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Posted

I've been toying with the idea for a savage melee/fold space oriented Dom for a while now and figured I'd try and whip something up in Mids.
But as it's not my forte any feedback/input would be greatly appreciated.

 

Spoiler

Darkest Light - Villain Dominator
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Electric Control
  • Secondary powerset: Savage Assault
  • Pool powerset (#1): Teleportation
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Fighting
  • Ancillary powerset: Mu Mastery

──────────────────────────────

Powers taken:

Level 1: Tesla Cage

  • 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: Maiming Slash

  • A: Ice Mistral's Torment: Chance for Cold Damage
  • 5: Ice Mistral's Torment: Damage/Recharge
  • 7: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge
  • 7: Ice Mistral's Torment: Damage/Slow
  • 9: Ice Mistral's Torment: Accuracy/Damage/Endurance

Level 2: Chain Fences

  • A: Power Transfer: EndMod
  • 9: Power Transfer: Damage/Recharge
  • 11: Power Transfer: Damage/EndMod
  • 11: Power Transfer: Damage/Accuracy/Endurance
  • 13: Power Transfer: Damage/Accuracy/Recharge/Endurance
  • 13: Power Transfer: Chance to Heal Self

Level 4: Vicious Slash

  • A: Hecatomb: Damage/Endurance
  • 15: Hecatomb: Damage
  • 15: Hecatomb: Recharge/Accuracy
  • 17: Hecatomb: Damage/Recharge
  • 17: Hecatomb: Damage/Recharge/Accuracy
  • 19: Hecatomb: Chance of Damage(Negative)

Level 6: Teleport Target

  • A: Winter's Gift: Slow Resistance (20%)

Level 8: Conductive Aura

  • A: Preemptive Optimization: EndMod/Endurance
  • 19: Preemptive Optimization: Accuracy/Recharge

Level 10: Hasten

  • A: Invention: Recharge Reduction
  • 21: Invention: Recharge Reduction

Level 12: Static Field

  • 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 14: Teleport

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

Level 16: Assault

  • A: Invention: Endurance Reduction

Level 18: Paralyzing Blast

  • A: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold
  • 27: Basilisk's Gaze: Accuracy/Recharge
  • 27: Basilisk's Gaze: Recharge/Hold
  • 29: Basilisk's Gaze: Endurance/Recharge/Hold

Level 20: Rending Flurry

  • A: Armageddon: Chance for Fire Damage
  • 29: Armageddon: Damage/Endurance
  • 31: Armageddon: Recharge/Accuracy
  • 31: Armageddon: Damage/Recharge/Accuracy
  • 31: Armageddon: Damage/Recharge
  • 33: Armageddon: Damage

Level 22: Fold Space

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

Level 24: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 34: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 34: Reactive Defenses: Scaling Resist Damage

Level 26: Synaptic Overload

  • A: Coercive Persuasion : Confused
  • 34: Coercive Persuasion : Confused/Recharge
  • 36: Coercive Persuasion : Confused/Recharge/Accuracy
  • 36: Coercive Persuasion : Recharge/Accuracy
  • 36: Coercive Persuasion : Confused/Endurance
  • 37: Coercive Persuasion : Contagious Confusion

Level 28: Boxing

  • A: Absolute Amazement: Chance for ToHit Debuff

Level 30: Tough

  • A: Unbreakable Guard: +Max HP
  • 37: Unbreakable Guard: Resistance
  • 37: Unbreakable Guard: Resistance/Endurance
  • 39: Unbreakable Guard: Endurance/RechargeTime
  • 39: Gladiator's Armor: TP Protection +3% Def (All)

Level 32: Gremlins

  • A: Expedient Reinforcement: Accuracy/Damage
  • 39: Expedient Reinforcement: Accuracy/Damage/Recharge
  • 40: Expedient Reinforcement: Damage/Endurance
  • 40: Expedient Reinforcement: Resist Bonus Aura for Pets

Level 35: Blood Craze

  • A: Panacea: +Hit Points/Endurance
  • 40: Panacea: Heal
  • 42: Panacea: Heal/Endurance/Recharge
  • 42: Panacea: Heal/Recharge
  • 42: Panacea: Endurance/Recharge
  • 43: Panacea: Heal/Endurance

Level 38: Feral Charge

  • A: Gladiator's Strike: Chance for Smashing Damage
  • 43: Gladiator's Strike: Accuracy/Damage
  • 43: Mako's Bite: Chance of Damage(Lethal)
  • 45: Sudden Acceleration: Knockback to Knockdown
  • 45: Gladiator's Strike: Damage/Recharge
  • 45: Gladiator's Strike: Accuracy/Damage/End/Rech

Level 41: Charged Armor

  • A: Unbreakable Guard: Resistance
  • 46: Unbreakable Guard: Resistance/Endurance
  • 46: Unbreakable Guard: Endurance/RechargeTime
  • 46: Unbreakable Guard: RechargeTime/Resistance
  • 48: Steadfast Protection: Resistance/+Def 3%

Level 44: Ball Lightning

  • A: Ragnarok: Chance for Knockdown
  • 48: Ragnarok: Damage/Endurance
  • 48: Ragnarok: Recharge/Accuracy
  • 50: Ragnarok: Damage/Recharge/Accuracy
  • 50: Ragnarok: Damage/Recharge
  • 50: Bombardment: Chance for Fire Damage

Level 47: Vengeance

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

Level 49: Weave

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


──────────────────────────────

Inherents:

Level 1: Brawl

  • (Empty)

Level 1: Domination


Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Health

  • A: Miracle: +Recovery

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Stamina

  • A: Performance Shifter: Chance for +End

Level 1: Blood Frenzy

──────────────────────────────
Incarnates:

Barrier Core EpiphanyLongbow Core Superior AllyDegenerative Radial Flawless InterfaceIon Radial Final JudgementNerve Radial ParagonControl Core Embodiment

 

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Posted

You've actually picked a somewhat challenging combo with a lot of extra moving parts and considerations. I'll try to discuss most of what you may experience in-game and some things you can do with building.

 

First up is Electric Control. The cc setup is slow. You're essentially pairing a somewhat slow primary with a fast and damaging secondary. Synaptic Overload and Jolting Chain just take time to chain and take effect. You'll probably be playing around Static Field and Paralyzing Blast the most, followed by a Synaptic. The bad thing is that Static Field is a sleep, the good thing is that it will pulse. Even if you throw out the occasional aoe, it should stagger incoming dmg a good amount. Conductive Aura is a nice little bonus that costs no end to run, and can be slotted to increase regen and/or recovery. If your end is in a good place I vastly prefer a 50+5 Heal - this will increase the regen which increases your survivability in packs of mobs.

 

The requirement of Fold Space will make building a challenge. The 3 picks and lack of a defensive pool eliminates some easy LotG's. It also makes a higher defense build harder to reach. You may be tempted to buff melee defense, but with these power selections and sets it will be far easier to buff ranged. You can also cc from ranged before engaging your melee. If you do decide to go with low defense and higher resistances, you should really push slow resistance as high as possible to protect your cooldowns.

 

Savage Assault has the stacking Blood Frenzy that will increase your recharge and add end discount. Technically you only need to be around ~7s off of perma Hasten for you to have perma Dom. You can either use Blood Frenzy to achieve even more recharge past perma Hasten, or use it to shave the last few seconds off to get perma Hasten.

 

Onto your build! It should be functional and you're at perma Dom, you're just missing some essential things.

  • Right now with the toggles you're running, your endurance management isn't so great.
  • Some of your attacks aren't slotted in an ideal manner, they aren't in the red for ED capped dmg.
  • Spot Prey will vastly increase damage.
  • The ideal single target attack chain is something like Maiming - Hawk - Maiming - Vicious - repeat. You only have Maiming and Vicious. Call Hawk is also the highest dpa attack.
  • With only 21.6 melee defense and 27.8 ranged, you should attempt to get slow resistance much higher.
  • If you +5 the recharges in Hasten, you're actually at 118/120s over perma Hasten.
  • You might be able to do some shenanigans with Combat Teleport instead of Teleport Target. It has 3 charges and increases tohit when used. This along with Feral Charge, and you could be poofing all over the place. I'm sure there may be some macro's where you can Feral Charge - Combat Teleport back - Feral Charge or something.

There were a lot of changes I was considering making when looking at your build. This was an interesting enough ask that I decided to just reimagine what I would do in the same situation. What I put together has ~7s off perma Hasten, 35.6 ranged defense, 72.5 s/l res, 50 slow res, and great end management. I'm not 100% how the Chance for Placate will work in Static Field, but if it does what I think then it may provide some extra survivability to the power. You can use it as-is or just take some inspiration from it.

 

Dominator (Electric Control - Savage Assault).mbd

  • Like 1
Posted

@Wimbochismo

Thanks a lot for the feedback, I had an alternative build with Spot Prey to stick more thematically to what I had in mind.
 

I'll have a spin with what you built, also the input on upping slow resist is something that wouldn't even have crossed my mind


If you wouldn't have to pick Mu Mastery, would you pick another Epic/Patron or do they not matter as much?

Posted
15 hours ago, JonelethStar said:

If you wouldn't have to pick Mu Mastery, would you pick another Epic/Patron or do they not matter as much?

 

It's going to vary a bit. Due to Fold Space you're a bit strapped for power selections. At most you'll only have room for something like 2-3 Epic powers? It's possible you could drop Conductive Aura if you don't need it.

 

Feral Charge and Rending Flurry are great, but 2 powers are limited for aoe. Rending Flurry is also a Blood Frenzy spender. You ideally want a 3rd aoe. 

 

You also want an armor. A s/l defense armor will provide another LotG mule, extra layer of defense, and maybe minimal resistances. A res armor is going to give you the same deal as Mu, maybe with some added utility. If you're willing to switch Conductive Aura for Unkindness as your aoe, Psionic Mastery is a notable one. Link Minds is a LotG mule and with recharge will cover more of a defense gap. Mind Over Body is also a res armor. You'd basically lose a bit of damage in favor of ~6 defense. Although Mind Over Body has a swirly-like graphic, in that case I'd just stick with the theme.

Posted (edited)
On 11/25/2024 at 11:46 PM, Wimbochismo said:

 

It's going to vary a bit. Due to Fold Space you're a bit strapped for power selections. At most you'll only have room for something like 2-3 Epic powers? It's possible you could drop Conductive Aura if you don't need it.

 

Feral Charge and Rending Flurry are great, but 2 powers are limited for aoe. Rending Flurry is also a Blood Frenzy spender. You ideally want a 3rd aoe. 

 

You also want an armor. A s/l defense armor will provide another LotG mule, extra layer of defense, and maybe minimal resistances. A res armor is going to give you the same deal as Mu, maybe with some added utility. If you're willing to switch Conductive Aura for Unkindness as your aoe, Psionic Mastery is a notable one. Link Minds is a LotG mule and with recharge will cover more of a defense gap. Mind Over Body is also a res armor. You'd basically lose a bit of damage in favor of ~6 defense. Although Mind Over Body has a swirly-like graphic, in that case I'd just stick with the theme.

 

i would argue the polar opposite to this - conductive aura is -the- defining power within elec control. it carries the entire set and is the primary reason to chose elec control. without it, there’s not much in the powerset of particular interest 

 

static field is an obvious power to drop given that it doesn’t do much and is bugged. dropping one of the immobs would also be a sensible move given they’re not overly useful, preferrably the AoE immob given it's rarely applied in a useful manner

 

@JonelethStar - on some of your other attacks, consider whether 5 slotting a purple set including the damage proc + a damage proc from another set will still give you the defense set bonuses you’re looking for, the extra damage procs will up your outout slightly. for example on vicious slash, 5 slot hecatomb and then also put in mako’s chance for damage

 

overall, whilst building for defense isn't my sort of thing the build doesn't look too bad. you'll find refinements through continuous play and your own perefences will shape what you want in the final build

Edited by MoonSheep

If you're not dying you're not living

Posted
19 hours ago, MoonSheep said:

i would argue the polar opposite to this - conductive aura is -the- defining power within elec control. it carries the entire set and is the primary reason to chose elec control. without it, there’s not much in the powerset of particular interest 

 

static field is an obvious power to drop given that it doesn’t do much and is bugged. dropping one of the immobs would also be a sensible move given they’re not overly useful, preferrably the AoE immob given it's rarely applied in a useful manner

 

Don't get me wrong - I do mostly agree with you here. I would prefer not to switch to Psionic Mastery in this kind of build, or give up Conductive Aura. It's one of my favorite powers of the set. This was more of a hypothetical example for having to take Unkindness. I'm not a fan of World of Confusion but because of Domination here it is kind of decent for melee. This is also a viable option if they have low defense and pairs well with Conductive.

 

Probably the most you get out of Conductive for survivability is the +regen. It doesn't do much without targets, but at a 20ft radius it's easy to hit the 8 target max. If you're strapped for slots and just add a 50+5 Heal, then at target saturation it will hit 61.2% regen. That's about 2.59 hp/sec. It's even better if you're stacking hp and regen bonuses.

 

Dominator's are still in a slightly rough spot with early power picks. By level 2 they have to pick 3 powers between (roughly) 1 good dpa attack, 1 bad dpa attack, 1 hold, 1 single immob, and 1 aoe immob. It's why I'll sometimes just toss 1 accuracy in the hold and immobilize.

 

I think it may come down to playstyle. If one takes the time to Synaptic Overload and wait first for instance. They just don't have any instant aoe cc or way to relieve mob pressure outside of the long recharging Paralyzing Blast.

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