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Grav/Energy


Snarky

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I had a couple of these back on live.  Even perma’d one back in the day when it meant a lot

 

i know the powersets are....not well loved lol. 

 

If if anyone has tips tricks on how to use them effectively I appreciate.  It looks like the group phase shift has changed??

 

in general what are the changes on Dom?  I ran maybe one since the Dom shift on live and was wondering what/how they are different and how to use them effectively 

 

thanks!

Edited by Snarky
Spelning
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I have a grav/nrgy Dom but honestly not happy with it. It's perma dom and does a lot of dam. It's just the animations from both sides root the hell out of you. The powerset itself is good. It's permadom with hasten at 85 sec recharge. With hasten it gives dom a recharge of just 65 secs. You also have perma hasten as well as a bonus.

 

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 Natural Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Energy Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership

Villain Profile:
Level 1: Crush -- GrvAnc-Immob(A), GrvAnc-Hold%(39), GrvAnc-Immob/Rchg(48), GrvAnc-Acc/Immob/Rchg(50), GrvAnc-Immob/EndRdx(50)
Level 1: Power Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(46), Dcm-Dmg/Rchg(46), Dcm-Acc/EndRdx/Rchg(48), Dcm-Acc/Dmg/Rchg(48)
Level 2: Gravity Distortion -- GldNet-Acc/Hold(A), GldNet-Acc/Rchg(3), GldNet-Rchg/Hold(3), GldNet-EndRdx/Rchg/Hold(17), GldNet-Acc/EndRdx/Rchg/Hold(43)
Level 4: Power Push -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(7), Dcm-Acc/Dmg/Rchg(7)
Level 6: Propel -- HO:Nucle(A)
Level 8: Crushing Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SprAscoft-Rchg/+Dmg%(11)
Level 10: Power Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(13), Dcm-Dmg/Rchg(13), Dcm-Acc/EndRdx/Rchg(15), Dcm-Acc/Dmg/Rchg(15)
Level 12: Fly -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-RunSpd/Jump/Fly/Rng(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 16: Power Up -- RechRdx-I(A)
Level 18: Gravity Distortion Field -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprDmnGrs-Rchg/Fiery Orb(23)
Level 20: Aid Other -- Empty(A)
Level 22: Aid Self -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27)
Level 24: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(29), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx(39), LucoftheG-Def/Rchg+(43)
Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(31), AbsAmz-Acc/Stun/Rchg(33), AbsAmz-Acc/Rchg(33), AbsAmz-EndRdx/Stun(33)
Level 28: Assault -- EndRdx-I(A), EndRdx-I(34)
Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36)
Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-EndRdx/Dmg/Rchg(37)
Level 35: Hover -- LucoftheG-Def/Rchg+(A)
Level 38: Power Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(40)
Level 41: Total Focus -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(42), Stp-Acc/EndRdx(42), Stp-Stun/Rng(42), Stp-Acc/Stun/Rchg(43)
Level 44: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dmg/EndRdx/Rchg(46)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Afterburner -- Flight-I(A), LucoftheG-Def/Rchg+(50)
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(29)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Quick Form 
------------
------------
Set Bonus Totals:

  • 20.5% DamageBuff(Smashing)
  • 20.5% DamageBuff(Lethal)
  • 20.5% DamageBuff(Fire)
  • 20.5% DamageBuff(Cold)
  • 20.5% DamageBuff(Energy)
  • 20.5% DamageBuff(Negative)
  • 20.5% DamageBuff(Toxic)
  • 20.5% DamageBuff(Psionic)
  • 1.25% Defense(Energy)
  • 1.25% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 9% Max End
  • 8.8% Enhancement(Terrorized)
  • 11% Enhancement(Stunned)
  • 16% Enhancement(Sleep)
  • 16% Enhancement(Immobilized)
  • 54% Enhancement(Accuracy)
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 8% Enhancement(Confused)
  • 135% Enhancement(RechargeTime)
  • 10.5% Enhancement(Held)
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 133.5 HP (13.13%) HitPoints
  • MezResist(Confused) 65%
  • MezResist(Held) 65%
  • MezResist(Immobilized) 65%
  • MezResist(Sleep) 65%
  • MezResist(Stunned) 65%
  • MezResist(Terrorized) 65%
  • 14.5% (0.24 End/sec) Recovery
  • 38% (1.61 HP/sec) Regeneration
  • 9.75% Resistance(Smashing)
  • 9.75% Resistance(Lethal)
  • 20.25% Resistance(Fire)
  • 20.25% Resistance(Cold)
  • 9% Resistance(Energy)
  • 9% Resistance(Negative)
| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|
Edited by mbre2006
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2.0 This was just be taking advantage of the forceful feedback +recharge proc. I'm curious to know the numbers behind it.

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 Natural Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Energy Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership

Villain Profile:
Level 1: Crush -- GrvAnc-Immob(A), GrvAnc-Hold%(39), GrvAnc-Immob/Rchg(48), GrvAnc-Acc/Immob/Rchg(50), GrvAnc-Immob/EndRdx(50)
Level 1: Power Bolt -- Dcm-Acc/Dmg(A), FrcFdb-Rechg%(29), Dcm-Dmg/EndRdx(46), Dcm-Dmg/Rchg(46), Dcm-Acc/EndRdx/Rchg(48), Dcm-Acc/Dmg/Rchg(48)
Level 2: Gravity Distortion -- GldNet-Acc/Hold(A), GldNet-Acc/Rchg(3), GldNet-Rchg/Hold(3), GldNet-EndRdx/Rchg/Hold(17), GldNet-Acc/EndRdx/Rchg/Hold(43)
Level 4: Power Push -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(7), Dcm-Acc/Dmg/Rchg(7), FrcFdb-Rechg%(34)
Level 6: Propel -- HO:Nucle(A)
Level 8: Crushing Field -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SprDmnGrs-Rchg/Fiery Orb(9), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(11), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11)
Level 10: Power Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(13), Dcm-Dmg/Rchg(13), Dcm-Acc/EndRdx/Rchg(15), Dcm-Acc/Dmg/Rchg(15), FrcFdb-Rechg%(37)
Level 12: Fly -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-RunSpd/Jump/Fly/Rng(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 16: Power Up -- RechRdx-I(A)
Level 18: Gravity Distortion Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprAscoft-Rchg/+Dmg%(23)
Level 20: Aid Other -- Empty(A)
Level 22: Aid Self -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27)
Level 24: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(29), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx(39), LucoftheG-Def/Rchg+(43)
Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(31), AbsAmz-Acc/Stun/Rchg(33), AbsAmz-Acc/Rchg(33), AbsAmz-EndRdx/Stun(33)
Level 28: Assault -- EndRdx-I(A)
Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36)
Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(37)
Level 35: Hover -- LucoftheG-Def/Rchg+(A)
Level 38: Power Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(40), FrcFdb-Rechg%(50)
Level 41: Total Focus -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(42), Stp-Acc/EndRdx(42), Stp-Stun/Rng(42), Stp-Acc/Stun/Rchg(43)
Level 44: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dmg/EndRdx/Rchg(46)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Afterburner -- LucoftheG-Def/Rchg+(A)
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Quick Form 
------------
------------
Set Bonus Totals:

  • 20.5% DamageBuff(Smashing)
  • 20.5% DamageBuff(Lethal)
  • 20.5% DamageBuff(Fire)
  • 20.5% DamageBuff(Cold)
  • 20.5% DamageBuff(Energy)
  • 20.5% DamageBuff(Negative)
  • 20.5% DamageBuff(Toxic)
  • 20.5% DamageBuff(Psionic)
  • 1.25% Defense(Energy)
  • 1.25% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 9% Max End
  • 8.8% Enhancement(Terrorized)
  • 11% Enhancement(Stunned)
  • 16% Enhancement(Sleep)
  • 16% Enhancement(Immobilized)
  • 54% Enhancement(Accuracy)
  • 3.75% Enhancement(Max EnduranceDiscount)
  • 8% Enhancement(Confused)
  • 135% Enhancement(RechargeTime)
  • 10.5% Enhancement(Held)
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 133.5 HP (13.13%) HitPoints
  • MezResist(Confused) 65%
  • MezResist(Held) 65%
  • MezResist(Immobilized) 65%
  • MezResist(Sleep) 65%
  • MezResist(Stunned) 65%
  • MezResist(Terrorized) 65%
  • 14.5% (0.24 End/sec) Recovery
  • 28% (1.19 HP/sec) Regeneration
  • 9.75% Resistance(Smashing)
  • 9.75% Resistance(Lethal)
  • 20.25% Resistance(Fire)
  • 20.25% Resistance(Cold)
  • 9% Resistance(Energy)
  • 9% Resistance(Negative)

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

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With the revamp to most dominator assault sets I made a Grav/Nrg.  It's kitted out the best I can get it, she's a mean machine.  I take the Lift, Grav Distortion, Grav Distortion Field, Wormhole and the Singularity.  Being a Mind dom player I usually forget to summon my pets and wormhole is fun but clunky whereas Mind control is just so seamless to use.  

 

You really can't go wrong with Energy Assault.  I'd argue it's the best dom secondary right now.  I loved the new /nrg so much that I made a Mind/Nrg dom with almost the same exact specs but for Mind control.  

 

The pools I go with are Hasten, Leadership, Fighting and Force of Will.  Powerboosted Unleash Potential is stupid good.  

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On 11/26/2019 at 11:34 AM, mbre2006 said:

I might edit this build tho now that I had a time to look at it. Can make some more improvements here and there.

I looked at both of your builds, and I'm concerned about their lack of meaningful defense.  I prefer to have a bit more defense, and I'm willing to trade-off some +recharge and +damage for it.  Here's a build I've been working on that tries to strike more of a balance.  Defense isn't soft-capped, but there's quite a bit more for the cost of just a few percent recharge/damage.

Spoiler

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!

Grav-Energy: Level 50 Magic Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Crush -- GrvAnc-Immob(A), GrvAnc-Immob/Rchg(3), GrvAnc-Acc/Rchg(3), GrvAnc-Immob/EndRdx(5), GrvAnc-Hold%(5)
Level 1: Power Bolt -- Dcm-Build%(A), Dcm-Acc/Dmg(7), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(9), Dcm-Acc/Dmg/Rchg(9), FrcFdb-Rechg%(11)
Level 2: Gravity Distortion -- GldNet-Acc/Hold(A), GldNet-Acc/Rchg(11), GldNet-Rchg/Hold(13), GldNet-EndRdx/Rchg/Hold(13), GldNet-Acc/EndRdx/Rchg/Hold(15)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 6: Propel -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(19), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(21), OvrFrc-Acc/Dmg/End/Rech(21), OvrFrc-Dam/KB(23)
Level 8: Crushing Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprAscoft-EndRdx/Rchg(25), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprAscoft-Rchg/+Dmg%(27)
Level 10: Fly -- BlsoftheZ-ResKB(A)
Level 12: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29)
Level 14: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31)
Level 16: Power Up -- RechRdx-I(A)
Level 18: Gravity Distortion Field -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprDmnGrs-EndRdx/Rchg(33), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprDmnGrs-Rchg/Fiery Orb(34)
Level 20: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34)
Level 22: Weave -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(36), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(37)
Level 24: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(39), RedFrt-EndRdx(40)
Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(40), AbsAmz-Acc/Stun/Rchg(40), AbsAmz-Acc/Rchg(42), AbsAmz-EndRdx/Stun(42)
Level 28: Assault -- EndRdx-I(A), EndRdx-I(42)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(43), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-+Res(Pets)(45)
Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(46), StnoftheM-Dmg/ActRdx/Rchg(46), StnoftheM-Dmg/EndRdx/Rchg(46)
Level 38: Power Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(48), Apc-Dmg/EndRdx(50)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 44: Personal Force Field -- LucoftheG-Def/Rchg+(A)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Super Speed -- BlsoftheZ-ResKB(A)
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 -- Clr-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
------------

 

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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2 hours ago, Rathulfr said:

I looked at both of your builds, and I'm concerned about their lack of meaningful defense.  I prefer to have a bit more defense, and I'm willing to trade-off some +recharge and +damage for it.  Here's a build I've been working on that tries to strike more of a balance.  Defense isn't soft-capped, but there's quite a bit more for the cost of just a few percent recharge/damage.

  Reveal hidden contents

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!

Grav-Energy: Level 50 Magic Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Crush -- GrvAnc-Immob(A), GrvAnc-Immob/Rchg(3), GrvAnc-Acc/Rchg(3), GrvAnc-Immob/EndRdx(5), GrvAnc-Hold%(5)
Level 1: Power Bolt -- Dcm-Build%(A), Dcm-Acc/Dmg(7), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(9), Dcm-Acc/Dmg/Rchg(9), FrcFdb-Rechg%(11)
Level 2: Gravity Distortion -- GldNet-Acc/Hold(A), GldNet-Acc/Rchg(11), GldNet-Rchg/Hold(13), GldNet-EndRdx/Rchg/Hold(13), GldNet-Acc/EndRdx/Rchg/Hold(15)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 6: Propel -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(19), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(21), OvrFrc-Acc/Dmg/End/Rech(21), OvrFrc-Dam/KB(23)
Level 8: Crushing Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprAscoft-EndRdx/Rchg(25), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprAscoft-Rchg/+Dmg%(27)
Level 10: Fly -- BlsoftheZ-ResKB(A)
Level 12: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29)
Level 14: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31)
Level 16: Power Up -- RechRdx-I(A)
Level 18: Gravity Distortion Field -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprDmnGrs-EndRdx/Rchg(33), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprDmnGrs-Rchg/Fiery Orb(34)
Level 20: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34)
Level 22: Weave -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(36), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(37)
Level 24: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(39), RedFrt-EndRdx(40)
Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(40), AbsAmz-Acc/Stun/Rchg(40), AbsAmz-Acc/Rchg(42), AbsAmz-EndRdx/Stun(42)
Level 28: Assault -- EndRdx-I(A), EndRdx-I(42)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(43), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-+Res(Pets)(45)
Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(46), StnoftheM-Dmg/ActRdx/Rchg(46), StnoftheM-Dmg/EndRdx/Rchg(46)
Level 38: Power Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(48), Apc-Dmg/EndRdx(50)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 44: Personal Force Field -- LucoftheG-Def/Rchg+(A)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Super Speed -- BlsoftheZ-ResKB(A)
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 -- Clr-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
------------

 

Defense is pointless when you have perma dom. I'm sorry but please explain to me why I need to have high defense when they'll be dead before the hold or stun duration wears off?

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23 minutes ago, mbre2006 said:

Defense is pointless when you have perma dom. I'm sorry but please explain to me why I need to have high defense when they'll be dead before the hold or stun duration wears off?

So you can stand tall vs AV's and unexpected aggro beyond what you can control at the moment.  Say you miss a few bosses on some holds on the lead in or some random mobs come out of nowhere to ambush you when your AoE holds are recharging what are you gonna rely on then?  

 

Defense is NEVER pointless.  Yes build yourself up to a reasonable amount of recharge but you can also build in defenses as you're doing so.  

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24 minutes ago, Mezmera said:

So you can stand tall vs AV's and unexpected aggro beyond what you can control at the moment.  Say you miss a few bosses on some holds on the lead in or some random mobs come out of nowhere to ambush you when your AoE holds are recharging what are you gonna rely on then?  

 

Doms are not one trick ponies. If your hold is recharging you have stuns, knockdowns/backs, sleeps, confuse, immobs. You're going to be fine. Also a dom going against an av that defense means nothing when an AV is going to ignore most of it. And a 1200 HP base you aren't surviving that long. 

 

And yes defense is POINTLESS when you have PERMADOM. 

Edited by mbre2006
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I rank priority like this in the current meta:

 

1) Enough recharge to become perma-dom

2) ~32 defense (either Ranged or S/L)

3) Procs

4) Soft capping (if possible)

 

 

Perma-dom is useful but it does not replace defense. If it did, a single-perma Dom would make it possible for Tankers to turn off their shields and run around naked. Controls only affect certain radius and are only up so often. Certain very hard targets are difficult or impossible to mezz.

Edited by oedipus_tex
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19 minutes ago, mbre2006 said:

Doms are not one trick ponies. If your hold is recharging you have stuns, knockdowns/backs, sleeps, confuse, immobs. You're going to be fine. Also a dom going against an av that defense means nothing when an AV is going to ignore most of it. And a 1200 HP base you aren't surviving that long. 

 

And yes defense is POINTLESS when you have PERMADOM. 

Not sure exactly how an AV ignores defense?  They resist debuffs, they don't resist a player's built in defense.  Some might have extra tohit powers or good defense debuffs, but far from all.

 

I agree defense is less important on a dom than on most other AT's, but it is still useful.  I'd be more with you if you said you can get it through temp powers or just saving purple inspirations the times you need it.  That has merit.

 

I'm with @oedipus_tex on the general priority.

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29 minutes ago, mbre2006 said:

Doms are not one trick ponies. If your hold is recharging you have stuns, knockdowns/backs, sleeps, confuse, immobs. You're going to be fine. Also a dom going against an av that defense means nothing when an AV is going to ignore most of it. And a 1200 HP base you aren't surviving that long. 

 

And yes defense is POINTLESS when you have PERMADOM. 

Well on my Mind/Nrg dom I run 50+ defense to range, melee, aoe AND all damage types on top of that I have 75% S/L resist, 45% negative and toxic resist and 25% resist to the rest.  All of that adds up.  If some AV does get a shot through it's rare so easy to recover from and typically resisted well enough on my dom that it will not phase me.  

 

Permadom is the goal plus a bit of a buffer I agree, after that though also aim for bonuses like defense, hp and damage/accuracy. 

 

On a Ms Lib I regularly tank the fight with the 4 AVs while a good tank next to me goes down.  Seeing is believing though.  

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Please show me. I see all these numbers but i wanna see these doms in action. Please send me an invitation. I guarantee you a dom who focuses on his/her recharges and mez improvement is going to far outperform that dom who went with soft capping defense. 

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I finally got a chance to take a look at the actual builds.

 

First overall comment, I see a distinct lack of AoE damage, which could be plugged up by picking powers from the app pools. Most of the app pools add at least 1 if not 2 AoE powers. Just watch out for the Energy pool, the cost of Explosive Blast is 28 endurance per cast, which is more than Sleet and honestly feels like a bug (the real value should be in the range of 18 -22 based on other powers).

 

One thing I'm still unsure about is how to decide which single target blasts are worth it for a Gravity Dom. On a Controller. Gravity offers damage that is otherwise hard to come by, but Lift and Propel compete directly with the Dominator secondary so I don't know which way to go, especially given the complex Impact mechanic Gravity has. 

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2 hours ago, mbre2006 said:

Defense is pointless when you have perma dom. I'm sorry but please explain to me why I need to have high defense when they'll be dead before the hold or stun duration wears off?

How much recharge is needed for perma dom?  My posted build is at +189% with Hasten (add another +100% when Force Feedback procs, once a minute).  Is that not enough?

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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2 minutes ago, oedipus_tex said:

I finally got a chance to take a look at the actual builds.

 

First overall comment, I see a distinct lack of AoE damage, which could be plugged up by picking powers from the app pools. Most of the app pools add at least 1 if not 2 AoE powers. Just watch out for the Energy pool, the cost of Explosive Blast is 28 endurance per cast, which is more than Sleet and honestly feels like a bug (the real value should be in the range of 18 -22 based on other powers).

 

One thing I'm still unsure about is how to decide which single target blasts are worth it for a Gravity Dom. On a Controller. Gravity offers damage that is otherwise hard to come by, but Lift and Propel compete directly with the Dominator secondary so I don't know which way to go, especially given the complex Impact mechanic Gravity has. 

I should mention that I take Propel just for fun: I could've taken Lift or one of the other Energy blasts, but that's boring.  I suppose if I were a true min-maxer, I'd drop Propel, because it takes too long to cast and is kind of weak.

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@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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47 minutes ago, mbre2006 said:

Please show me. I see all these numbers but i wanna see these doms in action. Please send me an invitation. I guarantee you a dom who focuses on his/her recharges and mez improvement is going to far outperform that dom who went with soft capping defense. 

I'm on excelsior @Mistress Mezmera

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15 minutes ago, oedipus_tex said:

I finally got a chance to take a look at the actual builds.

 

First overall comment, I see a distinct lack of AoE damage, which could be plugged up by picking powers from the app pools. Most of the app pools add at least 1 if not 2 AoE powers. Just watch out for the Energy pool, the cost of Explosive Blast is 28 endurance per cast, which is more than Sleet and honestly feels like a bug (the real value should be in the range of 18 -22 based on other powers).

 

One thing I'm still unsure about is how to decide which single target blasts are worth it for a Gravity Dom. On a Controller. Gravity offers damage that is otherwise hard to come by, but Lift and Propel compete directly with the Dominator secondary so I don't know which way to go, especially given the complex Impact mechanic Gravity has. 

I would skip the single target attacks unless needed for set bonuses. Singy will do them plus with /Nrgy you have five ranged attacks to easily choose from. 

Edited by mbre2006
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12 minutes ago, Rathulfr said:

How much recharge is needed for perma dom?  My posted build is at +189% with Hasten (add another +100% when Force Feedback procs, once a minute).  Is that not enough?

Recharge I'm not accounting for just for perma dom which I believe you only need 120% w/o hasten, but for rotation for your other attacks. 

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1 hour ago, oedipus_tex said:

Perma-dom is useful but it does not replace defense. If it did, a single-perma Dom would make it possible for Tankers to turn off their shields and run around naked. Controls only affect certain radius and are only up so often. Certain very hard targets are difficult or impossible to mezz.

Doms are not a replacement for tanks to drop their shields. That would be like a Emp def telling a tank to drop it's shields because they can heal. That was a bad example you made. Lockdown is the name of the game. Team wise in current build you have blasters/corrupters/scrappers/brutes ripping through the crowd long before as a dom you start to get to your attack rotation so holding down the mobs is just a plus for them. On an average team mobs last for like three to four secs.

 

Solo play as a dom again with lockdown you can pickoff mobs on your own with ease since gameplay is going to be a little slower. Even with soft capped def you gonna have a few bosses who rip through you with ease especially since you aren't focusing on damage mitigation with resistance. But with a perma dom even if you miss a few with the first control power you have plenty to pick from to compensate and keep them from getting to you.

 

Fighting AVs or even EBs with a dom who has a pet and can stack holds with you is not going to be a problem. Because when an AV or  EB hits you through that defense Especially Hero 1 for example who uses Psionics and energy attacks how long are you gonna last then?

Edited by mbre2006
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17 minutes ago, mbre2006 said:

Doms are not a replacement for tanks to drop their shields. That would be like a Emp def telling a tank to drop it's shields because they can heal. That was a bad example you made. Lockdown is the name of the game. Team wise in current build you have blasters/corrupters/scrappers/brutes ripping through the crowd long before as a dom you start to get to your attack rotation so holding down the mobs is just a plus for them. On an average team mobs last for like three to four secs.

 

Solo play as a dom again with lockdown you can pickoff mobs on your own with ease since gameplay is going to be a little slower. Even with soft capped def you gonna have a few bosses who rip through you with ease especially since you aren't focusing on damage mitigation with resistance. But with a perma dom even if you miss a few with the first control power you have plenty to pick from to compensate and keep them from getting to you.

 

Fighting AVs or even EBs with a dom who has a pet and can stack holds with you is not going to be a problem. Because when an AV or  EB hits you through that defense Especially Hero 1 for example who uses Psionics and energy attacks how long are you gonna last then?

 

 

I apologize but I am confused. These are the defense values for the second build that was posted:

 

image.png.97fc01c42b9411eaeab2ed17969d46e9.png

 

The point of getting Defense on a Dominator isn't to turn you into a Tank, its to ward off return fire that breaks through your controls. In addition to damage, the reason to get Defense is to ward off nasty secondary effects. 

 

You certainly can play a Dominator with very low defense, but in my experience most Dominator builds that do that will be limited to easier content than a Dominator that can handle some whiffed mezzes. No matter how many layers of control you can lay down, you eventually get thrown into situations where the fire is coming from too many directions and the Dominator who survives is the one who can take a few shots without faceplanting, particularly in +4 content where three ranged shots can easily result in your death.

 

I agree that Defense is less important than getting perma-dom, partly for the stronger mezzes and partly for the mezz protection. 

Edited by oedipus_tex
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5 minutes ago, oedipus_tex said:

but in my experience

I'm clipping this out because this is the focus of these arguments. How is your experience any better than mine? 

 

No matter how many layers of control you can lay down, you eventually get thrown into situations where the fire is coming from too many directions and the Dominator who survives is the one who can take a few shots without faceplanting, particularly in +4 content where three ranged shots can easily result in your death.

 

I've said this before. You...have...more..than...one...type...of...crowd...control. If you miss one you can apply another type. A permadom will apply a hold on a boss with its single target. Even if that boss is +4. You have a pet right behind you (Unless you're mind control) who will also apply all the crowd control attacks you can do. In this case Singularity will also aoe crowd control with you. 

 

I agree that Defense is less important than getting perma-dom, partly for the stronger mezzes and partly for the mezz protection. 

That's been my entire point the entire time.

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1 minute ago, mbre2006 said:

I'm clipping this out because this is the focus of these arguments. How is your experience any better than mine? 

 

It's not. It's just my experience. 

 

1 minute ago, mbre2006 said:

I've said this before. You...have...more..than...one...type...of...crowd...control. If you miss one you can apply another type. A permadom will apply a hold on a boss with its single target. Even if that boss is +4. You have a pet right behind you (Unless you're mind control) who will also apply all the crowd control attacks you can do. In this case Singularity will also aoe crowd control with you. 

 

Yes you have more than one type of crowd control. But if crowd control was really so good that Defense is meaningless for Dominators, then Tankers, who have more hit points, should feel comfortable leaping into the fray bare butts hanging in the wind. The fact that doesn't happen demonstrates that no matter how amazing your controls get, the desirability of Defense doesn't go away. The only question is what you're willing to sacrifice to get it.

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5 minutes ago, oedipus_tex said:

Yes you have more than one type of crowd control. But if crowd control was really so good that Defense is meaningless for Dominators, then Tankers, who have more hit points, should feel comfortable leaping into the fray bare butts hanging in the wind. The fact that doesn't happen demonstrates that no matter how amazing your controls get, the desirability of Defense doesn't go away. The only question is what you're willing to sacrifice to get it

Once again this is a poor argument. A tank also have resistance so even if it doesn't have defense he has a way to mitigate the damage it absorbs. And the job of a tank is not the same as a dom. This is like trying to compare apples to a steak. They are not even the same AT.

 

In case you are ignorant of the original intentions what what those two AT does job-wise,

 

A tank is built to absorb damage and draw attention away from the other players.

 

A dom is a hybrid of a controller Primary with Scrapper/Blaster secondary. A dom primary is to shut down the enemy. And to be honest going back to your pointless argument. I bet a tank could go without shields. Because on a team with blasters and corrupters they are going to eliminate the mob well before he starts to herd. This is not Issue 7 where we rely on tanks/brutes anymore to be meat shields. This game has changed a lot.

 

For example during the old days a fire/kin controller was the best farmer. Current build a fire/spines or rad/spins brute will leave their ass in the dust. Stop relying on the old mechanic logic to make a point.

 

And again if you want to focus on building your defense that's fine. I just think its pointless when I'm killing them while they are mezz'd

Edited by mbre2006
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