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Posted (edited)

Hello all! After some failed attempts with a mind/psi dom, i've finally decided to give another primary set a chance. From what i've researched, plant/psi is a really good pairing so i decided to go for it. The build i built have perma dom/hasten/link minds and 5s off drain psyche. It also has ranged def. If anyone can give me some insight, it'd help me a lot

 

Plant-Psi - Hero Dominator
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Plant Control
  • Secondary powerset: Psionic Assault
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Leadership
  • Epic powerset: Psionic Mastery

──────────────────────────────

Powers taken:

Level 1: Strangler

  • A: Basilisk's Gaze: Accuracy/Hold
  • 3: Basilisk's Gaze: Accuracy/Recharge
  • 3: Basilisk's Gaze: Endurance/Recharge/Hold
  • 5: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold

Level 1: Psionic Dart

  • A: Thunderstrike: Accuracy/Damage
  • 5: Thunderstrike: Damage/Endurance
  • 7: Thunderstrike: Damage/Recharge
  • 7: Thunderstrike: Accuracy/Damage/Recharge
  • 9: Thunderstrike: Accuracy/Damage/Endurance
  • 9: Thunderstrike: Damage/Endurance/Recharge

Level 2: Roots

  • A: Superior Ascendency of the Dominator: Accuracy/Control Duration
  • 11: Superior Ascendency of the Dominator: Control Duration/Recharge
  • 11: Superior Ascendency of the Dominator: Endurance/Recharge
  • 13: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance
  • 13: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance/Recharge
  • 15: Superior Ascendency of the Dominator: Recharge/Chance for +Damage

Level 4: Hover

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 15: Kismet: Accuracy +6%

Level 6: Hasten

  • A: Invention: Recharge Reduction
  • 17: Invention: Recharge Reduction

Level 8: Seeds of Confusion

  • A: Coercive Persuasion : Confused
  • 17: Coercive Persuasion : Confused/Recharge
  • 19: Coercive Persuasion : Confused/Recharge/Accuracy
  • 19: Coercive Persuasion : Recharge/Accuracy
  • 21: Coercive Persuasion : Confused/Endurance
  • 21: Coercive Persuasion : Contagious Confusion

Level 10: Mental Blast

  • A: Apocalypse: Damage/Recharge
  • 23: Apocalypse: Damage/Recharge/Accuracy
  • 23: Apocalypse: Recharge/Accuracy
  • 25: Apocalypse: Damage/Endurance
  • 25: Apocalypse: Chance of Damage(Negative)

Level 12: Fly

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 27: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance

Level 14: Kick

  • A: Invention: Damage Increase

Level 16: Psychic Scream

  • A: Ragnarok: Damage
  • 27: Ragnarok: Damage/Recharge
  • 29: Ragnarok: Damage/Recharge/Accuracy
  • 29: Ragnarok: Recharge/Accuracy
  • 31: Ragnarok: Damage/Endurance

Level 18: Vines

  • A: Basilisk's Gaze: Accuracy/Hold
  • 31: Basilisk's Gaze: Accuracy/Recharge
  • 31: Basilisk's Gaze: Endurance/Recharge/Hold
  • 33: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold

Level 20: Drain Psyche

  • A: Theft of Essence: Accuracy/Healing
  • 33: Theft of Essence: Accuracy/Endurance/Healing
  • 33: Theft of Essence: Accuracy/Endurance/Recharge
  • 34: Touch of the Nictus: Accuracy/Healing/Absorb
  • 34: Touch of the Nictus: Accuracy/Endurance/Healing/Absorb
  • 34: Touch of the Nictus: Accuracy/Endurance/Recharge

Level 22: Carrion Creepers

  • A: Ice Mistral's Torment: Chance for Cold Damage
  • 36: Impeded Swiftness: Chance of Damage(Smashing)
  • 36: Trap of the Hunter: Chance of Damage(Lethal)
  • 36: Bombardment: Chance for Fire Damage
  • 37: Javelin Volley: Chance of Damage(Lethal)
  • 37: Positron's Blast: Chance of Damage(Energy)

Level 24: Tough

  • A: Gladiator's Armor: TP Protection +3% Def (All)

Level 26: Fly Trap

  • A: Expedient Reinforcement: Accuracy/Recharge
  • 37: Expedient Reinforcement: Accuracy/Damage
  • 39: Expedient Reinforcement: Damage/Endurance
  • 39: Expedient Reinforcement: Accuracy/Damage/Recharge

Level 28: Psionic Lance

  • A: Sting of the Manticore: Accuracy/Damage
  • 39: Sting of the Manticore: Damage/Endurance
  • 40: Sting of the Manticore: Damage/Interrupt/Recharge
  • 40: Sting of the Manticore: Damage/Endurance/Recharge
  • 40: Sting of the Manticore: Chance of Damage(Toxic)

Level 30: Psychic Shockwave

  • A: Armageddon: Damage
  • 42: Armageddon: Damage/Recharge
  • 42: Armageddon: Damage/Recharge/Accuracy
  • 42: Armageddon: Recharge/Accuracy
  • 43: Armageddon: Chance for Fire Damage

Level 32: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 50: Reactive Defenses: Scaling Resist Damage

Level 35: Link Minds

  • A: Red Fortune: Defense/Endurance
  • 43: Red Fortune: Defense/Recharge
  • 43: Red Fortune: Endurance/Recharge
  • 45: Red Fortune: Defense/Endurance/Recharge
  • 45: Red Fortune: Defense
  • 45: Red Fortune: Endurance

Level 38: Mind Over Body

  • A: Steadfast Protection: Resistance/+Def 3%

Level 41: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 50: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 44: Psionic Tornado

  • A: Positron's Blast: Accuracy/Damage
  • 46: Positron's Blast: Damage/Endurance
  • 46: Positron's Blast: Damage/Recharge
  • 46: Positron's Blast: Accuracy/Damage/Endurance
  • 48: Positron's Blast: Chance of Damage(Energy)
  • 48: Force Feedback: Chance for +Recharge

Level 47: Evasive Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 49: Indomitable Will

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

Inherents:

Level 1: Domination


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Numina's Convalesence: +Regeneration/+Recovery
  • 48: Miracle: +Recovery

Level 1: Stamina

  • A: Performance Shifter: EndMod
  • 50: Performance Shifter: Chance for +End

Level 12: Afterburner


Level 49: Quick Form

 

image.thumb.png.06dd2825a5f679cf080a3e5fcff8e5f5.png

Plant-Psi - Dominator (Plant Control - Psionic Assault).mbd

Edited by XylstoBanks
Posted

A couple notes I am seeing, as I have played a lot of /Psi and a bit of plant. but not together. /Psi works best in melee range, Probe, TK, Lance, Shockwave are you bread and butter for damage.  I have tried the range options and they are relatively underwhelming, Subdue could work for the cycle if you put in the +dam ATO into it, other than that the rest are mid.

 

My preference for Dom, Res > Def. With the Psi Epic you get a lot of Resistance in S/L and Psi, with other buff you can get solid resistance numbers, and then layer 25-30% def on that which makes you super tanky. Link Minds is overslotted, you only need 2-(extreme) 4 slots in it. Put in a LoTG 7.5 and Def/Rech, if you want some spice To-hit/Rech to fill it out. 

 

Finally end drain is nasty high, I do not think with my Ice/Psi build runs that high in end drain. Unless you are running Destiny lore, you are going to be running out of blue quite a bit even at perma dom, and the drain stuff, as you should always keep in mind you just might miss with DP.

 

Also I like to toss in some Winter TOs as well like melee and melee AOE for their bonuses as it help out when diving into melee.

  • Like 3

Psicy Chill - Ice/Psi/Psi | Sive Ni Brielan - Plant/Earth/Fire | Elemental Elder Lord - Earth/Fire/Fire | Selinia Baneheart - Dark/Therm/Fire | Mylia Stenetch - Necro/Dark/Soul | Radiated Shot - Rad/Arch/Mace | Nameless Witch - Storm/Water/Mu | Phantom Racer - Fire/Cold/Scorp | Neera Darkspar - Beam/Temp/Soul | Neera Etra - Dark/SR | Shieldbreaker - Elec/Shield/Mu | Frozen Tombstress Ice/Rad/Ice | Subliminal Darkness - Psi/Dark/Psi | Mirana Darkblade - Katana/Regen/Soul | Máistir Fiach - SoA Huntmaster | Night Reaver - SoA Widow | Sweet Senpai - SoA Bane

Posted (edited)

Dr_Snokle gives a lot of good advice. 

 

Drain Psyche will have your dom in melee frequently anyways. Plus, drain psyche tends to help wave away any chip damage received. It's only big hits or multiple hard hits in rapid succession to be concerned about, at that point. Between creepers taking some aggro and seeds those cases won't be too numerous. 

 

To make being in melee consistently a bit easier, consider taking the barrier core destiny incarnate and the melee core hybrid incarnate. It gives your dom noticeably higher "peak survivability" on demand. 

 

To reduce end drain and to further improve survivability, put four pieces from the unbreakable guard set into tough and mind over body. That will beef up both melee defense and smash / lethal resistances quite a bit, as well as offer some good set IO bonuses. You can take some slots from roots, which really only needs 2-3 slots, to help toward getting more slots into your dom's resistance powers. 

If you do want to six-slot link minds then put in the reactive defenses set for a bit more recharge and to save a slot that you would otherwise use for the unique scaling resistance IO from that set. 

Edited by EnjoyTheJourney
  • Like 1
Posted
12 minutes ago, EnjoyTheJourney said:

provides another AOE by swapping out world of confusion and replacing it with enflame.

 

This is a great build!

 

Personally I like enflame, but it can be a bit wonky without your own melee range anchor to keep it locked to. Psionic tornado is not the most impressive epic aoe, but a consideration for swapping in if you want easier application. 

 

I agree that Doms really shine with a resist focus, given their epic resist toggles to stack. Defense as a side mission is meaningful, but more of a supplement to your primary strategy of controlling the mobs than something that keeps you up on its own. This frees you up to focus more on proccing some key powers, as Journey has done here.

 

I think fly trap is a bit better than average for a dom pet. Skippable if you like, but pretty useful with fairly minimal slotting.

 

 

 

 

  • Like 1
Posted (edited)
15 hours ago, XylstoBanks said:

Level 22: Carrion Creepers

  • A: Ice Mistral's Torment: Chance for Cold Damage
  • 36: Impeded Swiftness: Chance of Damage(Smashing)
  • 36: Trap of the Hunter: Chance of Damage(Lethal)
  • 36: Bombardment: Chance for Fire Damage
  • 37: Javelin Volley: Chance of Damage(Lethal)
  • 37: Positron's Blast: Chance of Damage(Energy)

 

Outside of the other input in thread, which is great, I wanted to highlight your creeper slotting here.

 

Ranged aoe procs are phenomenal here, while slow procs do almost nothing. Immob procs are ~1/2 the overall effectiveness of ranged aoe, which is somewhere in between. This is due to the nature of the psuedopet and powers it uses.

 

Also, the creepers need native slotted accuracy to hit. They don't benefit from your global bonuses. You'll want to slot for some native accuracy, with some recharge and even damage mixed in as well. @EnjoyTheJourney's build is a good example.

 

My own slotting is generally: 

  • Slot Level 22: Bombardment: Accuracy/Damage/Recharge
  • Slot Level 27: Bombardment: Chance for Fire Damage
  • Slot Level 27: Artillery: Accuracy/Damage/Recharge
  • Slot Level 34: Positron's Blast: Chance of Damage(Energy)
  • Slot Level 37: Javelin Volley: Chance of Damage(Lethal)
  • Slot Level 40: Trap of the Hunter: Chance of Damage(Lethal)

 

 

 

 

 

 

Edited by Onlyasandwich
  • Like 4
Posted

I honestly don't know how to thank you guys enough! I honestly always thought that i had to pursue softcap defs and almost entirely ignore resists as a dom, but you opened a totally new concept of slotting doms for me. I'll try the build that journey put out to see how it feels and, with a little more experience with it, i'll try to pull something out myself. Thank you very much @Dr_Snokle, @EnjoyTheJourney and @Onlyasandwich!

  • Like 3
  • Thanks 1

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