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Dominator Farming


Almighty Magic

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11 hours ago, Machariel said:

two main reasons:

1) Carrion Creepers puts in absolutely disgusting work as it spawns tons of pseudopets that each do tons of damage when they spawn and can proc up to 6 damage procs with their attacks

2) I'm not sure how much DPS a fire farm mob does but I am sure that Seeds of Confusion lets you take a big chunk of that DPS and make the mob use it on itself

 

Fire Control does alright damage as hanging out in a bonfire is not fun but Carrion Creepers in a fully target saturated environment is really gross.

 

 

 

All that, and also all of the Tentacles are separate entities so there is no way that you have to worry about the aggro cap. The mobs will always have some target available to aggro upon, so if they're not Confused, they're not wandering away... and if they're Confused, they're also staying. So you can get a nice pile going, and a ton of tentacles popping up and doing a lot of damage. It's way better than Fire for both damage output and safety, except if the mobs have resistance to Confusion.

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On 7/6/2020 at 9:46 AM, Plutoria said:

First was a Earth/NRG then made a MC/NRG ( didnt have to soft cap either of them, Def in the 30-35 range, resist type didn't matter. always +4/8, perma dom) I then became curious about fortunatas and haven't touched my Doms again sadly. Earth was for sure the easiest and safest but MC allowed me to ramp up kill speed.


Any change of seeing your Mind/Energy farm build and how you go about farming with it?

 

I main a Mind/Energy and would mind dedicating a build slot to farming. 

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  • 2 weeks later

My Fire/psi Dom from back in the day before sunset.  It looks like some of the concealment power pool was moved around but they were just place holders for LotG 7.5 recharge anyways.

 

This build was a beast, I hope to get it back again soon.

 

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Demonic Comic: Level 50 Mutation Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Concealment
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(13), BslGaz-EndRdx/Rchg/Hold(13)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Mind Probe -- Hct-Dmg/EndRdx(A), Hct-Acc/Rchg(3), Hct-Acc/Dmg/Rchg(5), Hct-Dmg/Rchg(7), Hct-Dmg(9)
Level 4: Fire Cages -- GrvAnc-Immob(A), GrvAnc-Acc/Immob/Rchg(5), GrvAnc-Acc/Rchg(7), GrvAnc-Hold%(11), GrvAnc-Immob/Rchg(17), Dmg-I(48)
Level 6: Stealth -- LucoftheG-Def/Rchg+(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(11)
Level 12: Flashfire -- AbsAmz-Stun(A), AbsAmz-Acc/Rchg(15), AbsAmz-EndRdx/Stun(23), AbsAmz-Stun/Rchg(25), AbsAmz-Acc/Stun/Rchg(25)
Level 14: Super Speed -- Run-I(A)
Level 16: Psychic Scream -- Rgn-Dmg/Rchg(A), Rgn-Dmg(17), Rgn-Acc/Dmg/Rchg(29), Rgn-Acc/Rchg(31), Rgn-Dmg/EndRdx(31)
Level 18: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 20: Drain Psyche -- DctWnd-Heal(A), DctWnd-EndRdx/Rchg(21), DctWnd-Rchg(23), DctWnd-Heal/EndRdx/Rchg(27), DctWnd-Heal/Rchg(34)
Level 22: Super Jump -- Jump-I(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Hot Feet -- TmpRdn-Acc/Slow(A), TmpRdn-Dmg/Slow(27), TmpRdn-Acc/EndRdx(37), TmpRdn-Rng/Slow(37), TmpRdn-EndRdx/Rchg/Slow(37), Dmg-I(39)
Level 28: Subdue -- Apc-Dmg(A), Apc-Dmg/Rchg(29), Apc-Acc/Dmg/Rchg(39), Dvs-Acc/Dmg(40), Dvs-Dmg/Rchg(40)
Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(33), AdjTrg-EndRdx/Rchg(33), AdjTrg-ToHit/EndRdx(42)
Level 32: Fire Imps -- CaltoArm-Acc/Dmg/Rchg(A), CaltoArm-Acc/Dmg(34), CaltoArm-Dmg/EndRdx(34), CaltoArm-EndRdx/Dmg/Rchg(36), Dmg-I(50)
Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(43)
Level 38: Psychic Shockwave -- Arm-Dmg(A), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(45), Arm-Dam%(45), ScrDrv-Dmg/EndRdx(46)
Level 41: Rain of Fire -- RechRdx-I(A), PstBls-Acc/Dmg(42), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dmg/Rchg(43), PstBls-Dmg/Rng(46), PstBls-Dmg/EndRdx(50)
Level 44: Fire Shield -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(46)
Level 47: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Domination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(19), Mrc-Rcvry+(19), Mrc-Heal(21), RgnTss-Regen+(33)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(15), PrfShf-EndMod/Acc(48), PrfShf-End%(50)
Level 4: Ninja Run
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Musculature Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Pyronic Partial Core Judgement
Level 22: Double Jump
Level 14: Speed Phase
Level 49: Quick Form
------------

 

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

Edited by jeolman1
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On 1/21/2022 at 7:12 AM, jeolman1 said:

My Fire/psi Dom from back in the day before sunset

Farming Dom?  You have almost zero fire defense to avoid attacks to soften alpha strikes, fire resist isn't capped, and you are way over slotted in Health or Stamina when you got Psychic Drain.  

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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1 hour ago, Outrider_01 said:

Farming Dom?  You have almost zero fire defense to avoid attacks to soften alpha strikes, fire resist isn't capped, and you are way over slotted in Health or Stamina when you got Psychic Drain.  

Like I said, from back in the day. I should have said its my dom that ALSO could farm. I think people are farming a bit differently now, and the term has evolved into only running a specific type of mission only. it worked well and could do 8 man missions solo on the map I used and rarely if ever died. It was not a maxed out farm toon by todays standards , but it did quite well.  I think now, if it doesn't do gadzillin infamy a second it is dismissed.  I did not run it in a fire farm, and it was able to do other things. I rarely built a character to run only one map for the sole purpose of farming only since i like to also have fun doing other things.

 

 

What changes would you make, and what mission would be the prime farming mission based of of the way people are farming now? I appreciate any criticism as I have not rebuilt this toon yet since starting to play again a couple weeks ago.  Thanks.

Edited by jeolman1
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8 hours ago, jeolman1 said:

What changes would you make

Dominator I don't really know for farming compared to a brute, as I haven't finished one but my dark/Psi/ice is pretty survivable in PVE missions but I only run it in groups; cones don't really work well to use control without them spread out a bit but Psi Shockwave hits hard enough to melt them.

 

the thought process for farming is the same,

- Defense to soften the alpha; if you avoid 3/4s of attacks you will survive long.

- Resist to absorb the remaining 1/4 attacks

- Map type, you said mission so there is an advantage there that the spawns are spread out.  Compared to a briggs map, slowing down the rate helps control the kill rate and not be overwhelmed

 

The few doms I see, usually a smash/lethal farm.  They tend to be plant/ with confuse and rely on Creeping vines for damage.  Looking at my own dom for farming as a Plant/MA/Ice for something different as 2 of my Doms are (Dark/Psi high end build, Gravity/Psi cheap build), 1 is Dark/Ice built around pets but probably respec out pets, and one is Dark/Savage (doesn't play well, can't get a flow going).  I am not using pets anymore, at +4/8 and in groups they just die to +5 AoE attacks.

 

I don't have enough experience to make a fire/psi dominator explicitly for farming, but a few I could suggest or at least in my opinion

- Fire cages, slot for damage over immobilize purple.  Its already pretty long and short recharge; its basically an AoE attack

- Bonfire.  Its a burn patch and soft control.  Its popular with blaster farm characters.

- Map, standard briggs maps don't work well as you need to control the flow of NPC to you.  If you cast fire imps, each and every imp will aggro more than you can handle.  The city maps with fire damage type would work well.

 

I had a Fire/Kinetic control back in the day, never did AE farming but would run over to Dark Astoria when it was a level +30 hazard zone.  Farm the BP zombies, stun + immb than run in with hot feet.  Cast Cinders when it wasn't a half hour recharge so it was a back up hold.  He was my go to prestige for SG farmer with all SO, and did well in normal content but that was before you could +4/8 a map solo.

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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15 hours ago, Outrider_01 said:

Farming Dom?  You have almost zero fire defense to avoid attacks to soften alpha strikes, fire resist isn't capped, and you are way over slotted in Health or Stamina when you got Psychic Drain.  

 

 

Prior to the AE taking such a prominent role as a farming locale and access to incarnate powers, Fire/Psi Dominators similar to what jeolman1 posted were popular for a couple of reasons. Back then, endurance management was much tougher than it currently is, and was one of the top priorities. That is why Fire and Plant combined with Psi Assault (on Doms) or Kinetics (on Controllers) were so popular. 

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Plant is light years ahead of Fire on the meteor map. Because Creepers breaking the aggro cap is THE best thing a Dominator will EVER be able to do in a farm. Heck it’s probably the best farming trick in the game outside of being able to leave Burn on auto, take a break and run some errands, and come back with 20 mil plus drops. Not that Fire/Psi is bad, but Plant is ***easily*** the optimal choice. My Plant/Psi definitely clears meteor maps as fast as my 6 Fiery Aura characters or my Fire^3 blaster, and probably noticeably faster than my Fire/Kin/Fire controller. All 9 aforementioned characters have 45% fire defense and easily survive the meteor map at +4x8, because why wouldn’t you...

Edited by arcane
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7 minutes ago, arcane said:

Plant is light years ahead of Fire on the meteor map. Because Creepers breaking the aggro cap is THE best thing a Dominator will EVER be able to do in a farm. Heck it’s probably the best farming trick in the game outside of being able to leave Burn on auto, take a break and run some errands, and come back with 20 mil plus drops. Not that Fire/Psi is bad, but Plant is ***easily*** the optimal choice. My Plant/Psi definitely clears meteor maps as fast as my 6 Fiery Aura characters or my Fire^3 blaster, and probably noticeably faster than my Fire/Kin/Fire controller. All 9 aforementioned characters have 45% fire defense and easily survive the meteor map at +4x8, because why wouldn’t you...


As some one who also farms with everything you just listed, it’s actually much safer also. 😊

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On 4/26/2021 at 4:41 PM, Almighty Magic said:

Yeah Creepers is a huge advantage in farms. Without using Creepers I average about 5 mins per run on an asteroid farm. With Creepers it gets to about 3:45 to 4 mins a run.

I’m shocked the difference isn’t more like double, because the Creepers effect on the meteor is everything to me.

 

BTW this fellow quoted here is the guy who inspired me to make a farm build on my plant dom 🙂
 

I freakin love it BUT I would play it more if I wasn’t so attached to its name. Because I refuse to change it, it can’t come to Excelsior 😞

Edited by arcane
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Crazy idea, what about rolling in with 3 plants controllers, build for S/L Defense and have the secondaries be: Elec Affinity, Sonic, and Trick Arrow.

 

The buffs from the EA/Sonic bring everyone up to S/L resistance cap, already softcapped Def, and unleash three sets of creepers, and toss out Oil Slicks, EMP arrow, Disruption Arrow etc and watch the meteor burn.

 

I've done something similar with three masterminds, curious what kinda chaps three sets of carrion creepers would bring.

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1 hour ago, SeraphimKensai said:

Crazy idea, what about rolling in with 3 plants controllers, build for S/L Defense and have the secondaries be: Elec Affinity, Sonic, and Trick Arrow.

 

The buffs from the EA/Sonic bring everyone up to S/L resistance cap, already softcapped Def, and unleash three sets of creepers, and toss out Oil Slicks, EMP arrow, Disruption Arrow etc and watch the meteor burn.

 

I've done something similar with three masterminds, curious what kinda chaps three sets of carrion creepers would bring.

I think once you’re farming with three accounts, it hardly matters what you bring.... 

 

That being said, one set of Creepers can already aggro the whole meteor, so it sounds redundant.

Edited by arcane
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4 minutes ago, arcane said:

I think once you’re farming with three accounts, it hardly matters what you bring.... 

 

That being said, one set of Creepers can already aggro the whole meteor, so it sounds redundant.

I usually have 2 alts afk farming while I play a third one and run content (while unless the server pop gets too large). So far if I'm actively farming with three, I usually use 3 MM's as they can literally agro the whole meteor at once.

 

Domi wise I have a lot of memories farming with a fire/psi before plant control existed, as pre AE, fire/psi dominators was as good as it got on CoV.

 

I can see how plant/psi would realistically out perform fire/psi now.

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27 minutes ago, SeraphimKensai said:

I usually have 2 alts afk farming while I play a third one and run content (while unless the server pop gets too large). So far if I'm actively farming with three, I usually use 3 MM's as they can literally agro the whole meteor at once.

 

Domi wise I have a lot of memories farming with a fire/psi before plant control existed, as pre AE, fire/psi dominators was as good as it got on CoV.

 

I can see how plant/psi would realistically out perform fire/psi now.

I recall farming on a Fire/Psi on live as well, but two things were true that are no longer true:

 

1) Best farming maps you could really get on CoV were some big outdoor Nemesis maps from the TV contact.

 

2) Although it remained viable after the fact, Psychic Shockwave was initially way overtuned, like twice the damage and half the recharge level of overpoweredness. So it was really that power and Drain Psyche carrying the whole package. The Fire/ part didn’t actually matter that much. People were already running Plant/Psis in those days, though people were a little more squeamish about confuse back then and it took the meteor map to realize Creepers’ potential.

 

Things that are now true:

 

1) AE farms have made meteors the preferred farm map unless you’ve got a squad of fire brutes that can blaze through the larger city maps. This means:

 

a) Imps become nigh useless because they’ll just pull more aggro and die instantly. I don’t use my Fire/Kin trollers pets while farming, and my farm build on Plant/Psi skipped Fly Trap completely.

 

b) Creepers experience an insane boost in effectiveness because they can aggro entire maps but this becomes way more practical on the tiny meteor. 

2) IO’s make it practical for nearly any build to survive in the middle of the meteor. You don’t even have to be /psi any more to solo farm and survive. 

 

All of that and we haven’t even thought of Seeds of Confusion. It’s so good you barely need Seeds, but it’s still good to use occasionally.


Admittedly Bonfire got a lot better since then too, but it’s not THAT good of damage.


TL;DR: it’s all about the Creepers aggro. Breaking the aggro cap’s control over how much you can group up baddies is srs bsns.

Edited by arcane
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On 1/27/2022 at 10:54 AM, SeraphimKensai said:

Crazy idea, what about rolling in with 3 plants controllers, build for S/L Defense and have the secondaries be: Elec Affinity, Sonic, and Trick Arrow.

 

The buffs from the EA/Sonic bring everyone up to S/L resistance cap, already softcapped Def, and unleash three sets of creepers, and toss out Oil Slicks, EMP arrow, Disruption Arrow etc and watch the meteor burn.

 

I've done something similar with three masterminds, curious what kinda chaps three sets of carrion creepers would bring.

Well more Creepers is not great really. With multiple Creepers going together it mixes a bit of each persons Creepers together to make one. This is often problematic cause if your playing on teams if someone has lesser slotting in Creepers than you do, it will be very noticeable that your Creepers are not doing what your used to seeing it do.....if that makes sense.

 

The best pairing for a Plant Dom in a farm scenario is (in order of personal importance/experience) Sonic/Cold toons or Fire Control Doms or Trollers. They mix will with Creepers and amplify the damage and kill speed better than say a kin working with you would.  The one cool thing you can do to make multiple Creepers work is to have the other Plant person start Creepers about 10 to 15 feet from you (meteor farm) and create a massive kill zone that will aggro the world. But again if the Creeper slotting is less than optimal then it won't be very successful.

 

I forgot to mention if multiple users DO have optimal slotting then you can get a higher burst damage from Creeper than normal.

Edited by Almighty Magic
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On 1/26/2022 at 4:37 PM, arcane said:

I’m shocked the difference isn’t more like double, because the Creepers effect on the meteor is everything to me.

 

BTW this fellow quoted here is the guy who inspired me to make a farm build on my plant dom 🙂
 

I freakin love it BUT I would play it more if I wasn’t so attached to its name. Because I refuse to change it, it can’t come to Excelsior 😞

Well Creepers have a mind of their own and kinda stop attacking randomly which can skew the farm times. I circumvent that happening by standing in the middle of the mob as long/often as I can. I find that keeps the vines out more consistently than if your standing outside the pile of bodies.  Not easy to do on a lot of builds but if you can handle it you will notice the difference.

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6 hours ago, Almighty Magic said:

Well Creepers have a mind of their own and kinda stop attacking randomly which can skew the farm times. I circumvent that happening by standing in the middle of the mob as long/often as I can. I find that keeps the vines out more consistently than if your standing outside the pile of bodies.  Not easy to do on a lot of builds but if you can handle it you will notice the difference.

Yeah I always stand in the middle of patch except to jump out for 2 seconds to pull a mob at the edge with Fire Ball. I know yours is Fiery Assault, but for mine, Drain Psyche and soft capped Fire Defense together makes it very safe. You basically have to forget to use Drain Psyche to die.

Edited by arcane
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