Jump to content

Dark/Nrg build draft. Is it... stunning?


HelsEch

Recommended Posts

Here's hoping I didn't too bad of a job putting this together.

 

Dominator - Darkness Control - Energy Assault.mxd

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(5)
Level 1: Power Bolt -- FrcFdb-Rechg%(A)
Level 2: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(7), CrcPrs-Acc/Conf/Rchg(7), CrcPrs-Acc/Rchg(9), CrcPrs-Conf/EndRdx(9), CrcPrs-Conf%(11)
Level 8: Fearsome Stare -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(11), CldSns-ToHitDeb/EndRdx/Rchg(13), CldSns-Acc/Rchg(13), GlmoftheA-Dam%(15)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 12: Heart of Darkness -- Obl-%Dam(A), Erd-%Dam(37), CldSns-%Dam(40), ScrDrv-Dam%(42), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-Acc/Rchg(42)
Level 14: Super Jump -- Empty(A)
Level 16: Power Up -- Empty(A)
Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg(21)
Level 20: Whirling Hands -- Arm-Dam%(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(23), Arm-Dmg/Rchg(23), Arm-Dmg(25), FuroftheG-ResDeb%(25)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(43), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46)
Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/Rchg(34)
Level 28: Total Focus -- Hct-Dam%(A), Hct-Dmg/EndRdx(29), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(31), Hct-Dmg(31), SprAscoft-Rchg/+Dmg%(31)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Ksm-ToHit+(50)
Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33)
Level 35: Sniper Blast -- StnoftheM-Dmg/EndRdx(A), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), GldJvl-Dam%(37)
Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), Apc-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40)
Level 41: Sleet -- Ann-ResDeb%(A), RechRdx-I(43), RechRdx-I(43)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45)
Level 47: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(48), Prv-EndRdx/Rchg(48), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(50), Prv-Absorb%(50)
Level 49: Stealth -- LucoftheG-Def/Rchg+(A)
Level 1: Domination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 14: Double Jump 
------------

Edited by HelsEch
Link to comment
Share on other sites

This is a reasonable build. Some tweaks could help.

 

First, keep domination toggled off when evaluating your dominator builds. The big "to hit" bonus from domination only applies for the first 15 seconds after domination activates, and so to see your character's true "to hit" chances for the remaining 75 seconds for each domination cycle you need it toggled off. You'll see some "to hit" challenges once you do that and you'll want to address them (power bolt, heart of darkness, and even sniper blast). 

 

Stealth: The most impactful tweak would be to swap out stealth and replace it with maneuvers. Bear in mind that the defense bonus on stealth is actually about 2% once it suppresses (ie: when you attack or touch a glowie). So, the defense totals you were seeing on-screen were overstated by about 8% whenever you're in battle and stealth is suppressed. Thus, your actual smash / lethal defense totals with maneuvers in the build in place of stealth would be close to 40% (about 1% higher than with stealth remaining in the build, plus maneuvers also helps teammates and your pets). 

 

You can put the unique "celerity" run speed "stealth" IO into sprint for stealth that doesn't use up any slots. The cost would slightly rise from .33 endurance to .39 endurance per second. 

 

Fitting in the steadfast +3% defense / resistance IO would improve defenses at the cost of one slot. You could replace the unbreakable guard recharge / resist IO with the steadfast defense / resist IO and improve defenses slightly across the board. That would bring your smash / lethal resists to 41%. 

 

Next, take 1 slot each from fearsome stare (remove the psi damage IO), remove a damage IO from heart of darkness, and remove a slot from sleet (the -res IO)*. Put those 3 slots into boxing and put in 4 kinetic combat IOs. At this point smash / lethal defenses will be 44.84%, which will make your dominator noticeably tougher in many situations. 

 

*The -res IO now in sleet will seldom trigger because sleet is a pseudo-pet, and is probably not worth the slot even if you had slots to spare. The psi damage proc in fearsome stare is a minor loss. The more noticeable loss is the proc IO from heart of darkness because that power can be used in conjunction with whirling hands (which can be used twice consecutively if you prime it beforehand with total focus). One casting of a proc-bombed heart of darkness followed soon by two consecutive whirling hands castings adds up to some quite decent burst AOE, and so losing even one damage proc from heart of darkness is a noticeable loss. But, getting to softcap for smash / lethal defenses helps enough that it's probably still a good tradeoff. 

 

Switch the force feedback +recharge IO out of power bolt and replace it with a Hami-O Nucleolus. Accuracy is so low in this power that the to hit chance is 70% and the proc will very seldom activate with that low a chance to hit, plus the short recharge and quick cast speed of the power itself.  

 

In case you hadn't tried it yet, toggle "energy focus" on and off to see how much harder power burst hits with energy focus engaged. The difference in damage is *very* noticeable, which makes using total focus just before using power burst a good default approach to using both powers. 

 

Hopefully this helps. 

 

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

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(5)
Level 1: Power Bolt -- HO:Nucle(A)
Level 2: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(7), CrcPrs-Acc/Conf/Rchg(7), CrcPrs-Acc/Rchg(9), CrcPrs-Conf/EndRdx(9), CrcPrs-Conf%(11)
Level 8: Fearsome Stare -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(11), CldSns-ToHitDeb/EndRdx/Rchg(13), CldSns-Acc/Rchg(13)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 12: Heart of Darkness -- Obl-%Dam(A), CldSns-%Dam(17), ScrDrv-Dam%(42), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-Acc/Rchg(42)
Level 14: Super Jump -- WntGif-ResSlow(A)
Level 16: Power Up -- RechRdx-I(A)
Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg(21)
Level 20: Whirling Hands -- Arm-Dam%(A), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(23), Arm-Dmg/Rchg(23), Arm-Dmg(25), FuroftheG-ResDeb%(25)
Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(40), KntCmb-Dmg/EndRdx/Rchg(43)
Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(43), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), StdPrt-ResDam/Def+(46)
Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/Rchg(34)
Level 28: Total Focus -- Hct-Dam%(A), Hct-Dmg/EndRdx(29), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(31), Hct-Dmg(31), SprAscoft-Rchg/+Dmg%(31)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Ksm-ToHit+(50)
Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33)
Level 35: Sniper Blast -- StnoftheM-Dmg/EndRdx(A), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), GldJvl-Dam%(37)
Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), Apc-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40)
Level 41: Sleet -- RechRdx-I(A), RechRdx-I(43)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), ShlWal-Def(45)
Level 47: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(48), Prv-EndRdx/Rchg(48), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(50), Prv-Absorb%(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Domination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 14: Double Jump 
------------

Edited by EnjoyTheJourney
Link to comment
Share on other sites

4 hours ago, EnjoyTheJourney said:

Next, take 1 slot each from fearsome stare (remove the psi damage IO), remove a damage IO from heart of darkness, and remove a slot from sleet (the -res IO)*. Put those 3 slots into boxing and put in 4 kinetic combat IOs. At this point smash / lethal defenses will be 44.84%, which will make your dominator noticeably tougher in many situations. 

Naw, its a good use of a slot and I have done it on several different characters.  Its a double proc, Fearsome Stare is the #1 used power for control as it goes off often.  Best to steal 1 from Possession and just use 5 for the +10% recharge.

 

Keep the -resist proc on sleet and remove 1 recharge, difference is 4 second recharge and thats livable.

 

Another option is changing Preventive Maintenance  to Pancreas, -1.5% recharge.  Hasten is 120.1 .  The Absorb proc is so unreliable, the less health the more chance it procs but with perma domination stuff will be locked down so it will be rarely useful.

 

Another is the Shield wall set, that +5 resist all; the benefit is neglible since they are so low to begin with.  There another extra slot.

 

Same with the reactive scaling damage in weave, locked down mobs don't fight back.

 

Realistly its all there in his first build, just get rid of some of the special IOs which may give the least amount of beneifit and prioitize defense.  +5 boost the defense toggles alone gives nearly 2% extra after using more defense instead of those uniques and with the stead fast its +5 to soft cap.

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

Link to comment
Share on other sites

A few thoughts on feedback from Outrider_1 ... 

 

More robust defenses are quite helpful at higher notoriety levels when engaging with more challenging content. Relying only on defenses and having low resists tends to lead to brittle characters that are more likely to rapidly faceplant. Also, my own experiences with the absorb proc are that it's quite helpful when it's needed most. To each their own, though, as the answer to "how often does your dominator faceplant before it starts to feel bothersome?" is a matter of personal preference. 

 

Still, despite the loss of ranged defense the idea of removing one slot from possess is potentially appealing. One idea for that slot could be fearsome stare, another could be heart of darkness, and another could be bone smasher. 

 

The estimated average damage done per use / cast for each of these three powers from adding a damage proc is as follows:

 

fearsome stare: damage = 41, AOE for 10 targets max, recharge is 12 seconds

heart of darkness: damage = 64, AOE for 16 targets max, recharge is 27 seconds

bone smasher: damage = 34, single target, recharges in 3 seconds

 

The next consideration is which of these powers would get used the most in team and solo play.

 

Because energy assault loves melee range, using fearsome stare more than once during a battle entails a DPS loss (jump up or back, cast, re-enter melee). It's probably best used as an opener and then saved for the next spawn, instead of spamming it when it comes up. Shadow field and heart of darkness work better for crowd control once in the thick of of melee combat.

 

Also, especially (but not only) when soloing it's helpful to have AOE burst damage available near the start of a fight. That's when heart of darkness, total focus (activates energy focus, activates +damage AT IO), and then two consecutive whirling hands castings would shine (when in energy focus mode whirling hands recharges immediately, allowing it to be cast twice in a row). With power up engaged and one stack of the +damage AT IO activated that would be about 620 damage with five slots in heart of darkness and about 680+ damage with a sixth slot in heart of darkness (and a damage IO in that sixth slot). If the -res IO in whirling hands activates on the first cast, then damage over slightly higher than 700 is likely. That's a reasonable amount of burst damage, not too far behind the nukes of multiple ATs (not blasters, of course).  The cast time is noticeably slower than a traditional nuke. But, it's perhaps generally safer to do than many PbAOE nukes because the opening skill used is heart of darkness. 

 

Another possibility is to add a slot to bonesmasher. It has roughly 170 DPA without a damage proc in a sixth slot and about 200 DPA with a damage proc in a sixth slot. Since bonesmasher ends up being used a lot in the single target attack chain, it would add noticeably to efforts to take down hard targets. 

 

Personally, I'd favor heart of darkness as a first choice and bonesmasher as a second choice. It wouldn't break the OP's character, no matter what was chosen. But, having strong AOE burst damage to open fights is something many dominators lack and building it up seems worthwhile. 

Edited by EnjoyTheJourney
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...