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Posts
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Ice Blast and Ice Storm would probably help with your damage. You could also go with /Fire Mastery for more damage.
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Quote:Go Go Gadget GoogleShrikeX figured it out. I remember the post. It was shortly after Domination's recharge got reduced from 300 to 200 seconds; he'd gotten it on a team full of /kins and /rads with SB and AM stacked on him. He noticed the button ready to click before the power wore off, clicked it, and discovered what we called at the time "Double Domination." The Dominator forums were ablaze with speculation. Half of us wondered when the devs were going to nerf it, then Posi came in and said he was surprised that we found it so quickly. It was before inventions, since I remember everyone talking about the idea of self-sustained permadom when set bonuses were revealed.
"You know you play Dominators too much when..." -
I think the ice patch only lasts for the duration of the damage DoT which is 15s while the debuffs last another 15s.
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Reichsman has 200,000+ HPs so I doubt 10 shots of the Dimensional Grounding Ray will be enough.
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Are you spamming Burst for the knockdown?
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What pros are there for not using Synergy?
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Go with Ice Mastery. If having a soft-capped S/L and HP capped Dom doesn't win you over then having access to one of the strongest -res powers in the game should.
You also want to make Sleet permanent so slot it for recharge instead of the damage procs. -
Maybe I've been playing differently than the OP, but why are people choosing one or the other? Doesn't everyone go for both?
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Quote:Brawl is also a nice place for Kinetic Combat later on, if you need room for a set mule.For most archetypes it's just a standard beginning power, however for brutes its fast recharge helps power their Fury. Throw it on auto attack and charge into combat. As a Brute engages in combat, it unleashes his Fury. The longer he remains in combat, attacking and being attacked, the more damage he deals. A Brute's Fury level is shown by an orange bar between Endurance and Experience Points. It rises each time he makes an attack or is attacked himself (regardless of hit or miss). The speed at which it rises is directly proportional to the recklessness of the Brute.
I believe you press control c and then click brawl with your mouse and a green circle will appear around the power to show you it's set to autofire.
You can only have one power set that way at a time.
Note: It's a bad idea to set a buff power (like Healing Aura for example) on autofire. It's called 'Rockin the Aura' and it's generally seen as a sign of a bad or lazy player. -
The only really difficult part is the last mission with the Nictuses. However, for this there's a trick. If you land at Romulus' spawning location before he does then the Nictuses are not attached at the hip to Rom. You can then pull him out into the middle and proceed to take him down 4 times without any interference from his friends (besides the ambush spawns). Just be sure that he's within line of sight of the Nictuses or you'll also need to kill them as well which can be a real struggle for some.
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Quote:It's not nearly that thought out. The new end game TFs put you up against level 54 enemies. I want to be able to maintain 95% to-hit against them. So I set Mids' base to-hit to match what it is in-game against +4s.Could be expecting to be soloing x8 CoT missions and inevitably coming up against spawns entirely composed of those dagnabbed ghosts of theirs.
Or doing what I was doing the other day for the heck of it: running around PI fighting +7/+8 Bosses. Unfortunately, I'm not set up with super-accuracy, so despite having Rage active I had to set up a steady IV drip of Yellow Insps in order to slowly whittle away their HPs. -
Slot Sleet with the Achilles' Heel Proc and an EndRedux/Recharge Set IO (or just the proc if you are short on slots and can afford the endurance cost of the power). Sleet has a base accuracy of 2x so it rarely misses and it has terrible damage so slotting for either is not worth it.
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Perma-Dom is when you are able to hit the Dominate button before your Domination bar drops down to zero. This is achieved by having enough global recharge that the button recharges faster than its duration.
Some people like to achieve it earlier by picking up lower level set IOs so that they get the bonuses at lower levels, but I personally just like using the set's max level to gain the most enhancement from the IO. This means when you achieve Perma-Dom is based entirely on your build.
For my Perma-Dom, I just slotted the sets as I reached their levels. For instance, I slotted Basilisk Gaze in my ST Hold at level 27 since it caps at 30 and I slotted Decimation in a few of my attacks at 37. This approach made the trip rather fun because I was able to see myself slowly approaching my goal.
If you want to try out Telekinesis, I recommend copying the character to the Test Server and using a free respec there to tinker around with it. However, the power is one of the weaker powers of Mind Control.
The alpha slot is achieved at level 50 and acts like a 7th slot in all your powers. This means any unenhanceable powers such as Dominate receive zero bonus from the alpha slot as well.
I also recommend you reaffirm your character as a villain via morality missions as soon as possible so you gain access to the temporary power Frenzy. This power will fill up your Domination bar instantly, making things a lot more fun while leveling. -
450s/(1+x) = 120s, x = 2.75 so you need 275% recharge.
Hasten provides 70% and slotting gets you around 95% so you're looking at roughly 110% global recharge to make it permanent. -
My Fire/Psi/Ice Dominator gets the job done rather quickly.
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I just set Mids' base to-hit to 39% and make sure my attacks are at 95%.
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Last time I checked SM's best available ST attack chain is:
Seismic Smash/Stone Fist/Gloom/Stone Fist/Heavy Mallet
You might want to see if your build can run that chain seamlessly.
Why do you have Air Superiority and Soul Tentacles? If they are just set mules, then I'd recommend picking up Gloom and Darkest Night in their place and use Brawl as a set mule instead. Darkest Night's to-hit debuff should make up for any loss of defense. -
Subdue should be slotted for damage and Drain Psyche needs an Accuracy IO. I normally put the Kismet 6% to-hit unique in Combat Jumping since defense IOs don't do a whole lot for the power.
Hoarfrost and Hibernate are also very nice. Hoarfrost is a great way of boosting your max HPs which works wonders with Drain Psyche's regen buff and Hibernate is a nice way to avoid face planting. -
Quote:You can also find a good discussion on -regen here.There aren't such a thing as tactics when it comes to GMs, it's either -regen spam or insps/temps. You need ~360 DPS to break even with their regen rate at level 50, and no build can get to that number in actual gameplay.
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Quote:Energy Aura isn't criticized because it only provides typed defense. It's considered subpar because its other forms of mitigation are rather poor. It also doesn't have the Defense Debuff Resistance of SR to get by solely on defense.Well the reason I went after positional defense is because of all the criticisms that Energy Armor gets for being typed defense. True, I have to sacrifice slots on some powers that would greatly benefit from them, but I haven't noticed too much of a detractor. I do remember giving slots to Lightning Field, but that was when it could take taunt sets (and therefor psychic damage procs).
The name of the game is layered mitigation and EA just doesn't rank high in that regard. -
I don't believe Darkest Night's -damage attribute is resistible, so it's a rather nice resistance toggle. Not to mention that DN is really just extra gravy; Gloom is the real gem of Soul Mastery. Gloom is one of the highest DPA attacks available to Brutes.
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If you don't slot Fire Cages for accuracy, you can use the power to split spawns into smaller more manageable groups by breaking line of sight and taking care of those who weren't immobilized.
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Softcapping S/L on a Dom is suprisingly straight forward.
Just do the following steps:
1. Slot 3 melee attacks with Kinetic Combat (Brawl, Boxing/Kick, and your Secondary's melee attack).
2. Slot Toughness with the Steadfast 3% Def unique.
3. Slot Hover/Combat Jumping with a LotG 7.5%.
4. Slot Maneuvers, Weave, and Frozen Armor with a LotG 7.5% and an Enzyme HO.
If you don't want the Leadership Pool then you will probably have to use more slots for set bonuses. -
Is the OP actually blaming Inherent Fitness for his poor character build?