mind Link-based Defense build, then you should go for more Recharge bonuses. Even if perma-Dom isn't the goal, you should achieve it on the way to high uptime on Mind Link.

1.1: I don't see a point to 5-slotting Mako's. I'd rather go to 6 slots with either Mako or Touch of Death for the Defense bonuses, or use Crushing Impact... the increases in Mind Link uptime should help.

1.2: Why stop at 4 slots of Coercive Persuasion, where a 5th is worth 10% Recharge?

1.3: One major advantage of a melee-based Martial Assault character is the ability to slot Force Feedback's Recharge in several powers. You could probably have the Recharge bonus up over 50% of the time while fighting, again leading to better defenses by having higher ML uptime.

 

2: 1-slotted Health and Stamina, with no uniques? These are some of the best effects for a single IO slot, especially on Dominators who otherwise have low Regeneration and no heals.

 

3: Indomitable Will really should just have 1 slot as a LotG mule... with Domination there are plenty of times when it's superfluous.

 

4: Again, if going for a high Mind Link uptime, give up some of the set bonuses of LotG and frankenslot more Defense/Recharge IOs in there.

 

5: You have Stealth with no LotG but only have 4 slotted, put a 5th in there. Doms love Recharge.

Posted

I wound up playing the Shoxx build. Same concept, but centered around Electric.

 

Ultimately I feel like it's much more effective (I'm 38 at this point) because I sap the enemy so very hard -while- I'm kicking their butts.

 

It's a much more fulfilling design, so far.

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