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Posted (edited)

Hey y'all! Would you mind ripping the build apart and criticizing every aspect of it for improvement?

 

I've set it up for permadom without Hasten, as well as softcapped S/L and Energy defense. Ranged defense is softcapped with a small purple inspiration, and two small purples will softcap everything. 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

McStabbity: Level 50 Magic Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Martial Assault
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Dark Grasp -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(21), UnbCns-Hold(43), UnbCns-Acc/Hold/Rchg(43), UnbCns-Acc/Rchg(45)
Level 1: Shuriken Throw -- Dcm-Build%(A), Dcm-Dmg/EndRdx(46), Dcm-Acc/Dmg(46), Dcm-Acc/Dmg/Rchg(46), Dcm-Dmg/Rchg(50)
Level 2: Living Shadows -- GrvAnc-Immob/EndRdx(A), GrvAnc-Acc/Rchg(31), GrvAnc-Immob(40), GrvAnc-Immob/Rchg(42), GrvAnc-Acc/Immob/Rchg(43), SprDmnGrs-Rchg/Fiery Orb(50)
Level 4: Trick Shot -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/Dmg(5), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(34), Dcm-Acc/EndRdx/Rchg(37)
Level 6: Possess -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(7), CrcPrs-Conf(7), CrcPrs-Conf/Rchg(23), CrcPrs-Acc/Conf/Rchg(31), CrcPrs-Acc/Rchg(34)
Level 8: Fearsome Stare -- GlmoftheA-Fear/Rng(A), GlmoftheA-Acc/EndRdx(9), GlmoftheA-EndRdx/Fear(9), GlmoftheA-Dam%(29), GlmoftheA-Acc/Fear/Rchg(31)
Level 10: Spinning Kick -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(11), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(17)
Level 12: Heart of Darkness -- AbsAmz-EndRdx/Stun(A), AbsAmz-Stun(13), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(15), AbsAmz-Acc/Rchg(15)
Level 14: Teleport -- EndRdx-I(A)
Level 16: Envenomed Blades -- RechRdx-I(A)
Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg/Rchg(21)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), StdPrt-ResKB(40)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25)
Level 26: Shadow Field -- BslGaz-Rchg/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-Acc/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(29)
Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 32: Umbra Beast -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-+Res(Pets)(34)
Level 35: Masterful Throw -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dam%(36), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Acc/ActRdx/Rng(37)
Level 38: Explosive Shuriken -- Apc-Dmg/EndRdx(A), Apc-Dmg(39), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(40)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)
Level 44: Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45)
Level 47: Dragon's Tail -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(48), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(50)
Level 49: Phase Shift -- EndRdx-I(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Domination 
Level 1: Prestige Power Dash -- Run-I(A)
Level 1: Prestige Power Slide -- Run-I(A)
Level 1: Prestige Power Quick -- Run-I(A)
Level 1: Prestige Power Rush -- Run-I(A)
Level 1: Prestige Power Surge -- Run-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 0: Marshal 
Level 0: Invader 
Level 0: High Pain Threshold 
Level 0: Born In Battle 
Level 50: Musculature Core Paragon 
Level 50: Void Total Core Judgement 
Level 50: Reactive Core Flawless Interface 
Level 50: Knives of Vengeance Core Superior Ally 
Level 50: Rebirth Core Epiphany 
Level 50: Assault Core Embodiment 
------------
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Set Bonus Totals:

  • 23% DamageBuff(Smashing)
  • 23% DamageBuff(Lethal)
  • 23% DamageBuff(Fire)
  • 23% DamageBuff(Cold)
  • 23% DamageBuff(Energy)
  • 23% DamageBuff(Negative)
  • 23% DamageBuff(Toxic)
  • 23% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 12.25% Defense(Energy)
  • 12.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 14.75% Defense(Ranged)
  • 6% Defense(AoE)
  • 4.5% Max End
  • 4% Enhancement(Confused)
  • 143.8% Enhancement(RechargeTime)
  • 2.75% Enhancement(Terrorized)
  • 72% Enhancement(Accuracy)
  • 7.5% SpeedFlying
  • 106.8 HP (10.5%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 55%
  • MezResist(Held) 55%
  • MezResist(Immobilized) 55%
  • MezResist(Sleep) 55%
  • MezResist(Stunned) 55%
  • MezResist(Terrorized) 55%
  • 19.5% (0.33 End/sec) Recovery
  • 68% (2.88 HP/sec) Regeneration
  • 14.5% Resistance(Smashing)
  • 14.5% Resistance(Lethal)
  • 28% Resistance(Fire)
  • 28% Resistance(Cold)
  • 16% Resistance(Energy)
  • 16% Resistance(Negative)
  • 14.5% Resistance(Toxic)
  • 14.5% Resistance(Psionic)
  • 7.5% SpeedRunning

Edited by Mercurias
Posted

You've 6-slotted Masterful Throw for a 4.5% Psi/Tox resistance set bonus, but dropped the 5th slot on Unbreakable Constraint in your Dark Grasp, which would give you a 6% Psi/Tox resistance set bonus. You can drop one slot from Tough and lose Steadfast Protection KB, and slot Blessing of the Zephyr KB protection into your Teleport, for the same amount of KB resistance, not that you'll need it once you're perma-dom.

 

I'm also highly skeptical of Invisibility as a viable toggle. At 1.3 base end/second, it's incredibly hungry, and the defense bonus it gives is halved while in combat, making it very, very inefficient. Consider using Leadership instead.

Posted
8 minutes ago, Ozryk said:

You've 6-slotted Masterful Throw for a 4.5% Psi/Tox resistance set bonus, but dropped the 5th slot on Unbreakable Constraint in your Dark Grasp, which would give you a 6% Psi/Tox resistance set bonus. You can drop one slot from Tough and lose Steadfast Protection KB, and slot Blessing of the Zephyr KB protection into your Teleport, for the same amount of KB resistance, not that you'll need it once you're perma-dom.

 

I'm also highly skeptical of Invisibility as a viable toggle. At 1.3 base end/second, it's incredibly hungry, and the defense bonus it gives is halved while in combat, making it very, very inefficient. Consider using Leadership instead.

Thanks! Right after posting this, I also saw that they're taking all of the defense out of Invis in combat, so that's a good thing to consider. I'll pluck at it. 

Posted

So I just rolled the same Dom last night and have some questions as I build mine out. All of this assumes I can perma-dom/perma-hasten by changing slotting strategy (budget is no issue).

 

  • Would living shadows and fearsome stare be better to slot for -to hit instead of immobilization and fear respectively? Considering recharge, the power can be reapplied for primary effect long before it wears off.
  • With -to hit, how important is chasing defense soft caps?
    • Would it make more sense to say shift a couple slots from invisibility over to things like recharge in envenom blades or more damage in haunt, etc.
  • For personal flavor, what's the thought on Soul Mastery
    • Thinking of dark consumption, dark obliteration, and soul drain
    • I may be skipping the fighting pool FYI

Thanks for any insight in advance

Posted

I don't find immobilization duration to ever be worth slotting for, because virtually all immobilization powers come with ample duration and few enemies resist it (and those that do resist you're better off using an alternate control). So personally, I'd slot up Living Shadows with damage and some damage procs, like Positron's Blast 5 piece. Fearsome Stare you *definitely* want to slot for -to-hit, it's 11.25% base, so 4 pieces of Cloud Senses is a no-brainer there, for another +6.25% global recharge.

 

As for defense soft-caps, I don't even worry about them on my Grav/Rad Dom. You've got ample control powers, magnitude to shake off mezz effects, and you can always down a purple or two if you find yourself in a pinch.

 

A lot of people like Soul Mastery, I'm personally enamored of Psionic for 'Link Minds' because I like consistency and group buffs. But you should do what speaks to you, and makes a build you like to play. I also skip fighting on my Dom, because I can get more Luck of the Gambler mules in using other powers which have cool secondary uses. Afterburner for flight speed, Vengeance to throw the brakes on a teamwipe, Indomitable Will to laugh off enemies with lots of Psi, and these can all work as one-slot wonders to throw those precious Luck global recharge IOs.

  • Like 1

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