Jump to content

Illusion/Arsenal Build, critiques welcomed


ZorkNemesis

Recommended Posts

Been a couple weeks since Page 7 dropped.  I found a Dominator that actually worked out for me with Illusion/Arsenal and decided I wanted to post my build both for opinions on my choices and to give others an idea of what they might want to do with this new combo. I chased Recharge hard with this build resulting in an insane (at least by my standards) 146% increase without Hasten, and 216% with it.  As a result I have Perma Hasten and Perma Dom, and Perma Dom can be maintained without Hasten  Endurance is problematic, I may consider investing in Cardiac Alpha when I get there but for now Recovery Serum is also Perma.  Additionally Power Build Up and Gleam both recharge in about 23 seconds so every group can be essentially KO'd off the bat, and Phantom Army has a 1:03 cooldown so they're never not available.  The Tarantula can also pretty much be up every fight as long as it survives with a 4:11 recharge time as well.

 

Here's what I have:

 

Hologram Hunter - Villain Dominator
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Illusion Control
  • Secondary powerset: Arsenal Assault
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Leaping
  • Pool powerset (#3): Leadership
  • Ancillary powerset: Mace Mastery

──────────────────────────────

Powers taken:

Level 1: Blind

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

Level 1: Burst

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

Level 2: Deceive

  • A: Coercive Persuasion : Confused
  • 9: Coercive Persuasion : Confused/Recharge/Accuracy
  • 11: Coercive Persuasion : Recharge/Accuracy
  • 11: Coercive Persuasion : Confused/Endurance
  • 13: Coercive Persuasion : Contagious Confusion

Level 4: Buttstroke  --NOTE: The current version of MIDS does not allow Dominator Sets to be slotted into Buttstroke, but the game accepts them.  The import code has the 6th slot empty.

  • A: Hecatomb: Damage/Recharge
  • 13: Hecatomb: Damage/Recharge/Accuracy
  • 15: Hecatomb: Recharge/Accuracy
  • 15: Hecatomb: Damage/Endurance
  • 17: Hecatomb: Chance of Damage(Negative)
  • 17: Superior Ascendency of the Dominator: Recharge/Chance for +Damage

Level 6: Buckshot

  • A: Positron's Blast: Accuracy/Damage
  • 19: Positron's Blast: Damage/Endurance
  • 19: Positron's Blast: Damage/Range
  • 21: Positron's Blast: Accuracy/Damage/Endurance
  • 21: Positron's Blast: Chance of Damage(Energy)
  • 23: Sudden Acceleration: Knockback to Knockdown

Level 8: Superior Invisibility

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

Level 10: Spectral Terror

  • A: Cloud Senses: ToHit Debuff
  • 25: Cloud Senses: Accuracy/ToHitDebuff
  • 25: Cloud Senses: Accuracy/Recharge
  • 27: Cloud Senses: ToHit Debuff/Endurance/Recharge

Level 12: Gleam

  • A: Superior Ascendency of the Dominator: Accuracy/Control Duration
  • 27: Superior Ascendency of the Dominator: Endurance/Recharge
  • 29: Superior Ascendency of the Dominator: Control Duration/Recharge
  • 29: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance
  • 31: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance/Recharge
  • 31: Annihilation: Chance for Res Debuff

Level 14: Super Speed

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 16: Power Up

  • A: Invention: Recharge Reduction
  • 31: Invention: Recharge Reduction

Level 18: Phantom Army

  • A: Expedient Reinforcement: Accuracy/Recharge
  • 33: Expedient Reinforcement: Accuracy/Damage
  • 33: Expedient Reinforcement: Accuracy/Damage/Recharge
  • 33: Expedient Reinforcement: Endurance/Damage/Recharge
  • 34: Soulbound Allegiance: Chance for Build Up

Level 20: Trip Mine

  • A: Armageddon: Damage
  • 34: Armageddon: Damage/Recharge
  • 34: Armageddon: Damage/Recharge/Accuracy
  • 36: Armageddon: Recharge/Accuracy
  • 36: Armageddon: Damage/Endurance
  • 36: Sudden Acceleration: Knockback to Knockdown

Level 22: Combat Jumping

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

Level 24: Targeting Drone

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up
  • 37: Cytoskeleton Exposure

Level 26: Flash

  • A: Basilisk's Gaze: Accuracy/Hold
  • 37: Basilisk's Gaze: Accuracy/Recharge
  • 37: Basilisk's Gaze: Recharge/Hold
  • 39: Basilisk's Gaze: Endurance/Recharge/Hold

Level 28: Sniper Rifle

  • A: Sting of the Manticore: Accuracy/Damage
  • 39: Sting of the Manticore: Damage/Endurance
  • 39: 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: Ignite

  • A: Ragnarok: Damage
  • 40: Ragnarok: Damage/Recharge
  • 42: Ragnarok: Damage/Recharge/Accuracy
  • 42: Ragnarok: Damage/Endurance
  • 42: Ragnarok: Chance for Knockdown

Level 32: Phantasm

  • A: Expedient Reinforcement: Accuracy/Damage
  • 43: Expedient Reinforcement: Damage/Endurance
  • 43: Expedient Reinforcement: Accuracy/Damage/Recharge
  • 43: Expedient Reinforcement: Endurance/Damage/Recharge

Level 35: Hasten

  • A: Invention: Recharge Reduction
  • 45: Invention: Recharge Reduction

Level 38: Scorpion Shield

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

Level 41: Disruptor Blast

  • A: Bombardment: Damage
  • 45: Bombardment: Accuracy/Recharge/Endurance
  • 46: Bombardment: Damage/Recharge
  • 46: Bombardment: Accuracy/Damage/Recharge/Endurance
  • 46: Bombardment: Chance for Fire Damage

Level 44: Summon Tarantula

  • A: Expedient Reinforcement: Accuracy/Damage
  • 48: Expedient Reinforcement: Damage/Endurance
  • 48: Expedient Reinforcement: Accuracy/Damage/Recharge
  • 48: Expedient Reinforcement: Endurance/Damage/Recharge

Level 47: Personal Force Field

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

Level 49: Maneuvers

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


──────────────────────────────

Inherents:

Level 1: Brawl

  • A: Invention: Accuracy

Level 1: Domination


Level 1: Sprint

  • A: Invention: Run Speed

Level 2: Rest

  • A: Invention: Interrupt Reduction

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 50: Miracle: +Recovery

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Stamina

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

 

--------------------

 

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

 

----------------------

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

Link to comment
Share on other sites

My choice combo too, my favourite control primary with my favourite blast set and now i get my favourite debuffs to go along with it with darkest night and tar patch. Been playing it non stop (like vet lvl 40+ already) I went a completely different route. I love having spectral wall, mostly for the animation but stacking immob and hold for ignite is fantastic when enemy is stuck in tar patch. I originally rolled an arsex2 with mace epics but i'm seeing a totally different game lately. Smashing and lethal defence and resists don't seem to cut it anymore, more than once last week when MC was the WST i was getting faceplanted repeatedly by fire damage from the skyraiders and that was with 40% s/l def and a barrier. Same went for the new *lgtf, mace was irrelevant when all that toxic gas was flying from the rikti monkeys and there wasn't a safe spot to stand in the entire room.

 

I love that you got the recharge so high for perma PA and powerboosted gleam and fit in so many attacks.

 

My experiences so far, trip mine is hit and miss and the damage is almost non existent. Sometimes it'll hit the whole mob, sometimes it just hits the 1 target and theres times i've seen it completely miss after firing off.

Phantasm, if your running him for the whole 2 seconds he'll survive, for those 2 seconds he will kb your mobs all over, basically going into melee range to torrent them (40 foot range-it may as well be a melee attack) , he needs a kb/kd. I see you slotted trip mine and buckshot with them but not sniper rifle or phanty. I didn't bother with any, with this secondary i just live with the knocks as i would with nrg.

 

I'm running the same amount of toggles, sometimes more when i have DN running (i like to hop ahead and toss it on stuff to herd mobs into tar patch and the controls) and i have an extra end mod in stamina. And i've still had toggles drop and run out of endurance. With the extra numi in health too. Once you start spamming controls and PA and attacks that blue bar gets eaten faster than domi will be up.

 

Its a better build than mine thats for sure if you got perma serum and can afford cardiac. My damage is so bad i crafted musc and intuition. Hope you have fun with it. I sure am.

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...