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Dark/Psi?


Xenozoic

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I don't have Dark/Psi handy, but I can share an Elec/Psi and Dark/Martial. You could use each as partial guidance toward a Dark/Psi build.

 

Fold Space didn't exist in Mid when I made these, so is represented by the powers that were available. Each build took TP Other, Combat Teleport, and Fold Space.

 

Elec/Psi

 

image.thumb.png.aeca891e26ad15c22cbe0f3501b164d0.png

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Apc-Dam%(A), Apc-Dmg/EndRdx(5), Apc-Acc/Rchg(7), Apc-Acc/Dmg/Rchg(7), Apc-Dmg/Rchg(9)
Level 2: Chain Fences -- PwrTrns-EndMod(A), PwrTrns-Dam/EndMod(9), PwrTrns-Dam/Acc/Rech/End(11), PwrTrns-Dam/Rech(11), PwrTrns-+Heal(13), PwrTrns-Dam/Acc/End(13)
Level 4: Mind Probe -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg(17)
Level 6: Telekinetic Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21), OvrFrc-Dam/KB(21)
Level 8: Conductive Aura -- PreOptmz-EndMod/End(A), PreOptmz-Acc/Rech(33)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 12: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(25), SprAscoft-Rchg/+Dmg%(25), SprAscoft-EndRdx/Rchg(27), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29)
Level 14: Teleport -- BlsoftheZ-ResKB(A)
Level 16: Recall Friend -- WntGif-ResSlow(A)
Level 18: Paralyzing Blast -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(31)
Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), EffAdp-Acc/Rchg(31), DctWnd-Heal/Rchg(33)
Level 22: Teleport Foe -- Empty(A), Empty(23), Empty(50)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50), Rct-ResDam%(50)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(34), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(36), CrcPrs-Conf%(36)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(37), UnbGrd-EndRdx/Rchg(37), GldArm-3defTpProc(39)
Level 32: Gremlins -- CaltoArm-Acc/Dmg(A), CaltoArm-Acc/Rchg(33), CaltoArm-EndRdx/Dmg/Rchg(34), CaltoArm-Acc/Dmg/Rchg(48)
Level 35: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Acc/Dmg(39), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(40), GldJvl-Dam%(40)
Level 38: Psychic Shockwave -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43)
Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), StdPrt-ResDam/Def+(45)
Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(46), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(48), Bmbdmt-+FireDmg(48)
Level 47: Power Sink -- EffAdp-EndMod/Rchg(A)
Level 49: Weave -- 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 -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Quick Form 
Level 50: Musculature Radial Paragon 
------------
------------
Set Bonus Totals:

  • 18% DamageBuff(Smashing)
  • 18% DamageBuff(Lethal)
  • 18% DamageBuff(Fire)
  • 18% DamageBuff(Cold)
  • 18% DamageBuff(Energy)
  • 18% DamageBuff(Negative)
  • 18% DamageBuff(Toxic)
  • 18% DamageBuff(Psionic)
  • 19.75% Defense(Smashing)
  • 19.75% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 17.25% Defense(Energy)
  • 17.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 20.38% Defense(Melee)
  • 21% Defense(Ranged)
  • 6% Defense(AoE)
  • 3.15% Max End
  • 4% Enhancement(Held)
  • 4% Enhancement(Stunned)
  • 4.4% Enhancement(Terrorized)
  • 5% Enhancement(Max EnduranceDiscount)
  • 8% Enhancement(Confused)
  • 8% Enhancement(Sleep)
  • 96.25% Enhancement(RechargeTime)
  • 8% Enhancement(Immobilized)
  • 48% Enhancement(Accuracy)
  • 156.4 HP (15.38%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 33.75%
  • MezResist(Held) 33.75%
  • MezResist(Immobilized) 33.75%
  • MezResist(Sleep) 33.75%
  • MezResist(Stunned) 33.75%
  • MezResist(Terrorized) 33.75%
  • MezResist(Teleport) 100% (20% chance)
  • 18.5% (0.31 End/sec) Recovery
  • 34% (1.44 HP/sec) Regeneration
  • 35% ResEffect(SpeedFlying)
  • 35% ResEffect(RechargeTime)
  • 35% ResEffect(SpeedRunning)
  • 10.25% Resistance(Smashing)
  • 21.5% Resistance(Fire)
  • 21.5% Resistance(Cold)
  • 12.5% Resistance(Energy)
  • 12.5% Resistance(Negative)
  • 8% Resistance(Toxic)
  • 8% Resistance(Psionic)
  • 10.25% Resistance(Lethal)

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

Note I've gone back and forth on whether to try to take Caltrops. This build is without.

 

image.thumb.png.f8943a0dc7c0576b8472e26f25225275.png

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Martial Assault
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Dark Grasp -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Hold(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/Rchg(5)
Level 1: Shuriken Throw -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg(46)
Level 2: Living Shadows -- HO:Lyso(A)
Level 4: Trick Shot -- Apc-Dam%(A), Apc-Dmg/EndRdx(7), Apc-Acc/Rchg(7), Apc-Acc/Dmg/Rchg(9), Apc-Dmg/Rchg(9)
Level 6: Possess -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf%(11), CrcPrs-Conf(11), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Acc/Rchg(15)
Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(15), CldSns-Acc/Rchg(17), CldSns-ToHitDeb/EndRdx/Rchg(17)
Level 10: Thunder Kick -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx(50)
Level 12: Heart of Darkness -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprAscoft-EndRdx/Rchg(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(25), SprAscoft-Rchg/+Dmg%(25)
Level 14: Recall Friend -- WntGif-ResSlow(A)
Level 16: Envenomed Blades -- RechRdx-I(A)
Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(27), ExpRnf-Dmg/EndRdx(27), ExpRnf-Acc/Dmg/Rchg(29), ExpRnf-EndRdx/Dmg/Rchg(29), ExpRnf-+Res(Pets)(31)
Level 20: Dragon's Tail -- Obl-Dmg(A), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(31), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 24: Teleport -- BlsoftheZ-ResKB(A)
Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(34), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/Rchg(36)
Level 28: Boxing -- Empty(A)
Level 30: Teleport Foe -- RechRdx-I(A), RechRdx-I(37), Acc-I(37)
Level 32: Umbra Beast -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39)
Level 35: Masterful Throw -- StnoftheM-Acc/Dmg(A), StnoftheM-Dam%(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/EndRdx(40), StnoftheM-Acc/ActRdx/Rng(42), GldJvl-Dam%(42)
Level 38: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(45)
Level 41: Water Spout -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Rchg(45), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(46)
Level 44: Shark Skin -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50), Rct-ResDam%(50)
Level 49: Hibernate -- RechRdx-I(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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(5)
------------
------------
Set Bonus Totals:

  • 24% DamageBuff(Smashing)
  • 24% DamageBuff(Lethal)
  • 24% DamageBuff(Fire)
  • 24% DamageBuff(Cold)
  • 24% DamageBuff(Energy)
  • 24% DamageBuff(Negative)
  • 24% DamageBuff(Toxic)
  • 24% DamageBuff(Psionic)
  • 16% Defense(Smashing)
  • 16% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 23.81% Defense(Energy)
  • 23.81% Defense(Negative)
  • 6% Defense(Psionic)
  • 18.5% Defense(Melee)
  • 26.63% Defense(Ranged)
  • 6% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Stunned)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilized)
  • 93.75% Enhancement(RechargeTime)
  • 39% Enhancement(Accuracy)
  • 8% Enhancement(Confused)
  • 5% Enhancement(Max EnduranceDiscount)
  • 4% Enhancement(Held)
  • 106.8 HP (10.5%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 50%
  • MezResist(Held) 50%
  • MezResist(Immobilized) 50%
  • MezResist(Sleep) 50%
  • MezResist(Stunned) 50%
  • MezResist(Terrorized) 50%
  • MezResist(Teleport) 100% (20% chance)
  • 20% (0.33 End/sec) Recovery
  • 38% (1.61 HP/sec) Regeneration
  • 50% ResEffect(SpeedFlying)
  • 50% ResEffect(RechargeTime)
  • 50% ResEffect(SpeedRunning)
  • 20.25% Resistance(Smashing)
  • 20.25% Resistance(Lethal)
  • 36% Resistance(Fire)
  • 36% Resistance(Cold)
  • 27.75% Resistance(Energy)
  • 27.75% Resistance(Negative)
  • 18% Resistance(Toxic)
  • 18% Resistance(Psionic)

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Edited by oedipus_tex
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EDIT (A note on Recovery when leveling versus Recovery after perma-Dom): Like with many AT, you will have to address Endurance costs ASAP.  The easiest way is to invest slots in Health and Stamina and leverage unique pieces. The secondary power Drain Psyche can also help. Once you can get Domination permanent, keep in mind that one of the many great effects is that it will refill your Endurance bar. Many late-game builds for Dominators account for this. My own /Psi build has no extra slots invested in Health or Stamina at level 50.

 

I can comment on /Psi, from the perspective of a Fir/Psi/Psi Dominator. I will include my post lvl-50 slotting suggestions, but keep in mind you should tailor the slots as you level. As you go for perma-dom, you will have to be careful with set bonus choices for Global +Recharge. My final build requires paying attention to Hasten (which is *just* perma, by itself) and a Force Feedback %+Recharge (clamped at 90%).

 

T1 Psionic Dart: We have no choice but to take this, but at some point I respec-ed it down to a single slot for the lvl 50 build. After some play at lvl 50, I eventually moved a second slot back into it because sometimes I just can't help but to want to toss a fast single-target attack.

 

Final slotting: H/O Nucleolus (Acc/Dam),  IO Damage.

 

T2 Mind Probe: I skipped, both during leveling and in final build. P2W attacks can get you through the early levels if you want more offense.

 

T3 Telekinetic Thrust: My final build has this 5-slotted with Hecatomb. In practice: I don't end up using this attack that often, despite its strength. See notes in T7 Subdue (below).

 

T4 Mental Blast: My final build has this 5-slotted with Apocalypse.

 

T5 Psychic Scream: This power (and T6 Drain Psyche) underwent some slotting experiments. The original lvl 50+ build had this 6-slotted (5xRagnarok, plus a %damage proc) to get more Global +Recharge, but I found that I could sacrifice some Recharge and keep perma-dom allowing me to franken-slot this cone attack as follows:

  • HO Centriole (Dam/Range)
  • HO Centriole (Dam/Range)
  • Positron's Blast %Energy
  • Bombardment %Fire
  • Javelin Volley %Lethal
  • Ragnarok %Knockdown

My build has lots of +Accuracy Bonuses (which typically come as an earlier set bonus when chasing +Recharge) so this slotting works out fine for me. (Edit: YMMV on the utility of the Knockdown, but I like having it as a soft control even on a Dominator)

 

T6 Drain Psyche: While leveling, I used this to hold 6xPreventive Medicine, which has excellent set bonuses. After a lot of play post-level 50 (including a lot of exemplaring) I found that I could sacrifice the set bonuses and get more Endurance as well as offense from it with this slotting:

  • Theft of Essence %+Endurance
  • Touch of Nictus %-Negative
  • Touch of Nictus Acc/Heal
  • Touch of Nictus Acc/End/Recharge
  • Preventive Medicine %Absorb
  • Preventive Medicine Heal

I want to note that Touch of the Nictus behaves like a PVP set, so you can boost the non-proc pieces above lvl 50.

 

T7 Subdue: I skipped this. It would serve my play style better than Telekinetic Thrust, but two things work against it. (1) I couldn't make the set bonuses work to hit my +Recharge targets without leveraging the melee set Hecatomb (2) I want both attacks and controls for low levels missions (e.g. Positron, Synapse). As it is, this build already has too many attacks which is why T3 Telekinetic Thrust doesn't get used as often in higher level content.

 

T8 Psionic Lance: With fast Snipes now a thing, this is a regular part of the attack chain. It is 6-slotted (5xSting of the Manticore, plus Javelin Volley %Lethal).

 

T9 Psychic Shockwave: There are many options for slotting this. My build uses 5xObliteration plus Armageddon %Fire. (I can't add a 6th +Recharge at 10%, but I can add a +Recharge at 5%)

 

My build uses two powers from the Ancillary Psionic Mastery pool:

 

Link Minds: It's perma, when slotted with Adjusted Targeting Recharge, 2xLotG Def/Recharge, and Def/Global Recharge.

 

Indomitable Will: Used primarily as a mule for a LotG Def/Global recharge, but it is useful to have active before I get my perma-dom going. This was taken very late in the build (lvl 47), and with so many other powers to click I have never considered trying to make this power perma.

 

 

Edited by tidge
added a note on Endurance/Recovery
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RE: Psionic Dart, the T1 blast power.

 

When you chart out the DPA of Psi Dart vs Mental Blast vs Subdue you can see that all three do nearly identical damage. Psi Dart technically does ~42 and Blast/Subdue do ~46 but the difference is so minimal that IMO neither Mental Blast or Subdue are worth spending a slot on unless you really need that Immobilize in Subdue. Psi Dart recharges in 3 seconds, almost fast enough to form an attack chain on its own once you hit permadom levels of recharge. If you weren't forced into taking it the other 2 blasts would be more attractive, but as it is you might as well just slot it as your main ranged attack.

 

All three powers are significantly outdamaged by Mind Probe and TK Thrust; Psi Assault is truly a melee oriented set.

 

image.png.368fa8be88bbac80c6da39b680622ebb.png

 

Edited by oedipus_tex
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10 hours ago, oedipus_tex said:

RE: Psionic Dart, the T1 blast power.

 

When you chart out the DPA of Psi Dart vs Mental Blast vs Subdue you can see that all three do nearly identical damage.

 

All three powers are significantly outdamaged by Mind Probe and TK Thrust; Psi Assault is truly a melee oriented set.

 

Thanks for the chart. I am personally aware of how the DPS of /Psi Assault is concentrated in Melee, but in practice I find it impossible to translate the high DPS of the single-target attacks into faster clear times for x8 content on my Dominator. I found this to be true both while leveling (and Exemplaring) and at end-game. On my Fire/Psi, I attribute this to:

  • mobs within a group are spread out, and tend to stay that way once they are hit with the controls
  • on 0x8 there will be mobs that will escape controls and run, either from something like Hot Feet, or debuffs, or DoT
  • my Dominator is already highly click-intensive, and the controls work best when rapid cycling between targets. Trying to focus Single-target attacks in melee would IMO waste time versus tossing AoE and PBAoE against everything but the hardest targets still standing.

I've kept my Fire/Psi range focused because when I get to a point in the attack chain to cast an attack, I've usually landed on an enemy out of melee range so a ranged attack is the natural choice.  After I've closed to melee range with a target, if I'm close to more than just one target I will prefer to cast T6 Drain Psyche (to reload myself) or the PBAoE T9 Psychic Shockwave (or Cinders, from the Fire Primary).

 

I almost wish that there was a way to increase the $NumTargets for cone powers like  T5 Psychic Scream, but since there isn't I settled on increasing the cone's range from 60 feet to 85+ feet and added three %damage procs to it. Psychic Scream may be doing only slightly more than half the damage of either of the melee attacks, but it is almost always hitting more than one enemy.

 

The only other subtle/secondary choice I made in picking Telekinetic Thrust over Mind Probe is that the T2 is (ignoring %procs) pure Psychic damage whereas the T3 is a mix of Psychic/Smashing. There are certain enemy types that heavily resist Psychic damage and so I didn't want to have my eggs in one basket.

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On 12/21/2020 at 8:52 AM, tidge said:

T6 Drain Psyche

Hopefully someone will correct me if I'm wrong, but my understanding is that the Preventive Medicine %Absorb proc is effectively a global proc, which is to say that it doesn't matter which power it's in or whether or not that power is activated, but just that it's slotted at all.  That being the case you could slot it in Health and free up a slot in DP, unless you have it there for the set bonus.

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1 hour ago, carroto said:

Hopefully someone will correct me if I'm wrong, but my understanding is that the Preventive Medicine %Absorb proc is effectively a global proc, which is to say that it doesn't matter which power it's in or whether or not that power is activated, but just that it's slotted at all.  That being the case you could slot it in Health and free up a slot in DP, unless you have it there for the set bonus.

You are correct, but in the build I referenced I have the Panacea %proc in Health. The %Absorb Preventive Medicine will (potentially, depending on HP) fire even if you never click the power as long as you aren't exemplared below the minimum active level of the set. I could move the slot to Health, but why not keep it in Drain Psyche where I can get a small set bonus?

 

TL;DR I don't really have an extra slot I want to put in Health simply to move a piece that is providing a tiny bit of S/L resistance.

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14 hours ago, tidge said:

Thanks for the chart. I am personally aware of how the DPS of /Psi Assault is concentrated in Melee, but in practice I find it impossible to translate the high DPS of the single-target attacks into faster clear times for x8 content on my Dominator. I found this to be true both while leveling (and Exemplaring) and at end-game. On my Fire/Psi, I attribute this to:

  • mobs within a group are spread out, and tend to stay that way once they are hit with the controls
  • on 0x8 there will be mobs that will escape controls and run, either from something like Hot Feet, or debuffs, or DoT
  • my Dominator is already highly click-intensive, and the controls work best when rapid cycling between targets. Trying to focus Single-target attacks in melee would IMO waste time versus tossing AoE and PBAoE against everything but the hardest targets still standing.

 

Except for the Snipe, Psi has mediocre ranged damage. Mind you, a DPA in the mid 40s isn't strictly terrible; its actually around the strength of a Defender T3 blast like Blazing Arrow before buffs/debuffs. 

 

All three attacks have nearly the same DPA before procs, but Mental Blast and Subdue have 8s Recharge time, while Psi Dart recharges in just 3 seconds. Thing is, you're forced to take Psi Dart. If you weren't, it probably wouldn't be worth slotting. But since you are and since Dom builds tend to be tight I don't take either of the other two blasts after leveling.

 

Edited by oedipus_tex
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I did some playing with my /Psi Dom trying to leverage Telekinetic Thrust, and I'm not changing my opinion of it. One aspect of the attack I had forgotten is that it's a single-target melee attack with Knockback. On a non-control AT, this would immediately drive me towards slotting to mitigate the Knockback, but slots (for +Recharge set bonuses) are precious on Dominators! To be fair: I want to note that dropping the Hecatomb IO set for Sudden Acceleration would not necessarily be the end of the world in terms of Global +Recharge bonuses, as Dominators can pretty easily find five other IO sets to get the +10% Recharge bonus.

 

The Primary controls can mitigate the effects of Knockback, but those are not guaranteed to be working as necessary to be making a melee stand against targets... it's not a major issue, but I consider this to be another one of those marginal issues that will come up enough (especially in x8 content) to be one more source of annoyance.

 

I appreciate this discussion, but in this case I'm not persuaded to try to leverage this power into being a regular part of my attack chain. In my case, any mathematical superiority from the raw numbers is cancelled by the build and in-play compromises I would have to make to use this attack successfully as part of a regular attack chain. YMMV.

 

For the record, I'm perfectly happy with single-target ranged attacks that cause Knockback. On such attacks I almost never try to convert the Knockback to Knockdown, because such attacks aren't breaking up my attack chain.

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27 minutes ago, tidge said:

I did some playing with my /Psi Dom trying to leverage Telekinetic Thrust, and I'm not changing my opinion of it. One aspect of the attack I had forgotten is that it's a single-target melee attack with Knockback. On a non-control AT, this would immediately drive me towards slotting to mitigate the Knockback, but slots (for +Recharge set bonuses) are precious on Dominators! To be fair: I want to note that dropping the Hecatomb IO set for Sudden Acceleration would not necessarily be the end of the world in terms of Global +Recharge bonuses, as Dominators can pretty easily find five other IO sets to get the +10% Recharge bonus.

 

The Primary controls can mitigate the effects of Knockback, but those are not guaranteed to be working as necessary to be making a melee stand against targets... it's not a major issue, but I consider this to be another one of those marginal issues that will come up enough (especially in x8 content) to be one more source of annoyance.

 

I appreciate this discussion, but in this case I'm not persuaded to try to leverage this power into being a regular part of my attack chain. In my case, any mathematical superiority from the raw numbers is cancelled by the build and in-play compromises I would have to make to use this attack successfully as part of a regular attack chain. YMMV.

 

For the record, I'm perfectly happy with single-target ranged attacks that cause Knockback. On such attacks I almost never try to convert the Knockback to Knockdown, because such attacks aren't breaking up my attack chain.

 

 

I think it's fair for your build if that is where you want to go. 

 

I used to skip TK Thrust for similar reasons, but I also had the problem of taking forever to beat down +4 bosses. After zillion rebuilds I specced into TK Thrust, dropped the two ranged blasts, and the problem is largely resolved. I'm not sure how comfortable you are with your boss clear rate, but for most players in general I advise them to do what I initially did not do and plan for a melee heavy build.

 

Single target melee attacks aren't generally good for +Recharge. You can get +10 Recharge from Hecatomb but there isn't an equivalent to Obliteration, Decimation, or Positron's Blast that adds +5-6.25% Recharge. What single target melee attacks are good for is S/L Defense. That's why the slotting I recommend is x4 Kinetic Combat x1 Overwhelming Force. With OF TK Thrust becomes 100% chance for Knockdown. A variation of the cycle of Snipe> TK Thrust > Mind Probe > Psychic Shockwave > APP Blast is mostly sustainable. Boss enemies and some EBs are on their butts most of the cycle. I rarely/never have to press Psi Dart to fill things in. As a /Psi if most of the pack is dead I'm off and running to the next pack once most of the enemies are dead to get my next refill of Drain Psyche. 

 

 

Edited by oedipus_tex
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