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I had a dream.... of a all ranged dom. Mind/Arsenal


KaizenSoze

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I have been trying unsuccessfully for awhile to create an all ranged dom that did what I considered decent damage. Now, I have found it.

 

Mind Control/Arsenal, it is a decent soloer and amazing on teams. Lots of controls, Telekinesis to group mobs up for Terrify and Ignite, lots of recharge.

 

Notes:

  • MIDs isn't letting me put Dominating Grasp into Telekinesis, but the game does.
  • Even though it's a low proc build, there is so much recharge that it can be a serious end hog going full out. T3 Ageless and dominate can keep up barely.
  • I use Mass Hypnosis for control, but also as an extra build up.
  • Sniper Rifle does a ton of damage and procs +recharge often
  • Trip Mine is only there for +recharge
  • Odd Buckshot slotting is to make sure it can reach TK'ed mobs. Otherwise, it's fall short with base range.

Build as text:

Spoiler

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

  • Primary powerset: Mind Control
  • Secondary powerset: Arsenal Assault
  • Pool powerset (#1): Concealment
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Fighting
  • Ancillary powerset: Mace Mastery

──────────────────────────────

Powers taken:

Level 1: Levitate

  • A: Superior Winter's Bite: Accuracy/Damage
  • 3: Superior Winter's Bite: Damage/RechargeTime
  • 3: Superior Winter's Bite: Accuracy/Damage/Endurance
  • 5: Superior Winter's Bite: Accuracy/Damage/Recharge
  • 5: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime

Level 1: Burst

  • A: Invention: Accuracy

Level 2: Dominate

  • A: Decimation: Accuracy/Damage
  • 11: Decimation: Damage/Endurance
  • 11: Decimation: Damage/Recharge
  • 13: Decimation: Accuracy/Endurance/Recharge
  • 13: Decimation: Chance of Build Up

Level 4: Buckshot

  • A: Force Feedback: Chance for +Recharge
  • 15: Artillery: Accuracy/Recharge/Range
  • 15: Artillery: Endurance/Recharge/Range
  • 17: Artillery: Accuracy/Damage
  • 17: Artillery: Damage/Endurance
  • 19: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Level 6: Infiltration

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

Level 8: Mass Hypnosis

  • A: Superior Ascendency of the Dominator: Accuracy/Control Duration
  • 21: Superior Ascendency of the Dominator: Control Duration/Recharge
  • 23: Superior Ascendency of the Dominator: Endurance/Recharge
  • 23: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance
  • 25: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance/Recharge
  • 25: Superior Ascendency of the Dominator: Recharge/Chance for +Damage

Level 10: Mesmerize

  • A: Decimation: Accuracy/Damage
  • 27: Decimation: Damage/Endurance
  • 27: Decimation: Damage/Recharge
  • 29: Decimation: Accuracy/Endurance/Recharge
  • 29: Decimation: Accuracy/Damage/Recharge

Level 12: Telekinesis

  • A: Invention: Recharge Reduction
  • 31: Invention: Recharge Reduction
  • 31: Invention: Recharge Reduction
  • 31: Invention: Endurance Reduction
  • 33: Invention: Endurance Reduction
  • 33: Invention: Endurance Reduction

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 16: Power Up

  • A: Invention: Recharge Reduction

Level 18: Total Domination

  • A: Lockdown: Accuracy/Hold
  • 34: Lockdown: Accuracy/Recharge
  • 34: Lockdown: Recharge/Hold
  • 34: Lockdown: Endurance/Recharge/Hold
  • 36: Lockdown: Accuracy/Endurance/Recharge/Hold
  • 36: Lockdown: Chance for +2 Mag Hold

Level 20: Maneuvers

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

Level 22: Terrify

  • A: Artillery: Damage/Endurance
  • 37: Artillery: Accuracy/Damage
  • 37: Artillery: Damage/Recharge
  • 39: Artillery: Accuracy/Damage/Recharge
  • 39: Artillery: Accuracy/Recharge/Range
  • 39: Artillery: Endurance/Recharge/Range

Level 24: Targeting Drone

  • A: D-Sync Elusivity

Level 26: Mass Confusion

  • A: Coercive Persuasion : Confused
  • 40: Coercive Persuasion : Confused/Recharge
  • 40: Coercive Persuasion : Confused/Recharge/Accuracy
  • 40: Coercive Persuasion : Recharge/Accuracy
  • 42: Coercive Persuasion : Confused/Endurance
  • 42: Coercive Persuasion : Contagious Confusion

Level 28: Sniper Rifle

  • A: Apocalypse: Damage
  • 42: Apocalypse: Damage/Recharge
  • 43: Apocalypse: Damage/Recharge/Accuracy
  • 43: Apocalypse: Damage/Endurance
  • 43: Apocalypse: Chance of Damage(Negative)
  • 50: Force Feedback: Chance for +Recharge

Level 30: Ignite

  • A: Artillery: Accuracy/Damage
  • 45: Artillery: Damage/Endurance
  • 45: Artillery: Damage/Recharge
  • 45: Artillery: Accuracy/Recharge/Range
  • 46: Artillery: Accuracy/Damage/Recharge
  • 46: Artillery: Endurance/Recharge/Range

Level 32: Trip Mine

  • A: Force Feedback: Chance for +Recharge

Level 35: Scorpion Shield

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

Level 38: Boxing

  • (Empty)

Level 41: Tough

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 48: Gladiator's Armor: End/Resist
  • 48: Steadfast Protection: Resistance/+Def 3%

Level 44: Weave

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

Level 47: Confuse

  • A: Malaise's Illusions: Accuracy/Confused/Recharge

Level 49: Tactics

  • A: Invention: Endurance Reduction


──────────────────────────────

Inherents:

Level 1: Domination


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • A: Invention: Endurance Modification

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Preventive Medicine: Chance for +Absorb
  • 7: Numina's Convalesence: +Regeneration/+Recovery
  • 7: Panacea: +Hit Points/Endurance

Level 1: Stamina

  • A: Synapse's Shock: EndMod/Increased Run Speed
  • 9: Performance Shifter: Chance for +End
  • 9: Performance Shifter: EndMod

Level 49: Quick Form

 

 

 

Build as data chunk:

Spoiler

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Dominator (Mind Control - Arsenal Assault).mbd

Edited by KaizenSoze
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I was thinking of making this exact combo like a Cable from X-Men kind of theme. Ignite with Telekinesis seems nasty and one of the few ways to get mobs in a nice tight pack for AOEs. But I'm scared that mind doesn't have that much fast recharging hard controls. Mass confuse and total domination can get their recharge to about 70ish seconds but I feel like packs will melt with ignite and epic AOEs like Frost breath along with Ice Storm faster than you can alternate the 2. I think you would have to build for ranged capp def since Terrify doesn't have a to hit debuff like it's counterpart Fearsome stare. 

 

How are you playing it going about from spawn to spawn? Basically my favorite way to play a dominator is to build up Domination right away with the villain power. Use my hard CC like seeds of confusion, FlashFire, stalagmites or fearsome stare to shut down the alpha then just blast away. I barely use my single target holds or confuses because I basically blasterlock after my AoE cc. That's why I can't get behind sets like Ice or Elec because they have too much soft CC and their AOE confuses can proc domination but take a while to CC bosses. 

 

You know what I think I'll pull the plug and level one up next. I've been displeased with my elec dominator as the chain confuse and end drain takes far longer than I'd like to lock down a mob. I'm going to strip that characters IOs and transfer it to my new Mind/Arsenal character. 

Edited by Vinceq98
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23 minutes ago, Vinceq98 said:

I was thinking of making this exact combo like a Cable from X-Men kind of theme. Ignite with Telekinesis seems nasty and one of the few ways to get mobs in a nice tight pack for AOEs. But I'm scared that mind doesn't have that much fast recharging hard controls. Mass confuse and total domination can get their recharge to about 70ish seconds but I feel like packs will melt with ignite and epic AOEs like Frost breath along with Ice Storm faster than you can alternate the 2. I think you would have to build for ranged capp def since Terrify doesn't have a to hit debuff like it's counterpart Fearsome stare. 

 

How are you playing it going about from spawn to spawn? Basically my favorite way to play a dominator is to build up Domination right away with the villain power. Use my hard CC like seeds of confusion, FlashFire, stalagmites or fearsome stare to shut down the alpha then just blast away. I barely use my single target holds or confuses because I basically blasterlock after my AoE cc. That's why I can't get behind sets like Ice or Elec because they have too much soft CC and their AOE confuses can proc domination but take a while to CC bosses. 

 

You know what I think I'll pull the plug and level one up next. I've been displeased with my elec dominator as the chain confuse and end drain takes far longer than I'd like to lock down a mob. I'm going to strip that characters IOs and transfer it to my new Mind/Arsenal character. 

Yes, Total Domination and Aura of Confusion aren't up super quick, but Terrify is almost always available. It's soft control, but it mitigates a lot of damage and does good AOE damage, because the cone is so large.

 

I tend to Sleep or Hold the spawn, TK them together, then terrify. I don't solo that much, because it's a amazing team build. I can provide all the CC needed for a PI radio team, which is needed more after page 7. I basically can keep three spawns in some state of control easily.

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The D-Sync Elusivity in Targeting Drone has exact same stats as the Hami Cytoskeleton Exposure.  I thought maybe one would be a little cheaper than the other, but both seem to have exact same cost.  Do Hamis and D-Syncs work off same auction bids/prices?

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I fooled with yours a little.  I lost Mesmerize, and did some other stuff.  For Incarnates, I included (Alpha) Cardiac Radial Paragon, (Destiny) Ageless Core Epiphany, and (Hybrid) Support Core Embodiment, all three helping with Endurance.

I forget which ones, but there are two or three Accolades that give bonuses to Endurance, also.

When Mid's is fixed, I'll put the Superior Dominating Grasp in Telekinesis, and possibly an entire set of Decimation into Dominate.

Also, I usually put a Celerity +Stealth into Prestige Power Slide or one of the Prestige Sprints, just so my toon isn't always in stealth.

The powers are not entirely in the order in which I would select them, but I was getting sleepy, so that's how it looks.

Mind Control Arsenal Assault Mace Mastery Dominator.mbd

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