android33

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  1. i'm curious if my new laptop will be able to run ultra mode, max settings, and trials with minimum to no lag? i plan on maxing out the RAM if that helps.



    Acer Aspire AS8943G-6449 18.4" Intel Corei3 4GB RAM, 500GB HD, Win7

    Processor
    Intel® Core™ i3-380M Processor
    (2.53GHz, 3MB L3 cache)(1)

    Display
    18.4" Full HD Widescreen CineCrystal™ LED-backlit Display
    1920 x 1080 Resolution, 16:9 Aspect Ratio

    Chipset
    Mobile Intel® HM55 Express Chipset

    Memory
    4GB DDR3 Dual-Channel 1066MHz Memory(2)
    Used Slots: 2 x 2048MB, | 2 Slots (Available)
    4 DDR3 Slots (Total) - Expandable to 16GB

    Hard Drive
    500GB 5400RPM SATA Hard Drive(3) Dual Hard Drive Support

    Optical Drive
    8X DVD-Super Multi Double-Layer Drive
    Read: 24X CD-ROM, 24X CD-R, 24X CD-RW, 8X DVD-ROM, 8X DVDR, 6X DVD-ROM DL (double-layer), 6X DVDR DL, 6X DVD±RW, 5X DVD-RAM
    Write: 24X CD-R, 16X CD-RW, 8X DVDR, 4X DVD±R DL (double-layer), 6X DVD-RW, 8X DVD+RW, 5X DVD-RAM

    Video
    ATI Mobility Radeon™ HD 5650 with 1024 MB of dedicated DDR3 VRAM, supporting Unified Video Decoder (UVD), OpenEXR High Dynamic-Range (HDR) technology, Shader Model 5.0, Microsoft® DirectX® 11, OpenGL® 3.1, OpenCL™ 1.1

    Audio
    Dolby®-optimized Acer CineSurround sound system with five built-in speakers and one subwoofer supporting low-frequency effects
    Dolby Home Theater® Audio Enhancement
    High-Definition Audio Support w/ True 5.1 Channel Surround Sound Output
    Acer PureZone technology with two built-in stereo microphones
    Horizontal Volume Wheel

    Digital Media Card Reader
    Multi-in-1 Digital Media Card Reader
    Secure Digital™ (SD), MultiMediaCard (MMC), Memory Stick® (MS),
    Memory Stick PRO™ (MS PRO), xD-Picture Card™ (xD)

    Interfaces
    4 - USB 2.0 Ports
    1 - HDMI™ Port with HDCP Support
    1 - Combo USB/eSATA Port
    1 - IEEE 1394 Port
    1 - VGA Connector
    1 - Headphone/SPDIF Audio Out
    1 - Microphone-in Jack
    1 - Line-in Jack
    1 - DC-in Jack for AC Adapter
    1 - Kensington Lock Slot

    Communications
    802.11b/g/n Wi-Fi CERTIFIED™
    10/100/1000 Gigabit Ethernet
    *Wireless capability and use of public wireless locations, or "hot spots", may require a network connection, additional accessories, and a service connection fee, as well as a DSL or cable modem Internet connection. Access to and use of the Internet may require payment of a separate fee to an Internet Service Provider.

    Webcam
    Built-in 1.3MP HD Webcam (1280 x 1024)

    Convenience Features
    Multi-gesture Touchpad (Circular-motion scrolling, pinch-action zoom, page flip)
    Easy-launch keys: PowerSmart Key, WLAN
    Dedicated Numeric Keypad
    Acer MediaTouch: Touch-sensitive Media Console, featuring
    1) Movie, music shortcuts 2) Media controls: play/pause, stop, previous, next

    Battery Type
    8-cell Li-Ion Battery (6000mAh)

    Dimensions (System)
    17.34 (W) x 11.62 (D) x 1.22/1.73 (H) inches
    440 (W) x 295 (D) x 31/43.8 (H) mm
    *Weights and dimensions will vary depending on configurations and manufacturing variability

    Weights (System)
    10.1 lbs. | 4.6 kg. (system unit only)
    *Weights and dimensions will vary depending on configurations and manufacturing variability

    Limited Warranty
    One-year International Travelers Limited Warranty (ITW)(5)

    Software (Pre – Installed)
    Operating System - Windows® 7 Home Premium 64-bit
  2. i bought 4 sets of the kinetic combats so could soft cap my def when dark control and assault drops. i also grabbed some windfalls and xp gains to help level my dark dom up faster. thinking about getting 2 basilisk gaze sets for the two holds too.
  3. Quote:
    Originally Posted by joebartender View Post
    That is because Terrify does it's damage and then .25 seconds later slaps on the fear effect thus letting you eat the whole Alpha with no mitigation of any kind.

    Fearsome Stare on the other hand doesn't deal damage so the Fear locks down the mob and no return fire. You get the added bonus of a tohit debuff of anywhere from 15-23% depending on slotting and AT mods to take the sting out of any return fire once the mobs do take damage and the fear gets broken.
    Ah. That changes a lot then with my outlook on fearsome stare as a cornerstone power. I still hope they increased the cone to match SoC.
  4. Quote:
    Originally Posted by Obscure Blade View Post
    Why? My Corruptors and Masterminds use it for that purpose all the time and it's highly effective. And since the Haunt pets have a fear attack to stack with it you'll be able to Fear bosses too.
    i just recall a lot of hospital trips trying to open a fight with Terrify on my Mind dom is why i stated that.


    Quote:
    Originally Posted by Obscure Blade View Post
    PBAoEs are by definition not Location AoEs, those are two different things. My first guess is that's it's the set's equivalent of Hot Feet; with a low magnitude stun instead of the slow effect that Hot Feet has. A combination of Death Shroud and Oppressive Gloom. That's just a guess though.
    yeah you're right about the pbaoe and location aoe's.
  5. i see a trend already by just looking at the set. DARK/PSI/ICE.

    dark's cones to mesh with psychic scream's cone.

    dark's pbaoe stun to mesh with PSW pbaoe and stun secondary effect

    drain psyche to recover from the alpha, added survivability, or just because you'll be in melee range anyway and it's an awesome power

    ice mastery for softcap def which will make taking to the alpha not an issue. and will allow you to jump in melee range without worry (assuming Heart of Darkness isn't a location power) and casting a fear power first not so bad. plus hoarfrost will add to your survivability too.

    just a thought. seeing how dark assault won't be anything new, it's safe to assume a lot of single target powers and some cones attacks
  6. i'm trying to understand this set. i don't feel safe already.

    so far i have the choice of throwing out a fear/immob cone combo and hope the -to hit is enough to lessen the alpha. not to mention let's hope the cones aren't 45 degrees, but 60 degrees at least like Seeds of Confusion. if Fearsome Stare is gonna be that every spawn power then we have a problem.

    or i have to go in a dangerous melee range and attempt a PBAoE stun? i'm hoping this is a location AoE if that's the case. with a low recharge might i add.

    and even if this T9 nine will turn things around, waiting til lvl 32 (33 for slots) is gonna make for a lack-luster ride early on. but i don't see them breaking the trend of a pet. so dark servant or some new pet seems too logical. and that's not gonna make a difference in the style of play.

    maybe after seeing the set in action i'll have a better understanding.
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    The new set sounds nice, but if they are going to expend the resources for new animations I'd have preferred something new conceptually and not another rehash of an element/power source already extensively fleshed out.
    imo it really doesn't matter if it's in the game already. DOM's don't have it. so it's new to dom's. also you have to consider what's already in the game when making a new set. this like IO's, game mechanics like secondary effects and so on. seeing that dark is in the game already, i can see why it was a safe choice (and highly requested).

    i'm just glad they gave us (dominators) something different within the class, and didn't pull a axe/mace on us.
  8. only time i'd suggest not going for defense is when you have a fire secondary. in which case the fire app is ideal. other than that, defense is the the truth. notably ice mastery. it's not like you have to sacrifice permadom. you can have both. and defense really does help a lot. and with the melee attacks in /psy, it should be hard to get.
  9. Quote:
    Originally Posted by devil dingo View Post
    WOW....as soon as i get home from work i'm respecing my build. You sure opened my eyes. LOL
    I have tons of incarnate salvage so i'm gonna get my tier 4 musculature alpha and get rid of sj and grab assault. Also i will 5 slot stone spears with decimation and put that extra slot into hasten.
    I think i will stay with ageless as my destiny though. What did you take as your tier 4 destiny??

    Thanks alot for the build advice.
    i went with the rebirth one for the heal and +regen. saved my butt on them occassion where you face foes that do -def. and no problem buddy. glad to help.
  10. Quote:
    Originally Posted by devil dingo View Post
    The tier 4 Spiritual alpha slot gives me perma hasten. I also have the tier 4 ageless and yes i realize i have an excessive amount of recharge. lol
    I really dig your suggestions android....i planned on doing yet another respec so i think i might follow your suggetions.
    The only reason is i am considering picking up quicksand again is that i run alot of bafs. When we r killing off the escapees i thought i could throw out QS on the path where im not currently occupying to help out my team mates. Other than that....QS is kind of pointless end game.
    o ok. the hasten 1 slotted makes sense in that regard. i went musculature to fill in for the lack of damage in the kinetic combats. plus it really helps all around.

    example: this is with my incarnates musculature alpha and reactive interface as well as assault.
    my seismic smash does 571 damage, 5.93 rech. yours 402 dam, 5.82s rech
    my tremor does 225 damage, 4.66s rech. yours 134 dam, 4.59s rech
    my ice storm does 507 damage, 31s rech. yours 368 dam, 30.58s rech

    so you see even with you having more global recharge than me and having the spiritual alpha. i'm still beating ahead dps by a nice margin and our power recharge in the same amount of time. i must state just one more time how awesome a proc'd out sleet is. like wise with VG.

    as for the BAF, you could try using stone cages. i know it stops the minions. i don't think you can stop the LTs. someone correct me if i'm wrong. but the AoE immob duration is long enough to kill the LTs and come back to the little guys.
  11. i love doms. made almost every combo. and tricked out my earth/earth/ice, mind/fire/fire, plant/fire/fire, and plant/psi/ice... but i never tried an electric control past lvl 10.

    i seems just ok when compared to earth/, plant/, and mind/. it seems more fun factor/ sometime different verses to powerful. but some swear by it so idk. just never appealed to me.
  12. Quote:
    Originally Posted by devil dingo View Post
    I pretty much agree what android is saying. You need kinetic combats in all your melee's for soft capped s/l. My build proves that you can have soft capped defenses and 132% global recharge before hasten.
    I do have frozen armor 6 slotted with 5 red fortunes and the lotg +7.5 IO. I wanted as many recharge bonus' as possible.
    I have the kb protection in SJ just incase i die and lose my pema dom.... this way i have some kind of kb protection until domination is back up. I probably will respec out of super jump at some point and bring back quicksand.
    I use that same opening attack as well and it's pretty friken awesome. I also like to use hoarfrost before i go in to help me absorb the alpha better.
    I Only really struggle a tiny bit in incarnate trials because of all that enegy damage....so i usually carry a few more purples when doing bafs/lams/keyes
    Frenzy will combat the "incase you die" issue. since dying is so rare, Frenzy will be up all the time. one click and domination is back up. no need to "build" dom again.

    couple things about your build... first off it's a nice build. just a few things you may want to consider...

    1. two slotting hasten will make it perma instead of having a 10s cool down.

    2. once you have 45% s/l def, that little extra won't mean too much, so the extra slot in maneuvers can be used elsewhere.

    3. since you'll already have perma dom without hasten, getting more recharge isn't helping you much. in my build i have 196 w/ hasten, you have 202. yet every power we have has almost identical cool down times.

    you could have the same effectiveness in terms of gameplay, (def, and rech specifically) but do more damage with procs in sleet and VG. and trust me it makes a big difference.

    and about quicksand... well this is just my view, but i think it's pointless at the higher levels. things are gonna be stunned, knocked down and slowed most of time. you'll get the -def from stalagmites and sleet. you'll get the slow from sleet and ice storm. so the only real benefit from QS is the -fly or jump. and with the opening stun, things won't be flying or jumping no way. i'd suggest keeping a travel power if that's your thing, or picking up something like Assault. but the last power is no biggie once you have everything else in place. so whatever you pick won't gimp you build. just a suggestion.
  13. if you want that soft capped def, then you're gonna have to put the kinetic combats in your build. no getting around it. you have a lot of wasted slots on other powers to use for it too.

    stone spears... 5 slot for the 6.25 rech and leave it alone. the power is weak anyway. that endurance drain proc is pointless. even if it did fire off it wouldn't change the battle. maybe if you were an electric dom specializing in sapping, but you're not.

    combat jumping... get that Karma: kb protection outta there. if you're perma dom then you have all the mez protection you need. only a pvp build worries about that. and this i clearly not that.

    earthquake... you need to pay more attention to the cap in whatever it is you're trying to enhance. you have the -to hit debuff at 70 when it only goes up to 57. it's giving you 15.75 -to hit. take dampening spirits IO outta there. the set bonuses aren't doing you any good. put 4 dark watcher despair's in there. and make sure you get all the ones with recharges. take that -recharge proc out. it won't change the battle enough to be worth a slot. now you have -15.19 to hit debuff, 5% more global rech, and the power comeback quicker. plus you freed up another slot. (btw, the ach proc is optional in there. so if you really want it i'm not gonna say to remove it).

    volcanic gasses... since you cant effect the duration of this power, enhancing the hold is pointless. 4 slot with 4 basilisk's gaze for the 7.5 global rech, and focus on recharge IO's instead of hold durations. the last 2 set bonuses can be skipped, so 6 slotting with basilisk gaze is pointless. throw a damage proc from one of the hold sets i.e. ghost widow's psi, and you're good to go. putting a lockdown mag 2 proc is up to you if you add to this power's effectiveness.

    maneuvers... if and when you put those kinetic combats in place you won't need 2 slots for this. just have the LoTG in it and free up another slot.

    frozen armor... overkill city once again. 3 slots will make this power work up to par. the 3 slots wasted for that 5% recharge can be use to get you to your desired 45% s/l def. just put the LoTG and 2 hami's in there. that's 53 of the max 59% enhanceable def. more than enough.

    for all your melee attacks, including brawl, throw the kinetic combats in there and your defense will be taken care of. combined with the shield, stealth, CJ, and maneuvers.

    hibernation... i suggest replacing with ice storm. not only will you never use hibernation because you'll be so sturdy, but you'll kill way faster and control much more effectively. ice storm can already add a potential 500 damage points by itself. add in sleet and it gets even better. which brings me to my next point...

    i know you're not fond of tremor, but it's actually a nice power in battle. think about it...

    opening attack goes...
    power boost (def just sky rocketed to 66% and duration of stun will almost double from 36s to 53s).
    stalagmites.
    sleet followed by ice storm (once 500 damage, now enhanced by sleet's -res) both doing knockdowns and slows
    tremor and fissure both have 4.6s cool downs so you can alternate back n forth. both enhanced by sleet, both adding to knockdowns and stun

    and that's just one example.


    here's something to give you a visual

    http://www.cohplanner.com/mids/downl...6DE37F3E05F50C
  14. Quote:
    Originally Posted by Jibikao View Post
    Earth control is great but Earth Assault still needs work. That mud pot seems out of place if you ask me.

    I made an Elec/Earth to 50 when Elec control came out. It was a fun combo but it is nowhere as good as /Fiery. My /Earth has problem doing good damage against certain AVs and ITF because soul drain does auto damage and I have to be at melee range to do good damage. I didn't even bring my Elec/Earth to Apex.

    Part of the problem with certain Assault sets is that their damage is lowered by the fact that they have "secondary effects" like knock backs and slow debuff. This is a bit "flawed" because my Dominator rarely attacks without controlling first. I have no problem going melee but I need to control first. If a target is already "controlled", most of those secondary effects seem unnecessary, don't you think? This is why /Fiery makes sense because you control first and then do the most damage you can before the duration runs out.

    They should have given Earth Assault Earth Embrace or something to allow Dom to be more sturdy when controls don't work.
    mud pots may seem outta place as for as secondaries are concern, but i believe it fits with the earth primary to give the combo some type of aura. same as hot feet, conductive aura, creepers, and arctic air. now this is just theory of course.

    i get what you're saying as far as secondary effects compared to fire's damage is concerned. but i don't think that's as big of an issue overall. because there are still other factors to consider. for instance, PVP or AV/EB's. hitting someone with a fire attack may hurt sure, but hitting that same someone with an attack that lowered their regen, or slowed their recovery or recharge, or knocked them down so you can get off another attack before they even get up... all can be just as effective. and in some cases more effective. most of my deaths came from the secondary effect crippling me first.

    earth assault getting earth embrace is a waste imo. hoarfrost is still available in ice mastery and does the same thing almost. it's a little longer recharge and 10% less hit points, but it's more than adequate for a dom. my survival is so high that rarely every need it.

    it think earth assault was design to be a brute in a doms body. and that was my draw to it. my two favorite AT's in one.
  15. let me start off by stating that this isn't my claim that earth/earth is the best dominator combo. i can make that argument based on what i've been able to accomplish, but i can say the same about my mind/fire too.

    no, this is just to give an insight to those curious about the build and what it's play style, role, and potential consist of according to my build. mind you, i don't pvp so i wont touch on that.

    47.4 S/L defense means you can take the alpha in almost any map. with power boost it's 66.7, which means in some cases (which i've done) you can heard like a brute/tanker.

    132.5 +rech means you're permadom without the need a hasten. so no need ever worry about mez protection because you forgot to click something. with hasten you're sitting at 202.5 which makes the best AOE hold for doms semi-perma. volcanic gasses won't be affected by domination so you can't increase it's duration. but you can have up after a 6 second cool down. imagine doing that with mass confusion?

    after playing and tweaking the build for a while i've come to realize which powers are pretty much essential, and which are mules.

    essential powers that you have to take no matter what...fossilize, stalagmites, seismic smash.

    semi-essential... earthquake, volcanic gasses, stone mallet, heavy mallet

    good to have... animate stone, power boost, tremor, fissure

    rarely use... stone cages, hurl boulder. both are situational powers

    never use/mule... salt crystals, stone spears


    ancillary/epic pool...

    Ice Mastery gives you the best bang for your buck. Sleet makes you relevant a whole lot more on teams. Hoarfrost gives a heal in case you took a hit during an alpha. Frozen Armor takes you from squishy to semi-tank. and Ice Storm gives you added aoe and control. every power is useful in Ice Mastery.

    some powers didn't make the cut.

    Quicksand might be somewhat useful at low levels because it's auto hit and can help with accuracy issues. but it very quickly becomes overshadowed and pointless for end-game play. with powers like sleet, ice storm, earthquake, and stalagmites, there's simply no need or time to place QS down. plus it's not even a good mule for IO's.

    Mud Pots kept me on the fence till i finally had to let it go. the endurance usage is too much to bare when considering it's effectiveness. things die way too fast for it's small 8 ft radius to be a factor. it's good for a purple set mule. but i'd rather use the cheaper salt crystal set as a mule than something as expensive as Armageddon.

    survival tips.

    Power Boost is your friend. use wisely.

    Earthquake is sneaky nice. because EQ isn't a lock down power, it's true effectiveness may be watered down so to speak. a closer look and you'll notice that -To-Hit (-25) sitting quietly in the corner soaking up a lot of potential damage. when stacked with power boost you become very hard to hit.

    now imagine a power boosted Frozen Armor (66 for alpha and soft-capped 47 s/l def) and EQ (-25 -to-hit). then throw in VG that has all baddies within a massive 60ft range choking for 60 secs. survive for 6 secs with a boosted EQ and stalagmites and place VG down again. now you can see how an earth/earth dom can farm an ambush map with ease.

    as far as incarnates go?
    Alpha... i went with Musculature Core Paragon to add 45% damage since i slotted my heavy hitters with Kinect Combats. and the 33% defensive debuff benefits earth's secondary effects.

    Judgement... i choose Void for the PBaoe to pair with tremor and fissure.

    Destiny... i grabbed the heal for team play, survival and my pet.

    Interface... what can i say? Reactive Radial Flawless Interface. what not to love about -res and extra damage?

    Lore... idk yet. not sure which pet is the best fit. maybe someone can help me out with that.

    last but not least. i don't have a travel power. reason being is pretty simple. only about 5% for my time is used on traveling from mission to mission. and for that 5% ninja run is more than enough. just an fyi a power boosted ninja run (or beast run) plus sprint will have you running at 82.5 mph (based for super speed i believe). for vertical movement the jet pack is serviceable. trust me. no one is ever waiting for me to enter the mission because of the lack of a travel power. and to all doms, i suggest getting the frenzy power. you load. hit frenzy. permadom til ya log or die. and with this build dying doesn't happen often. also this build wasn't set up in mids for exempting down.

    here's my build. i've had so much fun and experienced the god-like power first hand. so i wanted to share with others that may be interested in it's performance.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Fossilize
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (36) Basilisk's Gaze - Accuracy/Recharge
    • (36) Basilisk's Gaze - Recharge/Hold
    Level 1: Stone Spears
    • (A) Decimation - Accuracy/Damage
    • (11) Decimation - Damage/Endurance
    • (11) Decimation - Accuracy/Endurance/Recharge
    • (17) Decimation - Damage/Recharge
    • (17) Decimation - Accuracy/Damage/Recharge
    Level 2: Stone Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    Level 4: Tremor
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (5) Obliteration - Chance for Smashing Damage
    • (5) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Damage
    • (40) Obliteration - Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Recharge
    Level 6: Stone Cages
    • (A) Gravitational Anchor - Immobilize/Endurance
    • (7) Gravitational Anchor - Immobilize/Recharge
    • (7) Gravitational Anchor - Accuracy/Recharge
    • (9) Gravitational Anchor - Chance for Hold
    • (9) Gravitational Anchor - Accuracy/Immobilize/Recharge
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Hurl Boulder
    • (A) Decimation - Accuracy/Damage
    • (25) Decimation - Damage/Endurance
    • (34) Decimation - Damage/Recharge
    • (34) Decimation - Accuracy/Endurance/Recharge
    • (42) Decimation - Accuracy/Damage/Recharge
    Level 12: Stalagmites
    • (A) Absolute Amazement - Endurance/Stun
    • (13) Absolute Amazement - Stun
    • (13) Absolute Amazement - Stun/Recharge
    • (15) Absolute Amazement - Accuracy/Stun/Recharge
    • (15) Absolute Amazement - Accuracy/Recharge
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 16: Power Boost
    • (A) Recharge Reduction IO
    Level 18: Earthquake
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (19) Dark Watcher's Despair - Recharge/Endurance
    • (25) Dark Watcher's Despair - To Hit Debuff
    Level 20: Heavy Mallet
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    Level 22: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 24: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 26: Volcanic Gasses
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (27) Basilisk's Gaze - Accuracy/Recharge
    • (27) Basilisk's Gaze - Recharge/Hold
    • (34) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 28: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage
    • (29) Kinetic Combat - Damage/Endurance
    • (29) Kinetic Combat - Damage/Recharge
    • (31) Kinetic Combat - Damage/Endurance/Recharge
    Level 30: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Animate Stone
    • (A) Expedient Reinforcement - Damage/Endurance
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (33) Expedient Reinforcement - Endurance/Damage/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage
    Level 35: Salt Crystals
    • (A) Fortunata Hypnosis - Sleep
    • (37) Fortunata Hypnosis - Sleep/Endurance
    • (40) Fortunata Hypnosis - Sleep/Recharge
    • (43) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (43) Fortunata Hypnosis - Accuracy/Recharge
    Level 38: Fissure
    • (A) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Damage/Endurance
    • (39) Positron's Blast - Accuracy/Damage
    • (39) Positron's Blast - Accuracy/Damage/Endurance
    • (40) Positron's Blast - Chance of Damage(Energy)
    Level 41: Sleet
    • (A) Achilles' Heel - Chance for Res Debuff
    Level 44: Hoarfrost
    • (A) Doctored Wounds - Heal
    • (45) Doctored Wounds - Recharge
    • (45) Doctored Wounds - Heal/Recharge
    • (45) Steadfast Protection - Resistance/+Def 3%
    • (46) Doctored Wounds - Heal/Endurance/Recharge
    • (46) Doctored Wounds - Endurance/Recharge
    Level 47: Ice Storm
    • (A) Ragnarok - Damage/Recharge
    • (48) Ragnarok - Accuracy/Damage/Recharge
    • (48) Ragnarok - Accuracy/Recharge
    • (48) Ragnarok - Damage/Endurance
    • (50) Ragnarok - Damage
    Level 49: Frozen Armor
    • (A) HamiO:Membrane Exposure
    • (50) Luck of the Gambler - Recharge Speed
    • (50) HamiO:Membrane Exposure
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Void Judgement
    Level 50: Musculature Core Paragon
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Knockdown Bonus
    • (37) Kinetic Combat - Accuracy/Damage
    • (43) Kinetic Combat - Damage/Endurance
    • (46) Kinetic Combat - Damage/Recharge
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (36) Miracle - +Recovery
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (42) Performance Shifter - Chance for +End


    Code:
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  16. doms are my favorite AT's to play. and after trying multiple builds, i couldn't see NOT aiming for permadom. i love playing the brutes as well and after you've experienced what it's like to not get mezzed, you understand why domination is so worth it. seeing how earth assault will have in melee range, you're more susceptible to getting hit with heavy attacks that mez. and as a squishy, that pretty much means a trip to the hospital.

    but even outside of mez protection, that endurance bar filling up always seems to be right on time. and playing an earth/earth can strain your blue bar if you're not careful.
  17. well i guess my first thought is, earth anything and weak should not be in the same sentence. (even tho i just did :P) earth assault can go head to head with any secondary. the big 3 ST attacks are amazing. and the 2 AOE's can be alternated literally back to back with enough recharge. earth/earth is a better combo imo

    now to compare anything with fire in terms of damage is not really fair. especially seeing how fire's secondary effect is damage.

    i do agree that fissure and mudpots should both be no less than a 15' radius. and in-terms of fighting AV's, well they're AV's. they're suppose to be hard.
  18. Quote:
    Originally Posted by Residentx_EU View Post
    I have to be careful what I say on these boards. The past few weeks the doms have been heaven for me. Yesterday, I got served during the weekly WST on the Hero and Villain side.

    Every now and then I have this happen. Do the Doms has a outright weakness to psionic attacks? My Dom was killed instantly repeatedly yesterday. It makes me look like a joke when I play on teams. I'll go through my awakes and then still have to go to the hospital. I was successful but I have to find a way to cover this. I have tried the vanguard mental guard with limited success but I need a better solution to this problem.

    My controller on the Hero side is worse. When I play her I have to be 50 feet away to stay alive.
    it's not a dom thing. it's a psionic thing. not many toons are built to stand up to it. unless you have positional def and/or a lot of psionic res/def, you're gonna get have a hard time. same with toxic.
  19. i'd say that /earth paired with maybe fire/ and /earth would be the best.

    i have an earth/earth that's a beast. stoney adds great melee damage too.

    fire would be nice because hotfeet plus the emps would be nice.

    mud pots could be and option too
  20. Quote:
    Originally Posted by Commando View Post
    It was probably me, and I must have been me playing on my Sup'd up Fortunata. Being able to AoE hold and ST hold, confuse, do some very decent dmg, a solid nuke with no end crash, kill, and evade a whole lot of things, and a great recovery inherent... Makes my Doms a little, just a little envious.

    J/k

    Actually, I have a true story to tell now. Thanks to 2xp weekend, I felt inspired to make a new toon, and after having so many 50s, it was quite a task to decide on something. I started playing around with Mids. Taking a look at the secondaries. Energy assault looked tempting for TF and other energy blasts but it did not jump at me. I kept sorting through, and I thought: I really want to play an earth controller since I have never had one and the rep is there for being the King of controls, Earth/ . But there is one big problem. Soloing an earth/ controller can be sooo soo tough or impossible early on because of very low dmg. Wait, what if a Dominator with Earth/ control did the trick? I could pair that up with some dmg then. I then started to look at the numbers with /Earth assault. Anyone out there besides me just drooled when they saw in Mids Earth assault?

    I rolled earth/earth, terrible mistake. I was addicted and hooked very badly. Double xp weekend did not let me get out at all for some fresh air. I played and played and played my earth/earth for an unknown amount of time. I felt like a brute. Everytime the noise from all the earth assault smashes came through loud on the speakers I felt a rush. It was worse when earthquake came and then stalagmites and then all the slots and enhancements. In teams I seriously outcontrolled just about any other Dom we had. My earth controls were everywhere and came through in ambushes, and even came through when someone aggro'd wrong group. But that's not all, I not only helped keep them controlled, i actually was out there face to face with all enemies and smashing their skulls in.

    I played from lvl 1 to lvl 41 this weekend. I am never ever going to look back and doubt I made the funnest choice. Earth/earth - the problem for my new addiction.

    TerraShock- Freedom server
    Glad to see you enjoying the earth/earth combo. (This is Earth-Bender btw.) Earth/Earth/Ice has become my favorite toon. it screams fun-factor.

    the only downside is it's almost too fun and too beastly. i worry the devs will try to find a way cripple the ride.
  21. android33

    Mind/Earth?

    i'm not surprised that there is little on this combo. it just doesn't seem to mesh well. me having a mind/fire and mind/nrg plus an earth/earth... the two sets seem to play totally different in terms of play-style.

    mind being a great ranged set with no AoE Immobilize doesn't seem ideal for earth's melee style of play.

    i could be wrong, but that's how it looks w/o trying them together.

    on the other hand... if you plan to solo a lot, this build has some promise to it. mind is a great soloing primary while earth hits very hard. it's definitely not a great farming combo, but all and all, it has great tools from both the primary and secondary. would be interesting to see how it works out.
  22. Quote:
    Originally Posted by WenDarkFall View Post
    This build actually violates the rule of 5 on the 7.5% recharge.

    You have 5 Lotg 7.5% and one from Basilisk Gaze. Interestingly enough...Mids lets you do it and stll counts the 6th 7.5%.

    Does it actually work in game?
    the LoTG's +7.5 and all other 7.5 +rech are separate. LoTG's are exempt from the rule of 5 outside of it's own rule of 5.

    so yes. it is correct that you can have 5 LoTG's, 2 BG's, and 3 Kinetic Crashes for a total of +75 rech.
  23. i have a lvl 50 earth/earth that can tank like a brute. earth control is an absolute beast. i builted for softcap S/L def and perma dom... i can do the AE ambush farms just as easier than all my brutes other than my ss/wp.

    i can't speak highly enough about the set. you can pretty much perma knockdown, perma stun, perma hold perma immoblilize any mob... and you have the hardest hitting pet to help.

    earth assualt is the melee specialist for dom's. and it can damn-near out damage any brute. and the AoE's are pretty viable too.

    the only downside (that can now be fixed when Alpha slotting and accolades) is the endurance management.

    other than that, enjoy the ride to perma-brutation