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Gravity/Arsenal dom trying to choose a "heal" power.


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Posted

 

For the sake of survivability, and because I have lots of room for pools on my build, I want to choose a self heal/survival Pool.   The choices I'm considering are :  


A: Medicine

 

B: Presence/Unrelenting

 

C  Force of will/Unleash potential. 

 

I want to have some way to heal mid combat.               I'm considering how "Power Up" could be useful if I use it just before activating one of the longer lasting powers, but Medicine overall heals you more, and faster.   

 

 

 

 

 

 

Posted

Dunno what you are trying to do with the build but in general you either can handle spawns or you can't, none of those options are going to consistently get you thru a mission unless you go very slowly.

 

Now if you are just getting stuck on EBs or similar, then powerboosted unleash is pretty good if you are avoiding insp.

  • Like 3
Posted

I've also been pondering a gravity / arsenal build. It's got some nice synergy not only with wormhole and trip mine, but also with wormhole and ignite, with singularity and trip mine / ignite, and with lift, immediately followed by trip mine.

 

Included is one possible build that should solo just fine in a pretty wide range of content (probably not the best AV hunter, though, as there are better builds for that). It should also function well in teams. 

Totally agree with Frosticus that power boosted unleash potential is a great way to improve sustainability in tougher fights. Toggle both of those powers on in the attached build to see how much defense totals improve, as well as endurance recovery. 


Hopefully you have a blast with a gravity / arsenal dom however you decide to build them, in the end. 

 

Screenshot (107).png

Dominator (Gravity Control - Arsenal Assault - Fire Mastery).mbd

Posted (edited)

 

 

I'm curious why you are taking both Stealth and Infiltration?    And why you are taking Aid other, but not Aid self?

 

The rest of the build makes sense.    My character has to take fly for thematic reasons, so I will choose some power to sacrifice for it.   Perhaps I'll even take both fly and Mighty Leap, despite the redundancy.   

 

Also I've noticed both the above builds have Combat Jumping in them?   Is that to add speed to Mighty Leap, or does the immunity to immobilize help you in battle enough to make it worth taking the power for that reason?          I figure it's not for the the 2.15% defense. 

Edited by normalperson
Posted

Combat jumping offers several helpful benefits. First, your character can bunny hop around a battlefield quicker and easier. Landing exactly where you want is also helpful. Quicker movement and better movement control are tactically very helpful, as well as being a nice quality of life feature.

 

That combat jumping can serve as a mule for a LoTG global recharge / defense IO also makes taking it appealing. Once in a while the immobilize protection comes in handy. Also, the boost to defense is not to be underestimated in its value, especially when added together with other defense bonuses. Finally, the endurance cost per second is very low (0.07 endurance per second), which helps to make managing endurance a bit easier. 

 

That said, if you need hover and fly for thematic reasons, then that's a solid reason to skip combat jumping if your build is tight.  

Posted
7 hours ago, normalperson said:

 

 

I'm curious why you are taking both Stealth and Infiltration?    And why you are taking Aid other, but not Aid self?

 

The rest of the build makes sense.    My character has to take fly for thematic reasons, so I will choose some power to sacrifice for it.   Perhaps I'll even take both fly and Mighty Leap, despite the redundancy.   

 

Also I've noticed both the above builds have Combat Jumping in them?   Is that to add speed to Mighty Leap, or does the immunity to immobilize help you in battle enough to make it worth taking the power for that reason?          I figure it's not for the the 2.15% defense. 

 

It is common in *my* builds that the final three (or four, or five) power picks are chosen to "mule" certain Enhancement pieces. I like to get both the flavor and the power of the character mostly built by level 30 power picks. I have exceptions, but that is my general approach.

 

Stealth and Infiltration are mules for LotG Def/+Recharge (and/or 20% Slow Resistance from Winter's Gift when I was experimenting) . The Concealment pool is a very convenient pick for Defense mules (plus the travel power). I happen to find that these two picks are superior (in utility) to Grant Invisibility for most of my characters.

 

Aid Other was chosen as a mule for the %Absorb piece.

 

As noted above, Combat Jumping may be the lowest Endurance cost toggle in the game. When not using it for LotG, it is a convenient early level pick for the Kismet +ToHit piece (which helps improve the damage of Fast Snipes)... IIRC the Targeting Drone slotting gets me just under 22% +ToHit, and the Sniper attack is somewhat late in this build so I passed on the Kismet piece.

 

If I was trying to put Fly into the build above, I guess Wall of Force is the power to drop, and replace either the Leaping or Concealment pools with the flight pool. I've delayed Unleash Potential, but having it as early as possible is something I find to be a big help on lower level content. You should be able to rejigger the mules, have Flight early (for concept) and repurpose some slots. <- This kind of decision point (wanting powers for concept, wanting powers like from the Force of Will pool for utility, running out of pool choices) kinda gives the game away why *I* don't blindly add Hasten to Dominators, but instead chase the set bonuses to get the global recharge necessary for perma-dom (down to 22). I know the reasons why folks (especially Dominators) take Hasten below level 20, but I feel like I get so much out my enemy-affecting power picks before level 20 I'd rather not sacrifice/delay any of them just to have Hasten.

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