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Posts
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Go with Energy. Area damage is overrated for a Dominator. Let the other AT's focus on squishing minions, your job as a Dominator is to subjugate the actually dangerous foes.
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Magentrix is a predominantly ranged Dominator. Here's her current build:
Code:Two melee attacks, the rest ranged. What are the melee there for? Well, once she's got everyone turned into a pinata, she can close to melee range and apply savage beatdowns. Also, wormhole plus total focus is instant boss stun, in the days before you can afford permadom.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1406;681;1362;HEX;| |78DA6D94CB4F135114C6EFF401B4A59452102A2DD09667A1432BB84684823C6A484| |CDCD611263049ED909981C0CE3FC03D3E9622E85AA3FE31EEDD8810E342134D393D| |DF6D6B3236EDFDCD7CF3DD73CEBD676E4B47CB9D423C5D104A64A9A2D97679D97C6| |25435C7B43A4A078EE618663550D276F5AA631947ED428854D3505E3249352BEAAA| |A51D1ACE71E37EA4E558B46DEDA0E2A8C5AA6EED1E376EA36BD53DDDA2906AE322B| |465529C958AB1BBE704F9FAC1BEAEEF44F87253D77674CBDE33F6A37CBF563D346C| |E3B151A19CF1E2BEB1ADB612960ECA25CD7674EB78806A1DA7DF8C57C84FCD274E0| |813C2F79CD1F682D1FD9231F58AF1CDE3B27B60EF807D00F609D873145D81DDAFFC| |A2B905E1F9CD683B1375749D3332A78CD1D78C0B72786512EF23967C1AA3639B31B| |1C398D21901DA773F67A979FD1996BAFF2875E4FE320A7D8C598AD92E8B697FCFBE| |CE4FA8E20363E8238AF98C62CE6856525C523101594C002B0E62C5C1FFAD384D194| |22846094D230910A227610412E12FBC09573446A41481AB40454665BAE832BB7A8A| |C00A23B5CA98BAC78852D018D2F963415E666F08E862A4C28C6C041B829D88D1AC3| |E39ABEF9403DD78039C21C93923F38E917DCBE8A559FDB2DA7E04BA45D5C665B5F1| |7576DDDC0036194325C6E87DC60F1A07A57D10CD4BA09509347608DDCEA2DB3D943| |089324532C5D21C251C4604EFF002071DB903DC0516199D34352D6B4D63B37FD238| |26DB3F9667693C07A8C02C63A6C0C8CD309E51C249D4E09BBCADC080D7290FCC037| |38C30E59D9679A7B1475D24A95252217DA5FF94BC94F2FDFC9A257CCD83455FFA88| |744BA9655D4FF32EA5E052E65CCABC4BD974295BBEE699150A2B81EEE679AC5D04E| |9A9EC8982C376D99214E5214EDCBA523F0CDFFF354FB2F9AA257994136CF808DE7C| |6023561F91EC1A3C04EC27| |-------------------------------------------------------------------|
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What I do is keep my hasten on autofire, and just keep an eye out on the Domination icon to make sure I hit it before it's gone. If you've got 126.5% global recharge, you should have more than enough to be able to get perma-dom, unless you're counting the recharge bonus from Spiritual Alpha. Remember, spiritual isn't global recharge, it only speeds up powers that take recharge reduction enhancements, so it won't do anything for Domination.
My Grav/Energy has only 107.5% before hasten, but with only 4 seconds of downtime on hasten, she's got a 15-18 second window where domination can be refreshed. Once you get in the habit of minding your domination, the timing becomes almost second-nature.
Keep your eyes on the prize, IMO. Perma-dom is unrivaled in terms of power and fun. -
My advice is most definitely to learn to use Mids. It's far, far easier than calculating ED by hand.
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Oath, if you haven't tried Grav/Energy, I think it's the best of the Grav dom builds. /Energy gets power boost, which is a great way of beefing up the weakish control of Gravity. With my build, I've got Gravity Distortion Field recharging in 65 seconds, and power boost pushes its duration to 35 seconds. The soft control that energy's knockback offers also helps out with keeping you and your team from taking damage, and the stuns from Bone Smasher and Total focus stack nicely with wormhole.
In playstyle, she's a single target specialist, playing like an Ice Blaster on PCP. Let your teammates AOE the scrubs, your job is to neuter and kill tough mobs. -
Your concept screams storm, so really the only question is what will you take with it? Ice/Storm would be my first recommendation. You've got tons of nice synergies to work with, like Frostbite confering knockback resistance, and tornado to apply lots of damage to everyone underneath it. Throw damage procs into Arctic Air and Snowstorm for further hilarity, and of course Ice Mastery to stack Ice Storm with Freezing Rain.
You'll be a consummate endurance hog, so Cardiac is what you want for your alpha slot, and you'll want to team as much as possible while you level. With good slotting and cardiac tier 4, however, you'll be fairly unstoppable. -
I cannot agree with this sentiment enough. Nothing makes me feel quite as powerful is turning everyone into a pinata and blasting them until the candy comes out. Even with Grav's admitted weakness in the control department, my Grav/NRG Dom feels like an unstoppable wrecking ball. She won't win any farming championships, but her combination of control and crushing single target damage makes for a very gratifying, surgical playstyle.
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I'm sure a Grav slotted heavily for hold duration on Singy and Gravity Distortion, and permadom can break purple triangles. Mag 50 is what you need, it shouldn't be too hard to pull off with the right build.
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Get both, use both. Piercing Shots is a resist debuff, so not only does it do great damage in its own right, it also increases the damage of all attacks for the next 10 seconds, for your entire team. Executioner's shot is more of a straight up damage shot, but its short range should not deter you from using it. My DP/Rad has Hail of Bullets up every 32 seconds, so she's already mixing up at close range pretty often.
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Quote:You're welcome.Ok, THIS is the response I was hoping for.
So, Grav isn't weak, it's just not very control-heavy, is that right?
The trouble with saying it's not control heavy but not weak is kind of a bit of doubletalk, imo. All it does is control, and it doesn't come with as much control as other primaries, so in the context of control primary, it is fair to say it's the weakest. But a well-played and well built character which uses Gravity can still be a completely dominant wrecking ball, because even the worst control primary in the game is still TOTALLY AWESOME.
I'd say that all it would really take to make Gravity truly competitive with sets like Earth and Plant would be to widen the radius on Wormhole and tighten up the animation. It would still be not as good at group controls as those sets, but still quite powerful in its own right, thanks to its unrivaled single target hold capability.
Here's my Grav/NRG build:
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1406;681;1362;HEX;| |78DA6D94CB4F135114C6EFF401B4A59452102A2DD09667A1432BB84684823C6A484| |CDCD611263049ED909981C0CE3FC03D3E9622E85AA3FE31EEDD8810E342134D393D| |DF6D6B3236EDFDCD7CF3DD73CEBD676E4B47CB9D423C5D104A64A9A2D97679D97C6| |25435C7B43A4A078EE618663550D276F5AA631947ED428854D3505E3249352BEAAA| |A51D1ACE71E37EA4E558B46DEDA0E2A8C5AA6EED1E376EA36BD53DDDA2906AE322B| |465529C958AB1BBE704F9FAC1BEAEEF44F87253D77674CBDE33F6A37CBF563D346C| |E3B151A19CF1E2BEB1ADB612960ECA25CD7674EB78806A1DA7DF8C57C84FCD274E0| |813C2F79CD1F682D1FD9231F58AF1CDE3B27B60EF807D00F609D873145D81DDAFFC| |A2B905E1F9CD683B1375749D3332A78CD1D78C0B72786512EF23967C1AA3639B31B| |1C398D21901DA773F67A979FD1996BAFF2875E4FE320A7D8C598AD92E8B697FCFBE| |CE4FA8E20363E8238AF98C62CE6856525C523101594C002B0E62C5C1FFAD384D194| |22846094D230910A227610412E12FBC09573446A41481AB40454665BAE832BB7A8A| |C00A23B5CA98BAC78852D018D2F963415E666F08E862A4C28C6C041B829D88D1AC3| |E39ABEF9403DD78039C21C93923F38E917DCBE8A559FDB2DA7E04BA45D5C665B5F1| |7576DDDC0036194325C6E87DC60F1A07A57D10CD4BA09509347608DDCEA2DB3D943| |089324532C5D21C251C4604EFF002071DB903DC0516199D34352D6B4D63B37FD238| |26DB3F9667693C07A8C02C63A6C0C8CD309E51C249D4E09BBCADC080D7290FCC037| |38C30E59D9679A7B1475D24A95252217DA5FF94BC94F2FDFC9A257CCD83455FFA88| |744BA9655D4FF32EA5E052E65CCABC4BD974295BBEE699150A2B81EEE679AC5D04E| |9A9EC8982C376D99214E5214EDCBA523F0CDFFF354FB2F9AA257994136CF808DE7C| |6023561F91EC1A3C04EC27| |-------------------------------------------------------------------|
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I use the AOE immob all the time as a ghetto blast. I've got 5x Positron's Blast with 2 damage procs in it. When you're soloing, you've got all the aggro anyway, and in groups it's not hard to lock down the outlying mobs who aren't occupied by your teammates. Also, with permadom, endurance cost is laughable. I simply CAN NOT run out of blue juice.
I have a Fire/Storm controller on which I've taken the single target fire cage, but I can't see taking the single target immob on a Dominator. -
Gravity isn't as terrible as its detractors would have you believe. It IS a late blooming set, and many of its powers aren't worth taking as a Dominator, IMO. Dimension Shift and Propel are the worst offenders. Propel may be a good blast in the context of what Controllers have access to, but a Dom has much better options. Dimension shift is purely an emergency brake for your group, and a really crummy one at that. Skip both. I'd also recommend passing over Crush. It's no worse than any other single target immobilize, but Doms are usually brimming with single target powers, and grav is no exception. As a damage power, Crush really fails to inspire, it ticks way too slowly to be bothered with.
Let's move on to the good stuff. Gravity Distortion, Wormhole, and Singularity are your staple control powers, with Lift pitching in with a decent combination of fast damage and soft control. GD is a typical single target hold, in the middle of the pack in terms of animation speed. Wormhole is an AOE stun with a linked teleport foe and knockback effect. Used properly, it can be amazing. It does animate slowly, but can be fired without line of sight, and piling an entire spawn into a corner can work wonders. The one thing that underwhelms about wormhole is that its radius is only 15 feet, compared to 25 for stalagmites or flashfires. Singularity is, IMO, the best controller pet in the game, by far. Nearly indestructible, it has an always-on repel effection (just like repulsion field or hurricane) which can keep you and your fellow squishies safe almost indefinitely. It also spams Gravity Distortion, Crush and Lift, to stack magnitude with your own control powers, and they recharge very fast compared to other pets with control powers. This effect makes a Gravity Dominator the best single-target magnitude stacking AT in the game, courtesy of Domination.
Lastly, don't overlook Crushing Field as a source of damage. Since it's a immobilize, a slow, and a damage power, it can be slotted up with a few procs to make it fairly respectable versus large groups of enemies. It's HUGE radius of effect makes it easy to reach the target cap every time it's fired, and unlike most other AOE immobilizes, it doesn't confer knockback protection to its targets. This makes it synergize strongly with knockdown controls like Sleet, Freezing Rain, Earthquake and Ice Slick.
Bottom line, Grav is a perfectly functional control primary. It may be the weakest control primary, but that's far from making it the weakest powerset. Slot for damage, play your grav controller like a single target blaster on steroids, and you won't go wrong.
PS: Your holds DO confer knockback protection. It's just your immobilizes that don't. -
I can't help you with the Huntsman build, though I'm sure you can find a few if you just search 'Huntsman' on this forum. Here's my Bane build:
Code:This is a highly melee-focused build, as you can see. I really tried to make him as tough as I could manage, as I don't think the Bane ever is at risk of coming up short in the damage department. I opted out of the pets, I find myself preferring Web Cocoon, it's one of the most underrated powers in the game.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;670;1340;HEX;| |78DA6593DB53126118C6BFE5107206114405050D214084B4EBC64ACD491B6774BCE| |8C4ECC806DB300BB3D04CDDF5BFE4A16E2A6F6A3AFC29FD0B1D66BA4CA377DFE7C3| |3018E5F7F1ECBBDFF37ECFBBBBF5EC964F8817D78512BBD9543B9DEA8AA9EE378C5| |6A7BAD36AD674CD74DD55BB4F4DB5E9BBA11A5A6A8B2EEA86E6124264FEAFEC94AC| |92EA4E5BAF69665FCCEC9AAA6EE846BDBAAED6EA5AF76251FF6278C36868A666744| |BFD8577BBD56A96D69A7ABDD1F5636D2DA936C8BF36359536E834F4B6877FEFB435| |AD165B6DEBFBA5BDD595DD2A35AAD157A7AB99CFE3D4ED3CFD8F88FEA7E714F7085| |961BB0F3C605C7E083C6254AA8C375E82C27739C4355A5484631958628C548032E3| |3D952B2817CA382D92E2034976484EBB87AB025EC0CF480419D301463ECA7053C84| |EDC65739EB274E90C981316142A70E138C2D5A38FF848466E69E4869107461E6C9D| |80DF34FC166114A07AAF8CC58B587C88C58758E2176259442C5EB2F64B77FF579BB| |55198A4A0B40FC23E04FB907FF08059D82FC03E48F5616CE4083FE6938DD6810623| |AE33D24F18763289C8714410F91806307915DB622A8B7246541E953D45D1530C3DC| |5D0D3247A4AA3A70A7A7A4B798CCB218EA7D9F70B4913529AC000DE91342523982A| |B0F489A4A4AC4AE246EB6C3332DE99530E2AF51B3803FE30D23D465ED82D9CD046B| |33295D90DBE32B70AAC01EB8CCA6DC6672ACFC863660E589A3F048E806346F615F0| |9AF18BAC72D224F792C77AE50038048E18F963C609CDBB20CB0B985411932A62524| |54C6A01931AA5E84B328B12B2B01EB3B24CAC8CC4128EF39792FEACA7383FA49487| |94CA90B234A42C0F29771CE7AF726F73E8EAB6435EB4DE5C56BE7906DE65CCFCC7A| |0B4C70FCBF74129C7553FFF498A9262690C7087843560B410B114ACFF025960EA73| |-------------------------------------------------------------------|
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It's a wash solo, imo, but insanely good in even small groups.
Quote:The radius of effect of Leadership is 60 feet, plenty of range to keep the melee folks in the footprint of the ranged AT's buffs. If you're using your close ranged cones and blasts (usually they go to 40 feet) on the same stuff the melee is hitting, everyone is well within range.And most Blasters are not near the melee players, so it may not boost their damage at all. Is adding a few damage points to some of your teammates worth the End cost?
As for 'a few damage points', the same could be said for enhancing your attack powers from +80% to +90%, yet I rarely see builds posted here that shy away from digging through the DR to get that extra 5% of overall damage. The difference is that Assault affects not just you, but your entire team. Even on a team made exclusively of blasters, brutes, tanks, scrappers and stalkers, 8 players will give each other an 84% boost to damage. That's not quite perma-buildup, but it's close. -
Weave may be 3 powers to reach, but tough is an excellent power in its own right. Though my own bane has Leadership:Maneuvers and Leadership:Assault as well, so clearly we're in agreement fundamentally.
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Quote:Yes, pretty much exactly that.
this guy is living way too long, lets drop his defense to crap for the next attack? -
yeah, my Bane is threatening to put my Corrupter into retirement. The group buffs from double assault, double maneuvers and TT:Leadership coupled with the debuffs from Surveillance, Shatter Armor and Web Cocoon are every bit as strong as what my radiation corrupter brings. The only thing that's lacking is -regen, and the Diagmetic Interface proc should bring that.
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Definitely no redraw between Bane Mace and Mace Mastery mace, I was playing my Bane just yesterday.
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Anyone suggesting you run Incarnate Trials to get your initial Alpha slot is giving you terrible advice. Without the level shift you get from Tier 3 Alpha, you're highly likely to simply be useless in the Incarnate Trial content.
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Definitely go Musculature. Why? Because it boosts your judgement power, and Spiritual does NOT. Also, Musculature makes you more efficient. You do more damage with the same attacks, where Spiritual simply increases the rate at which you spend endurance for the additional damage you're doing. Finally, as a Blaster, your inherent lets you fire your 2 basic blasts while held. These short cooldown blasts already recharge so quickly (with normal slotting) that adding another 30% will shave a fraction of a second from their recharge rates.
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Aren't you on a team? If you've got a healer around, tough will keep you from dying to spikes, and the corrupters/defenders/controllers/masterminds on your squad should be able to top you off, and if they're not around, pop a green.
The streak breaker will make sure you eat a damage spike now and then, no matter how high your defense is. -
100% agree with the OP. Energy is my favorite assault set by FAR. What's to like? Well, for one thing, it's got nice, high damage attacks that are 100% front-loaded, both ranged and AOE. The melee stuns synergize nicely with the stuns in my primary (Grav). Then there's power boost. This ability immensely useful. Extra duration on my opening holds/stuns is very, very nice, and nothing stops a wipe cold in its tracks like Vengeance + Power boost. Finally, there's the knockback. Yes, the melee mooks hate knockback, because apparently nothing is more important than the cloud of yellow numbers that fly up when they hit foostomp or whatever. Well, screw them. Knockback is AWESOME. It's a staple of the superhero genre, the rag doll effects are hilarious, and the soft control is suprisingly effective.
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Really, this comes down to your comfort level between defense and offense, and what that defense is buying you, as opposed to your other defensive options. Can you actually reach the ranged defense cap? How often does the proc'd power fire, in your normal rotation? A proc on a power that fires once every 5 seconds is going to get you a lot more mileage than one that fires every 30 seconds. By the same token, shifting your ranged defense from 43% to 45% is worth a lot more than shifting it from 10% to 12%.
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IMO, Aid Self is highly debatable for a Bane. With good regen and strong defenses, you should be able to stand up indefinitely against most foes, and in PVP, aid self is basically worthless. Incarnate content, you should be getting extra defense buffs from your party to overcome the base to hit that the Trial mobs have.
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It only takes 2 Fly Speed IO's into hover to make Hover work quite excellently, and I find the Speed on Demand binds to interact very oddly with your attacks, often resulting in plummeting from the sky at inopportune times, mostly when you decide to attack just when SoD is trying to switch from fly to hover. Also, having the extra defense and -fly resistance from hover all the time is well worth an extra slot to make the speed respectable.