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Mind/Savage or Dark/Savage?


JnEricsonx

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Dark/Savage. Dark Control likes being able to start with the opening cones (Fear, Immob, and damage), and then using Feral Charge to instantly close range so that it can continue with Heart of Darkness. Then, if you put a couple of -Res IOs into Unkindness to boost the damage of the following attacks and you put damage procs into Heart of Darkness, you can do a lot of AoE damage while still having mobs debuffed, Feared, and Stunned.

 

Mind/Savage... Mind has no reason to enter melee range, and Terrify isn't very useful in melee. Mind works better as an all-ranged set, while Savage Melee has two PBAoE attacks that give you reason to go into melee. It's true that you can back up while firing Unkindness, but with a Mind Control character I'd rather stay all at range and focus more on single-target clearing... Ice, Fire, and Dark are all more range-oriented. Also, with Mind, attacks break both the Sleep and the Fear, so if I DID go into melee with one, it would be with a secondary that knocks down or mezzes when it attacks... Energy, Martial, Earth. Not Savage, which will break everyone out of Sleep/Fear with all of its AoE attacks while doing no mezzing and no knockdowns.

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Here's a RANGED dark savage I made... mind you, I de-emphasize pets... totally possible to Expedient/blood mandate-out Haunt+Umbral (out of either swarm, unkindness, or fearsome stare [in which case i'd change the slot to Fiery Orb in stare]). 

 

Idea would be to neglect melee defense and instead just 

Open with Possess > Fear > Unkindness > Swarm > Hawk > Feral Charge > Heart of Darkness  etc etc

 

 

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Technology Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Savage Assault
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Dark Grasp -- UnbCns-EndRdx/Hold(A), UnbCns-Hold/Rchg(42), UnbCns-Acc/Hold/Rchg(46), UnbCns-Acc/Rchg(46), UnbCns-Dam%(50)
Level 1: Call Swarm -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(40)
Level 2: Living Shadows -- Acc-I(A)
Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(7), CrcPrs-Acc/Conf/Rchg(7), CrcPrs-Acc/Rchg(9), CrcPrs-Conf%(9), CrcPrs-Conf/EndRdx(15)
Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(42), CldSns-Acc/Rchg(43), CldSns-ToHitDeb/EndRdx/Rchg(43), CldSns-Acc/EndRdx/Rchg(43), CldSns-%Dam(46)
Level 10: Unkindness -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(13), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(15)
Level 12: Heart of Darkness -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SprAscoft-EndRdx/Rchg(25), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprAscoft-Rchg/+Dmg%(34)
Level 14: Boxing -- Empty(A)
Level 16: Spot Prey -- RechRdx-I(A)
Level 18: Haunt -- SlbAll-Build%(A)
Level 20: Rending Flurry -- Arm-Dmg/EndRdx(A), Arm-Dmg/Rchg(21), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(23), Arm-Dam%(23)
Level 22: Tough -- GldArm-3defTpProc(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(17), BslGaz-Acc/EndRdx/Rchg/Hold(42), BslGaz-Rchg/Hold(45)
Level 28: Blood Craze -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(34)
Level 32: Umbra Beast -- SvrRgh-Acc/Dmg(A)
Level 35: Call Hawk -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37), FrcFdb-Rechg%(37)
Level 38: Feral Charge -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(40)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 44: Water Spout -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/Rchg(19)
Level 47: Shark Skin -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(48), StdPrt-ResDam/Def+(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 1: Blood Frenzy 
Level 50: Agility Core Paragon 
------------
------------
Set Bonus Totals:

  • 19.5% DamageBuff(Smashing)
  • 19.5% DamageBuff(Lethal)
  • 19.5% DamageBuff(Fire)
  • 19.5% DamageBuff(Cold)
  • 19.5% DamageBuff(Energy)
  • 19.5% DamageBuff(Negative)
  • 19.5% DamageBuff(Toxic)
  • 19.5% DamageBuff(Psionic)
  • 11.63% Defense(Melee)
  • 8.81% Defense(Smashing)
  • 8.81% Defense(Lethal)
  • 7.25% Defense(Fire)
  • 7.25% Defense(Cold)
  • 25.69% Defense(Energy)
  • 25.69% Defense(Negative)
  • 6% Defense(Psionic)
  • 35.06% Defense(Ranged)
  • 8.5% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Held)
  • 4% Enhancement(Stunned)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilized)
  • 6.25% Enhancement(Max EnduranceDiscount)
  • 8% Enhancement(Confused)
  • 95% Enhancement(RechargeTime)
  • 61% Enhancement(Accuracy)
  • 28.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 160.2 HP (15.76%) HitPoints
  • 28.5% JumpHeight
  • 28.5% SpeedJumping
  • MezResist(Confused) 45%
  • MezResist(Held) 45%
  • MezResist(Immobilized) 45%
  • MezResist(Sleep) 45%
  • MezResist(Stunned) 45%
  • MezResist(Terrorized) 45%
  • MezResist(Teleport) 100% (20% chance)
  • 22.5% (0.38 End/sec) Recovery
  • 34% (1.44 HP/sec) Regeneration
  • 6% Resistance(Smashing)
  • 6% Resistance(Lethal)
  • 15% Resistance(Fire)
  • 15% Resistance(Cold)
  • 4.5% Resistance(Energy)
  • 4.5% Resistance(Negative)
  • 1.5% Resistance(Toxic)
  • 1.5% Resistance(Psionic)
  • 28.5% SpeedRunning

 

 

 

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Never built this.

This is a change up from an Electric savage build.

1 sec off perma dom.

Positional defense cap minus a bit short on negative and of course psionic. 

Shadow Field is good for another 15% defenses, but NOT Perma. It is a good drop when you are getting defense debuffed. 

Endurance is a bit short. Endurance use is 1.44 so recovery should be at least 3.44 currently at 2.88.  

 

This is without incarnates.

 

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 Magic Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Savage Assault
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Dark Grasp -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(17), SprEnt-End/Rchg(17), SprEnt-Acc/Hold/End(37), SprEnt-Acc/Hold/End/Rchg(37), SprEnt-Rchg/AbsorbProc(42)
Level 1: Call Swarm -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(37)
Level 2: Living Shadows -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(5), SprFrzBls-Acc/Dmg/EndRdx(5), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), SprFrzBls-Rchg/ImmobProc(15)
Level 4: Vicious Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(7)
Level 6: Kick -- Empty(A)
Level 8: Fearsome Stare -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(13), DarWtcDsp-ToHitdeb/Rchg/EndRdx(15), DarWtcDsp-Rchg/EndRdx(50)
Level 10: Unkindness -- PstBls-Dam%(A)
Level 12: Heart of Darkness -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(40), SprDmnGrs-EndRdx/Rchg(40), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(40), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(42), SprDmnGrs-Rchg/Fiery Orb(43)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), RctArm-ResDam/EndRdx(19), RctArm-ResDam(46), RctArm-ResDam/Rchg(46)
Level 16: Spot Prey -- RctRtc-ToHit(A)
Level 18: Haunt -- CaltoArm-Dmg/EndRdx(A), CaltoArm-Acc/Dmg/Rchg(25), CaltoArm-EndRdx/Dmg/Rchg(25), CaltoArm-Acc/Rchg(31), CaltoArm-Acc/Dmg(36)
Level 20: Rending Flurry -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(27)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(29)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 26: Shadow Field -- Lck-%Hold(A), BslGaz-Acc/Hold(27), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/Rchg(39), BslGaz-Rchg/Hold(46)
Level 28: Blood Craze -- Mrc-Heal/Rchg(A), Mrc-Heal/EndRdx/Rchg(39)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Umbra Beast -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(33), BldMnd-Acc/EndRdx(33), BldMnd-Acc/Dmg/EndRdx(33), BldMnd-Acc(34), BldMnd-Dmg(34)
Level 35: Call Hawk -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36)
Level 38: Feral Charge -- KntCmb-Acc/Dmg(A), KntCmb-Knock%(39), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(45)
Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45)
Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 49: Scorpion Shield -- LucoftheG-Def/Rchg+(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 -- 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+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 1: Blood Frenzy 
------------

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|-------------------------------------------------------------------|

 

 

 

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4 minutes ago, plainguy said:

Never built this.

This is a change up from an Electric savage build.

1 sec off perma dom.

Positional defense cap minus a bit short on negative and of course psionic. 

Shadow Field is good for another 15% defenses, but NOT Perma. It is a good drop when you are getting defense debuffed. 

Endurance is a bit short. Endurance use is 1.44 so recovery should be at least 3.44 currently at 2.88.  

 

This is without incarnates.

 

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 Magic Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Savage Assault
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Dark Grasp -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(17), SprEnt-End/Rchg(17), SprEnt-Acc/Hold/End(37), SprEnt-Acc/Hold/End/Rchg(37), SprEnt-Rchg/AbsorbProc(42)
Level 1: Call Swarm -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(37)
Level 2: Living Shadows -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(5), SprFrzBls-Acc/Dmg/EndRdx(5), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), SprFrzBls-Rchg/ImmobProc(15)
Level 4: Vicious Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(7)
Level 6: Kick -- Empty(A)
Level 8: Fearsome Stare -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(13), DarWtcDsp-ToHitdeb/Rchg/EndRdx(15), DarWtcDsp-Rchg/EndRdx(50)
Level 10: Unkindness -- PstBls-Dam%(A)
Level 12: Heart of Darkness -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(40), SprDmnGrs-EndRdx/Rchg(40), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(40), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(42), SprDmnGrs-Rchg/Fiery Orb(43)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), RctArm-ResDam/EndRdx(19), RctArm-ResDam(46), RctArm-ResDam/Rchg(46)
Level 16: Spot Prey -- RctRtc-ToHit(A)
Level 18: Haunt -- CaltoArm-Dmg/EndRdx(A), CaltoArm-Acc/Dmg/Rchg(25), CaltoArm-EndRdx/Dmg/Rchg(25), CaltoArm-Acc/Rchg(31), CaltoArm-Acc/Dmg(36)
Level 20: Rending Flurry -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(27)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(29)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 26: Shadow Field -- Lck-%Hold(A), BslGaz-Acc/Hold(27), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/Rchg(39), BslGaz-Rchg/Hold(46)
Level 28: Blood Craze -- Mrc-Heal/Rchg(A), Mrc-Heal/EndRdx/Rchg(39)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Umbra Beast -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(33), BldMnd-Acc/EndRdx(33), BldMnd-Acc/Dmg/EndRdx(33), BldMnd-Acc(34), BldMnd-Dmg(34)
Level 35: Call Hawk -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36)
Level 38: Feral Charge -- KntCmb-Acc/Dmg(A), KntCmb-Knock%(39), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(45)
Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45)
Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 49: Scorpion Shield -- LucoftheG-Def/Rchg+(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 -- 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+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 1: Blood Frenzy 
------------

 


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|7|
|-------------------------------------------------------------------|

 

 

 


 

one sec off permadom is as bad as 90s off permadom… you lose the Dom bar and have to restart if not perma

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1 minute ago, kiramon said:

one sec off permadom is as bad as 90s off permadom… you lose the Dom bar and have to restart if not perma

Yea no clue on how someone might want to either go with incarnates to obtain it or rework the build.  Incarnates is the easy route but I hate relying on incarnates to shore up weaknesses in a build.

 

I don't play doms but I always consider starting one..

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Here is a version based off that build. It relies on Barrier to cap Ranged/AoE, but maintains S/L/E caps and almost F/C caps without Barrier. Domination recharge is down to 84 seconds (but that's with Hasten up all the time, which it won't be... it will be a tight click when Hasten is down).

 

Spoiler

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

 

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Remember there's a practically free 20% global recharge from the sg base buff machine. Just has to be recharged every 1.5 hours. Once I got used to doing it on every toon it's pretty easy to remember, though I always get +recovery and + endurance drain resist too - easier to notice 3 missing icons than one.

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On 6/9/2020 at 9:29 AM, Coyote said:

Dark/Savage. Dark Control likes being able to start with the opening cones (Fear, Immob, and damage), and then using Feral Charge to instantly close range so that it can continue with Heart of Darkness. Then, if you put a couple of -Res IOs into Unkindness to boost the damage of the following attacks and you put damage procs into Heart of Darkness, you can do a lot of AoE damage while still having mobs debuffed, Feared, and Stunned.

 

Mind/Savage... Mind has no reason to enter melee range, and Terrify isn't very useful in melee. Mind works better as an all-ranged set, while Savage Melee has two PBAoE attacks that give you reason to go into melee. It's true that you can back up while firing Unkindness, but with a Mind Control character I'd rather stay all at range and focus more on single-target clearing... Ice, Fire, and Dark are all more range-oriented. Also, with Mind, attacks break both the Sleep and the Fear, so if I DID go into melee with one, it would be with a secondary that knocks down or mezzes when it attacks... Energy, Martial, Earth. Not Savage, which will break everyone out of Sleep/Fear with all of its AoE attacks while doing no mezzing and no knockdowns.

Ice and fire are actually THE main melee oriented control sets fyi. Also, per the mind/savage, put a build up proc in spot sprey, then use terrify, ravens, feral, rending, good aoe chain and good damage boost for terrify. But overall i would go dark, just cause it is SOOOO much better control. Mind is really bad on control. They need to make mass confusion 60s recharge like seeds is to start and put it earlier at least level 18. Mass confusion and Terrify both break too easily, so you're relying on total dom and mass confusion on super high recharge builds for your control mainly.

 

In either case, make sure to put the chance to add damage proc to the cone fear.

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After trying everything possible to make mind competitive on a Dom... Go dark.

 

Mind is in serious need of a revamp. I have a 50+ Mind/Psi/Ice, with every io set and combination tried over 5 respecs... Shelved, until it's revamped.

 

Go dark.

Edited by SwitchFade
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11 hours ago, WindDemon21 said:

Ice and fire are actually THE main melee oriented control sets fyi

The post you quoted is talking about secondaries, you are talking about primaries.

 

11 hours ago, WindDemon21 said:

Mind is really bad on control.

That bullshit at so many lvls I can't even start... ah well

 

51 minutes ago, SwitchFade said:

After trying everything possible to make mind competitive on a Dom... Go dark.

 

Mind is in serious need of a revamp. I have a 50+ Mind/Psi/Ice, with every io set and combination tried over 5 respects... Shelved, until it's revamped.

 

Go dark.

Perhaps you have too much respect for the set

 

To OP, I love Dark but Mind is seriously OP on Dominators, yet, it is not for everyone as you can see in the thread. Also, I take you were after advice on what to choose although now, after reading again your original post "Discuss, please?" I am not so sure anymore of what did you want with this thread exactly.

 

Seriously, forums are getting something like the Sharknado series, tehy're so bad I can't stop watching but I guess I'll have to take a break for my own sake, only so much bullshit I can take...

Edited by Nightmarer
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1 minute ago, Nightmarer said:

The post you quoted is talking about secondaries, you are talking about primaries.

 

That bullshit at so many lvls I can't even start... ah well

 

Perhaps you have too much respect for the set

 

To OP, I love Dark but Mind is seriously OP on Dominators, yet, it is not for everyone as you can see in the thread.

 

Seriously, forums are getting something like the Sharknado series, tehy're so bad I can't stop watching but I guess I'll have to take a break for my own sake, only so much bullshit I can take...

Mind is lacking compared to other Dom sets.

 

Dark, ice, earth and others are far superior.

 

Mind is in need of a refresh.

 

Maybe the B.S. isn't the forums? Because mind being sub par is factual.

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1 minute ago, SwitchFade said:

Mind is lacking compared to other Dom sets.

 

Dark, ice, earth and others are far superior.

 

Mind is in need of a refresh.

 

Maybe the B.S. isn't the forums? Because mind being sub par is factual.

Sorry, I can't "respect" your opinion.

Edited by Nightmarer
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7 minutes ago, SwitchFade said:

*Shrug* facts are facts. You can deny anything you like, cheers to freedom of choice!

Yes they are and you don't have the facts right. On a well played Mind Dom, especially Mind/Psi you can solo TFs if you play them right, if you don't, then you come to forums and cry for a revamp.

 

Edited by Nightmarer
Typos, typos everywhere
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If you think mind isn't bad on control, then you clearly have not played other control sets.

 

Having two controls that are broken by any attack as the only every mob skill, and two that you can offset but come late and are both on 4 minute base recharges, and no aoe immobilize, and no control pseudo pet its easily the worst control set.

 

After 8 years on live and another one here, playing multiple of every control set, its not even a question.

 

For starters it does need fixes. On all trollers imho same way they changes nukes is to lower their recharge, but especially for mind its mass confusion needs to be on a shorter recharge and earlier honestly. Its not even a slight comparison when looking at seeds of confusion and that is available at level 8 and on a 60 second recharge with no accuracy penalty.

 

Telekinesis is another big area of issue. Honestly it should have its end cost reduced, but the power doesn't quite fit anywhere and the repel and low target cap makes it often not worth the use. It would be best replaced with an aoe immobilize that instead of doing damage did -resist/speed allowing containment for controllers, and wouldn't wake up/break fear but still be able to add damage.

 

Mind and gravity as well, also need their st hold bumped to tier 2 so you can skip the current ones if you want. (Clearly this isn't saying they're useless, just that for certain builds and playstyles they are)

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Mind has enough flaws that I can't consider it as a very good set. Serviceable, true, especially with good play... but clearly behind other sets.

 

1) It lacks damage. Granted, there is a secondary for that, but it doesn't hurt when a pet is adding damage even with a separate damage powerset.

2) The opener (Terrify) adds AoE damage. But no ToHit debuff, and allows return fire, so... when you're using that secondary to do damage, the control effect of Terrify is minor, so it's just an underpowered AoE damage power with a backup utility of shutting down a portion of a fight to set it aside for later.. but not for actively fighting.

3) The other opener option (Mass Hypnosis) has similar problems but worse. It does open up some options like defeating a spawn one by one, but... doing that works against Confuse. However the real problem here is that this may have been useful when +0/x1 was the default setting. Now, with even soloers fighting larger groups of mobs, saying that Mind is good because it is very good at defeating mobs one by one... is a level of praise that evidences the problem.

 

Alternating Mass Hysteria and Totally Dominating is cool and effective, but not so much that it overshadows the every-spawn controls of other sets. I like soloing, and I like my Mind Dominator, but the Dark Control one just gets more safety AND more damage out of her primary when soloing, and a lot more on teams.

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On 6/22/2020 at 6:31 PM, WindDemon21 said:

If you think mind isn't bad on control, then you clearly have not played other control sets.

 

Having two controls that are broken by any attack as the only every mob skill, and two that you can offset but come late and are both on 4 minute base recharges, and no aoe immobilize, and no control pseudo pet its easily the worst control set.

 

After 8 years on live and another one here, playing multiple of every control set, its not even a question.

 

For starters it does need fixes. On all trollers imho same way they changes nukes is to lower their recharge, but especially for mind its mass confusion needs to be on a shorter recharge and earlier honestly. Its not even a slight comparison when looking at seeds of confusion and that is available at level 8 and on a 60 second recharge with no accuracy penalty.

 

Telekinesis is another big area of issue. Honestly it should have its end cost reduced, but the power doesn't quite fit anywhere and the repel and low target cap makes it often not worth the use. It would be best replaced with an aoe immobilize that instead of doing damage did -resist/speed allowing containment for controllers, and wouldn't wake up/break fear but still be able to add damage.

 

Mind and gravity as well, also need their st hold bumped to tier 2 so you can skip the current ones if you want. (Clearly this isn't saying they're useless, just that for certain builds and playstyles they are)

You don't have a clue of what have I played or not or how many years I've been playing live or not, all I see here is someone moaning because Mind has a couple skippable powers. Can those be tweaked? certainly they can but that is not saying that Mind is broken, it's precisely the opposite, it is currently overpowered. Let's do something, you do not assume what have I played or not and I will not assume you don't know how to play Mind Control.

 

Edited by Nightmarer
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