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Posts
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Joined
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Where is my journalistic power set? You've taunted me with Paparazzi Befuddlement and Ad Attack. SMILE PRETTY FOR THE CAMERA!
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Whip Assault is something I both fear and look forward to. I really like the whip attacks, yeah. But all the various BDSM characters that will be spawned will give me nightmares. THE BLACK LEATHER, IT IS ABUNDANT.
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Yeah, no Shout. I actually didn't take it because I hate how it looks. I'm going for powers that emanate from my hands, and I didn't want to go BWAH at people, and the secondary show animation looks like I need a cape. >.>; So you guys think I should get Siren's Song? Hmmm. I wasn't planning on running Tough either. Let me see...
Also, there's an accuracy cap? I didn't know this.
I also use stun quite a bit; just earlier, I was locking down stun-resistant mobs with Stun and Screech. Here's my revised build. I got rid of BARF and got spirit sharks instead, which I meant to do in the first place.
Edit: Holy crap shout gives 17% defiance. Maybe I should take it. I'll check.
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Holy crap, I didn't expect a red name to steal my stuff, or Samuraiko to use it. XD I just made it as a joke to show one of my friends via the boards. Whee!
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So, I've played doms for a while. Controllers for less, but I figured I'd play something with less control and more damage, both ranged and melee. Looking over the sets, I noticed I never see sonic blasters in game, and thought I'd make a sonic blaster/blapper hybrid. I went Sonic for resistance debuff (and I actually like how sonic attacks can come from your hands now!) and EM because.. well, it's EM. Total Focus, Boost range, power boost, all awesome. And I decided on Mako for Bile Spray and Knockout Blow. Here's my build so far. Any recommendations?
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Harmony of Discord: Level 50 Mutation Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Shriek -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(5), Decim-Dmg/Rchg(5), Decim-Acc/Dmg(7), Decim-Dmg/EndRdx(7)
Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 2: Scream -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/Rchg(9), Decim-Dmg/EndRdx(11), Decim-Acc/Dmg(11)
Level 4: Energy Punch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Acc/Dmg(15), C'ngImp-Acc/Dmg/Rchg(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Howl -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rng(17), Posi-Dmg/EndRdx(19), Posi-Acc/Dmg(19)
Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23)
Level 12: Shockwave -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/Rng(25), Posi-Dmg/EndRdx(27), Posi-Acc/Dmg(27)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-EndRdx/Rchg(31), RedFtn-Def/EndRdx(31)
Level 22: Stun -- RzDz-Acc/Stun/Rchg(A), RzDz-Acc/Rchg(31), RzDz-EndRdx/Stun(33), RzDz-Acc/EndRdx(33), RzDz-Stun/Rng(33)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def/EndRdx(34), LkGmblr-EndRdx/Rchg(34), RedFtn-Def/EndRdx(36)
Level 26: Screech -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(36), RzDz-Acc/EndRdx(36), RzDz-Stun/Rng(37), RzDz-Acc/Stun/Rchg(37)
Level 28: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(37)
Level 30: Amplify -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 32: Dreadful Wail -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Rchg(40), Oblit-Dmg(50)
Level 35: Power Boost -- RechRdx-I(A)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42)
Level 41: Bile Spray -- Posi-Dam%(A), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(43), Posi-Acc/Dmg(43), Posi-Acc/Dmg/EndRdx(45)
Level 44: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46)
Level 47: Shark Skin -- RctvArm-EndRdx(A), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Boost Range -- RechRdx-I(A)
Level 50: Musculature Total Core Revamp
Level 50: Pyronic Total Core Judgement
Level 50: Reactive Total Radial Conversion
Level 50: Clarion Partial Core Invocation
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3)
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 31.1% Defense(Smashing)
- 31.1% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 23.6% Defense(Melee)
- 3.63% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 4% Enhancement(Stun)
- 58.8% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 5% FlySpeed
- 144.6 HP (12%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 14.9%
- MezResist(Stun) 2.2%
- 20% Perception
- 11.5% (0.19 End/sec) Recovery
- 20% (1 HP/sec) Regeneration
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1464;705;1410;HEX;| |78DA6594CB52134114867B92412024400810AE21215C0389A4746FA9A062912A84A| |597382463D26598999A99A0D9F90C6E50D1AD2F20A84FE2CA5740DD7B8927E7EF40| |AA3295F49FFECFA9EF74F7994EE1E566588857378416B95D333CAF788B46DF74FB0| |A75DFF0A56D8DDC33DC43DB6A24ED67C94DE9956CB7DC2B84985679C53DC3AA98E5| |DCBE6DC952F1A6EF1BA5E7E9766CBFEE38B6EBE7B62CD3AD348A05C3924EBDC6D8E| |8B655355DD3F273ED1FE15DDBAEE5764CC3915625C2933BB252F56936D40E954DD7| |AB4A27CAF36DEB487AF240D6A4DF486D39B2942B70D94369958B3BE69134FCAA611| |561362668D119FA3E14EDA7A98B139265A1BF83BC65B9720C79C37278991E14BB24| |F322FB8025BF07D9677944A3A6B01AB07DC0F6011B022F04BA456350A5074108831| |7067D10B5064B2479314E47DEC3F8A6E819D35AD6639AF42A42EF57CE1AFE02F9CC| |32720AF9C4E2D0D8AFD2FBC11E45A551D41DC72AC651F0098D032A7D00F409D0274| |09F027D0AF438AD24827411F91E68591A5943CA1A9AE2AC2059516545E3B48B59A1| |9315C3C6F4183636330C89B124462021169712C7D4B2C65E3021E1B1247D481D72C| |412257A5CD1E3A0A7804DA1480AF434E8079438A9E893C0A6814D03BB00EC022ADB| |AD6B00BA36FD81361D130BEF599E9237AB22B3276C2D21D23ADD3994E8996BBD017| |9B1D4E4F35AFAC7B2FC17F28725FF9BC5E3D6E0E0E6D7F82CEB342EAAB52EA29FCB| |E8E72AFAB98A7EAEA29FA7546A45A5AFA09F9933081A994123D7D1E473FA4F5853E| |96BA0AF83BE0E7A16F42CE86744CF61BFC15C5A6BBDE057E72109488AC5A78C0DF5| |1A6F601F33FAC5FDA20F3D22A5B7AF52B399E98A6E7439F92EE75A9773BDCBD9E97| |276F58B1B2C342CAE7FF8E29636CF4314566BD7B21CFED969DDE71DFEE8B45638EB| |D7A515D0926C055E735B03C72C776334AA0DF39318BD34BE75043F76FCFE0F7ACDF| |B6A| |-------------------------------------------------------------------|
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So, goofing around with a friend, I decided to make a new dom for a levelingpact duo. I'm just asking for feedback. It's Mind/Energy, as the name suggests, and I said to totally screw defense as Mind/* seems to work fine without it.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Flight
Power Pool: Concealment
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Primal Forces Mastery
Villain Profile:
Level 1: Mesmerize- (A) Decimation - Chance of Build Up
- (3) Decimation - Accuracy/Damage/Recharge
- (5) Decimation - Accuracy/Damage
- (5) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (A) Accuracy IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (7) Basilisk's Gaze - Accuracy/Recharge
- (9) Basilisk's Gaze - Recharge/Hold
- (9) Basilisk's Gaze - Endurance/Recharge/Hold
- (11) Essence of Curare - Accuracy/Hold/Recharge
- (A) Crushing Impact - Damage/Endurance/Recharge
- (11) Crushing Impact - Accuracy/Damage/Endurance
- (13) Crushing Impact - Accuracy/Damage/Recharge
- (13) Crushing Impact - Accuracy/Damage
- (15) Crushing Impact - Damage/Endurance
- (A) Befuddling Aura - Accuracy/Recharge
- (15) Befuddling Aura - Endurance/Confused
- (17) Befuddling Aura - Accuracy/Endurance
- (17) Befuddling Aura - Confused/Range
- (19) Befuddling Aura - Accuracy/Confused/Recharge
- (A) Kinetic Crash - Damage/Knockback
- (19) Kinetic Crash - Accuracy/Knockback
- (21) Kinetic Crash - Recharge/Knockback
- (21) Kinetic Crash - Recharge/Endurance
- (40) Kinetic Crash - Damage/Endurance/Knockback
- (50) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Soaring - Endurance/FlySpeed
- (23) Luck of the Gambler - Recharge Speed
- (A) Fortunata Hypnosis - Sleep/Endurance
- (23) Fortunata Hypnosis - Sleep
- (43) Fortunata Hypnosis - Sleep/Recharge
- (43) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (46) Fortunata Hypnosis - Accuracy/Recharge
- (A) Flight Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Basilisk's Gaze - Accuracy/Hold
- (25) Basilisk's Gaze - Accuracy/Recharge
- (25) Basilisk's Gaze - Recharge/Hold
- (27) Basilisk's Gaze - Endurance/Recharge/Hold
- (27) Essence of Curare - Accuracy/Hold/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (29) Positron's Blast - Accuracy/Damage/Endurance
- (31) Positron's Blast - Damage/Range
- (31) Positron's Blast - Damage/Endurance
- (31) Positron's Blast - Accuracy/Damage
- (A) Crushing Impact - Damage/Endurance/Recharge
- (33) Crushing Impact - Accuracy/Damage/Endurance
- (33) Crushing Impact - Accuracy/Damage/Recharge
- (33) Crushing Impact - Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage
- (A) Healing IO
- (A) Befuddling Aura - Accuracy/Confused/Recharge
- (34) Befuddling Aura - Accuracy/Recharge
- (34) Befuddling Aura - Endurance/Confused
- (36) Befuddling Aura - Accuracy/Endurance
- (36) Befuddling Aura - Confused/Range
- (A) Doctored Wounds - Recharge
- (36) Doctored Wounds - Heal
- (37) Doctored Wounds - Heal/Endurance
- (37) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Endurance/Recharge
- (A) Decimation - Accuracy/Damage/Recharge
- (39) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (A) Crushing Impact - Damage/Endurance/Recharge
- (42) Crushing Impact - Accuracy/Damage/Endurance
- (42) Crushing Impact - Accuracy/Damage/Recharge
- (42) Crushing Impact - Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage
- (A) Positron's Blast - Chance of Damage(Energy)
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Damage/Range
- (45) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Accuracy/Damage
- (46) Force Feedback - Chance for +Recharge
- (A) Force Feedback - Chance for +Recharge
- (48) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Endurance
- (50) Positron's Blast - Accuracy/Damage
- (A) Recharge Reduction IO
Level 50: Reactive Total Radial Conversion
Level 50: Rebirth Radial Epiphany
Level 50: Musculature Core Paragon
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Level 1: Brawl- (A) Accuracy IO
Level 1: Sprint- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 2: Swift- (A) Flight Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (3) Endurance Modification IO
Set Bonus Totals:- 5% Defense(Energy)
- 5% Defense(Negative)
- 2.5% Defense(Ranged)
- 4.5% Max End
- 63% Enhancement(Accuracy)
- 2% Enhancement(Confused)
- 4% Enhancement(Heal)
- 111.3% Enhancement(RechargeTime)
- 57.2 HP (5.63%) HitPoints
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 17.5% (0.29 End/sec) Recovery
- 6% (0.25 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 8.51% Resistance(Fire)
- 8.51% Resistance(Cold)
- 3% RunSpeed
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I wrote a guide to my times with an elec/earth/Primal dom here.
Elec is a very powerful primary in terms of soft control. However, the soft control it provides is less apparent than the control provided by Earth and Mind, but the abilities you provide are invaluable to a good team environment. Your chain confuse, if you can slot the purple Confuse proc, will easily confuse groups of bosses, making you great for picking out adds and taking out groups in Incarnate Trials. Why kill them all when they can kill themselves? The chain knockdown is easily converted into a very cheap, decent AOE with the Reactive damage proc. However, the problem with the set is the same problem you find with Earth: pseudopet controls. Your controls, such as your chain knockdowns, and your chain confuse, only gain an increased mag or beneficial self-proc on the first hit, because you are the source of that power. The next bit of code says it creates a pet from that point, invisible, intangible and untargetable that targets the next enemy in range*. These do not gain the benefits of domination, but makes offensive procs very powerful in them, as each bounce has a chance to proc each effect.
*I think this is how it works. Someone feel free to correct me. -
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I am unsure what you were going for in this build. You missed perma-dom by 20% recharge at minimum, as it requires roughly 80% global recharge without hasten to get perma-dom while using hasten. You've six-slotted Stone Spears, and only one slotted your hold. Stalagmites are used as an aoe blast(?), but your global defense values and regen are pretty good. In my opinion, you need the following things.
1. Slot your controls for control. Five slot your holds, stuns.
2. Use the strengths of your secondary set. You've skipped Fissure, Heavy Mallet, Stone Mallet, and (even the laughable) tremor.
3. Examine your needs for recharge and defense carefully.
http://www.cohplanner.com/mids/downl...87FD1FDDD5DCEB
Here's a link that gets you about 20% defense to S/L, which isn't much, but tries to maximize on recharge and get your controls up as soon as possible, as effective as possible. It focuses on Earth Control's strength of a versatile AOE control primary, Earth Assault's close range aoe and powerful melee, and Fire's addition of AOE. You'll be squishy, but you'll be in control and you'll bring the pain. -
I can verify each jump has a chance to proc. My Devastation: Chance for Hold is well placed.
-
I'm currently leveling a grav dom. It's not that bad, but it's certainly not the best. Until 26, I was a brute/blaster with a hold. Lift was a godsend, but on bosses I often didn't hold them at all, just using Lift and Mallets to keep it knocked down. Your single target hold applies -kb, so it negates lift. I skipped Propel, given that my secondary is /earth, and went with a melee approach, focusing on getting weave and maneuvers to stay in combat. At 26, I got Wormhole, which I found useful IF you had a way to get the animation off without dieing. If so, it's great for repositioning enemies, or my favorite tactic, teleporting Circle of Thorns in Steel Canyon off of the top of the buildings and sending them plummeting to their deaths.
-
Stupid broken data link build.. thing! Yes, Earth's Embrace is permanent. I planned on using it whenever it was up. As is thingmabober, I mean, AM. By 10 seconds or so. I updated my build some, so let me see if it'll go...
(Also, I like being in melee. Whee!)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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There. If you can't see it, 47.4% s/l defense, 21% to pretty much everything else, 213.3% global recharge, 3.99 recovery/sec, and 1.48 end usage from all toggles, including debuffs. The only thing that might drive me nuts is CLICKING EVERYTHING. But I also might like that, I do play a dominator extensively. HASTENDOMINATIONEIGHTYATTACKSANDCONTROLSAHHHH. -
It had the most interesting headline. "Local Man inspires hundreds of people to play illusion/radiation controllers!" Heh, yes, I too am starting one. I managed to draw up a built that seems to have a good bit of defense, being ill.rad.earth. Thought I'd share for no particular reason. Any thoughts on it? Hmm, maybe that is a reason. Show me thoughts!
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Endless Skies: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(7), Dmg-I(7), Dmg-I(9)
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-EndRdx/Rchg(13)
Level 2: Spectral Wounds -- Decim-Build%(A), Decim-Acc/Dmg(13), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/Dmg/Rchg(17)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/EndRdx(17), CoPers-Acc/Rchg(19), CoPers-Acc/Conf/Rchg(19), CoPers-Conf/Rchg(21)
Level 6: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(31)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(21)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Boxing -- Acc-I(A)
Level 16: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb(23), DarkWD-Rchg/EndRdx(25)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(25), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-Acc/Rchg(27), S'bndAl-Dmg/Rchg(29), S'bndAl-Build%(29)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Flash -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33), EoCur-Acc/Hold/Rchg(33)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Fear/Rchg(33), Abys-Acc/EndRdx(34), Abys-Acc/Rchg(34), Abys-EndRdx/Fear(34)
Level 28: Weave -- LkGmblr-Rchg+(A), RedFtn-EndRdx(36), RedFtn-Def(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-EndRdx(37), RedFtn-Def(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx(40)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(42)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(43), BasGaze-Rchg/Hold(43), EoCur-Acc/Hold/Rchg(43)
Level 41: Fissure -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-EndRdx/Rchg(50), LkGmblr-Def/Rchg(50)
Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg(A)
Level 50: Clarion Partial Core Invocation
Level 50: Musculature Radial Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3)
------------
Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 4.88% Defense(Melee)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 27% Enhancement(Accuracy)
- 121.3% Enhancement(RechargeTime)
- 2.75% Enhancement(Terrorized)
- 4% Enhancement(Confused)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 72.5 HP (7.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 5%
- MezResist(Held) 7.75%
- MezResist(Immobilize) 14.9%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 15% (0.25 End/sec) Recovery
- 26% (1.1 HP/sec) Regeneration
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
- 5% RunSpeed
-
Now, does range also increase the range at which you can place the exit point, or just how far the wormhole target is away from you?
-
So, incarnating my elec/earth/Primal dom out the wazoo, along with a few purple sets, I've decided to move on my next dom. While playing Elec/Earth, I noticed two really important things.
One, Elec's pets can get piss-poor annoying at times. They move seemingly faster than most enemies, meaning they can chase down runners into other groups, then their permanent AOE damage effect pulls said groups, then they die having low HP, and you're left now with X many groups. Fun! Another bit is their propensity to use Jolting Chain at the exact same time. This wouldn't be so bad, if it weren't THE EXACT SAME TIME. I literally mean that. They manage to sync up, AI-wise, and do the exact same attacks. Usually this is great. Big burst of damage from Fire Imps, as it were, but Electric Gremlins scatter entire groups, because that .75KB just went to 1.5KB. Elec's pets also negate my favorite ability on Elec, the sleep. Mmm, how I love the sleep. Interrupts guys, makes them stand there useless unless woken by AOE damage auras from lightning apes. Sure, it drained the hell out of everything, but then they had this nasty propensity to run out of the field.
Two, I ended up using my secondary alot more than my primary. Thing needs to be held? Run up and Seismic Smash. Knockdown? That's what hammers are for. AOE control? Fissure, Fault for dual knockdown goodness. Between the slow spread of my confuse (I loved that confuse anyways for different reasons) and the breaking of my sleep against Gremlins (still used both), I felt that I was a mean-*** scrapper or brute with incredible controls.
Not a bad feeling, really.
But I wanted to try something different, so I looked at the different sets. What had I not done? Well, I wanted a pet that could probably survive longer than the gremlins on larger spawns. I wanted different soft control from the sleep and confuse, just for variety's sake. But I still liked /earth and wanted to play with that. So, I decided grav/earth. Singy will add to my controls, is a bit more of a survivable pet, and would help with controls. Grav gives me wormhole, which I've never really played with, and Lift, something my last build missed, a -fly and a good ranged attack. My Tertiary will probably end up as /psi, because of my massive single target goodness makes psi-tornado much more valuable, and the resistance armor mixed with a perma-mind-link gives me a good amount of defense. I like varying defense, not just flat out resistance or defense.
I'm weird.
So here's my build. I put the kismet in last to just give me a bit more tohit in a power that is now roughly 120 seconds to recharge. Not sure if I want to replace it with another Gambler's proc.
What do you all think?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Solipsism Syndrome: Level 50 Natural Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Lift- (A) Decimation - Chance of Build Up
- (23) Decimation - Accuracy/Damage/Recharge
- (23) Decimation - Damage/Recharge
- (25) Decimation - Damage/Endurance
- (25) Decimation - Accuracy/Damage
- (A) Accuracy IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Accuracy/Recharge
- (7) Basilisk's Gaze - Endurance/Recharge/Hold
- (7) Essence of Curare - Accuracy/Hold/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (11) Crushing Impact - Accuracy/Damage/Recharge
- (A) Obliteration - Chance for Smashing Damage
- (13) Obliteration - Accuracy/Damage/Endurance/Recharge
- (13) Obliteration - Accuracy/Damage/Recharge
- (15) Obliteration - Damage/Recharge
- (15) Obliteration - Accuracy/Recharge
- (17) Obliteration - Damage
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Accuracy IO
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Basilisk's Gaze - Accuracy/Hold
- (19) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (19) Basilisk's Gaze - Accuracy/Recharge
- (21) Basilisk's Gaze - Recharge/Hold
- (21) Essence of Curare - Accuracy/Hold/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (29) Crushing Impact - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Red Fortune - Endurance
- (31) Red Fortune - Defense
- (31) Red Fortune - Defense/Endurance
- (33) Red Fortune - Endurance/Recharge
- (33) Red Fortune - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (33) Red Fortune - Endurance
- (34) Red Fortune - Defense
- (34) Red Fortune - Defense/Endurance
- (34) Red Fortune - Defense/Endurance/Recharge
- (36) Red Fortune - Endurance/Recharge
- (A) Absolute Amazement - Chance for ToHit Debuff
- (36) Absolute Amazement - Endurance/Stun
- (36) Absolute Amazement - Accuracy/Recharge
- (37) Absolute Amazement - Accuracy/Stun/Recharge
- (37) Absolute Amazement - Stun/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (39) Crushing Impact - Accuracy/Damage/Recharge
- (A) Accuracy IO
- (A) Expedient Reinforcement - Accuracy/Damage
- (40) Expedient Reinforcement - Damage/Endurance
- (40) Expedient Reinforcement - Accuracy/Damage/Recharge
- (40) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Recharge Reduction IO
- (A) Force Feedback - Chance for +Recharge
- (42) Positron's Blast - Chance of Damage(Energy)
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense/Recharge
- (45) Luck of the Gambler - Endurance/Recharge
- (45) Red Fortune - Defense/Recharge
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Reactive Armor - Endurance
- (46) Reactive Armor - Resistance
- (46) Reactive Armor - Resistance/Endurance
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (A) Force Feedback - Chance for +Recharge
- (48) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Endurance
- (50) Positron's Blast - Accuracy/Damage
- (A) Kismet - Accuracy +6%
Level 50: Musculature Core Paragon
------------
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (3) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 6.13% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 51% Enhancement(Accuracy)
- 95% Enhancement(RechargeTime)
- 5% FlySpeed
- 68.7 HP (6.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 19%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 13% (0.22 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 8.19% Resistance(Fire)
- 8.19% Resistance(Cold)
- 5% RunSpeed
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Eh, by the time I get Reactive, there'll be a big question if I even need to use sleeps. By that time I might just make it a nuke with a 25% chance for sleep. That would work. It looks like it does more damage than shockwave does.
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I love Reactive Interface. I just adore it. I like setting things on fire, and have this inhibition in real life about you know, setting things on fire, so when I saw that I could add extra damage to my attacks with FIRE I loved the idea. Fire.
In all seriousness, however, the point of this is the following; do damaging sleep attacks set people on fire? How is that productive?
"I'll just put you to sleep."
"I'm dreaming... of fire OH GOD FIRE I AM ACTUALLY ON FIRE AHHH DIE!"
"Well, crap."
I'm completely willing to throw my hands up in the air and say Siren's Song is now a sub-par AOE cone, but uh... well, I guess those are some pretty hot dreams they'll be having. -
Reserved for future space, possibly incarnate stuff.
-
Reserved for Space.
-
I posted an elec/earth dom guide. I was wondering if I could get a second set of eyes to peruse it and tell me if I need to change anything. Been staring at it too long and I think I'm glazing over things in my head.
Link is here!
http://boards.cityofheroes.com/showthread.php?p=3588082 -
The earth rumbles. Enemies fall, struck by the very force of the skies. Their bodies betray them, turning them upon their own allies, falling useless at inopportune times. Their will drains and they are left helpless, crumbling under a landslide of mayhem.
You are a dominator, and the earth and sky is yours to command.
My name is Sarelfox, and this is the guide to perhaps one of the most gratifying powerset combinations I have found for dominators, my favorite archetype, Electricity Control and Earth Assault. I've been playing since around Issue 4, on and off, and have loved the dominator archetype since it first appeared in City of Villains. Tie them up, beat them down has always been my mantra, my first 50 being my ice/ice/Mako dominator redside before the Dominator re-balance. Upon returning to the game at Going Rogue, I found that both of my prayers before I left were answered, the addition of Electricity Control (WHEE ZAP) and Earth Assault (Holy Crap Melee Attacks). Since then, I've taken my dominator far and wide, and I think it is time I share what I have learned.
Table of Contents with Quick Search Functions
1)Electricity Control ..................... ELC1
2)Earth Assault .............................. EAS2
3)Merging the Two ........................ MTT3
4)Hasten, Defense, and Resists ..... HDR4
5)Secondary Power Pools ............. SPP5
6)My Builds Thus Far .................. MBT6
I.Electricity Control ELC1
Electricity Control offers a certainly different assortment of controls, but very few of them are 'hard' controls so greatly favored by proponents of other sets. Without the myriad holds and stuns to sets such as Mind (with its three holds) or Earth (which is an awesome power control set), Electricity relies on soft controls such as Endurance Drain and Recovery Drain, Knockdowns, Sleeps, and Confuse.
Wait, Recovery drain? What's that?
Recovery drain is the all important power to stop an enemy from actually gaining more endurance. This is important because in that brief two or three second span between a dominator draining the endurance out of an enemy from one tick, and regenerating say, 5-10 endurance only to be drained again in the next, he can attack. So hold him! you say. But not all enemies can be easily held, and every little bit of control counts. Now, like many other guides, a summation of powers.
Electric Fences: Single Target Immobilization
Usefulness: Immobilizes most bosses and Elite Bosses in one application, removes flight from most mobs and players not using Hover.
Downsides: It is a Damage over Time effect, and many mobs will simply be dead before it goes off, limiting the power's usefulness for damage. The damage over time effect also constantly wakes enemies from your sleep field.
Tesla Cage: Single Target Hold
Usefulness: It's the single target hold, your arguably most used control power. It drains 7% of a critter's endurance, does as much damage as Stone Spears from your secondary, but in an all-important different damage type.
Downsides: Relatively long animation time of 2.17 seconds roots you in place while it is used. Only a 30% chance of halting recovery, but it is spammed quite often.
Chain Fences: AoE Immobilization
Usefulness: Your aoe immobilization is unlike many other immobilizations in that the damage portion of it is done all at once as opposed to over time. It also provides no defense against knockup or knockback, allowing your Jolting Chain to continue working whilst the enemy is immobilized. The sudden, all in one shot burst of damage also helps with your sleep effect, allowing enemies hit by your immobilize to fall back asleep in a few seconds times.
Downsides: It's your AOE taunt. If you fight a group with a hefty, heavy hitting and dependable ranged power, such as most Council, Nemesis, This List Could Go On Forever, you will be the target of focus fire. Now, I know it does not have an actual Taunt value such as Taunt the Tanker Power, but it will mostly aggro onto mobs that have not been taunted by anything else. And it will hit a lot of them. You are squishy.
Jolting Chain: Chained Knockdown
Usefulness: One of the unique parts of nearly any electricity set is the functions of the powers and how they travel. Electric Armor gave us a teleport that did damage, electric melee gave us a bouncing damage chain, and Electricity Control gives us a bouncing knockdown chain. Being only Mag .66 knockback, it will apply a stationary knockdown to a target and then bounce to the nearest target, applying the same knockdown and bouncing again. Great for having a good bit of soft control, and the knockdown is just enough time for two full ticks of your sleep field to go off, putting most things to sleep save Bosses, who will be cleared of one sleep by the damage portion of your knockdown. It also drains 10% of a target's endurance, and has a 50% chance of stopping recovery for eight seconds.
Downsides: If it hits a dead creature, the chain will not continue. You will pull just as much aggro from this as you do from Chain Fences. Anything underling or lower, or green minions will be sent flying backwards. SCATTER DE RIKTI MONKEES. This power is entirely nullified by anyone using any sort of knockback or knockdown protection, such as an aoe immobilize not from Electric Control, including most patron powersets.
Conductive Aura: PBAOE Draining Aura
Usefulness: At both a very small increase to regeneration and recovery, this aura's main function is to drain endurance from things around you. At 10% per tick, and a tick at roughly 2.25 seconds, it is a zero-animation-time way of helping with your control abilities. At 5 enemies in the field, you have roughly 15% extra recovery, and stamina unslotted is 25%. Not bad at all. The aura does not even have to hit the enemies with an accuracy check in order for you to gain the regeneration and recovery benefits, but an accuracy check is made for the aura to hit an enemy with endurance drain.
Downsides: It does not stop or halt recovery. Relying on this and Sleep Field for simple endurance drain means that Tank Swiper will do a full power melee attack and seemingly no endurance, and you will be feeling the pain. Keep at range, you say? It's a PBAOE, you have to get in close to get the benefits of this aura.
Static Field: Sleep Field Pseudopet
Usefulness: Where do I start. Like Volcanic Gasses of Earth Control, this summons a pet that lays motionless, waiting for an enemy to get into range, and puts it to sleep. For every enemy in the field, you get an endurance bonus each tick. Each ally in the field also gets an endurance bonus. Great way to keep your tankers, scrappers, and brutes in the blue. The Sleep Field can also be buffed via enhancements to keep even bosses asleep and be kept permanently down, or even double stacked.
Downsides: It's a sleep field. It will only interrupt enemies for a split hair of a second in a large group, as most of the sleep effects save for stopping a huge alpha will be wasted once everyone starts attacking.
Paralyzing Blast: Targeted AOE Hold
Usefulness: As far as AOE holds go, this one is one of the better holds available to control primaries. It is targeted, albeit with a radius of 20 feet, but the main eye-catching feature of it as compared to other holds is the 100% chance of -100% recovery on all targets.
Downsides: As far as AOE Holds go, this one does not have a very good graphic telling you they are held. Enemies will shock lightly, and go into the AAAHHHH! held position and not move unless knocked down or back. The long recharge prevents you from using this power to permanently stop recovery, but it is a nice temporary lockdown even on bosses.
Synaptic Overload: Chained Target Confuse
Usefulness: An aggroless confuse, at a range that enemies will not fire back unless they are snipers. Each bounce of the confuse, working much like the bounces on Jolting Chain, hits a nearby living target only once. However, each bounce also stops 100% of endurance recovery for 8 seconds and drains 10% endurance.
Downsides: The bounces happen MUCH slower than Jolting Chain, and on big AOE happy steamrolling groups, even putting this on bosses is next to useless. The recharge time of 60 seconds means that even under permadom circumstances, you only have a confuse up every twenty seconds.
Gremlins: Melee and Minor Control Pets
Usefulness: Ah, gremlins. Every set save mind has a pet power, and with Gremlins you are given two of the Cap au Diable gremlins from the power network. They have only one melee attack, pretty much electric brawl, and Jolting Chain for crowd control, both used liberally. Each one is highly resistant to energy damage, and has a minor energy damage aura for when they get close to enemies, and they will get close to them.
Downsides: They have a minor energy damage aura and are very, very squishy. While the damage they do is good to okay, the fact they will run up and wake your slept foes by running through them all to the one in back will mean that your sleep field is negated. They are very fast runners, chasing down other runners into enemy groups, and then dieing horribly leaving you to fend off a second or third group. If they use their knockdown at the same time, enemies will go flying backwards, and they are often synched enough to do so, scattering enemies out of any placed controls you may have.
II.Earth Assault EAS2
Rumble, Crush, Boom! Those three words describe any earth set given in City of Superpowered People who Dress Funny. Earth Assault is no exception. Earth assault, like every other set in existence meant for offense, gives two advantages as their distinct selling points. For instance, Psychic Assault gives -recharge and a unique damage type for its attacks, and Energy Assault offers small soft controls and extra damage. Earth Assault offers small soft controls and extra damage (hereby referred to as MOAR DAMAEG). But SarelFox, your first melee attack doesn't do as much as Mind Probe or Skewer! True, but the third melee attack does more than either of those. That's right, third melee attack. Only Electricity Assault gets as many melee attacks as Earth Assault, and they do pithy damage compared to the SMASH that is Earth, and the quick and fast animation times they go through.
Stone Spears: Single Target Blast, Foe Knockup
Usefulness: It's your first ranged attack, and it least has a fairly useful secondary effect. With an 80% chance of a knockup, it will function exactly as a knockdown. As for only working against grounded enemies, from what I have seen it only works if you are grounded, as I have hit flying enemies before with it.
Downsides: Your hold does technically more damage, as less stuff resists energy than lethal. Being grounded means this cannot be used while hovering, so being a ranged blasty dom is not viable with hover in this case. It takes nearly as long as your hold to animate, so it offers nearly nothing better than the hold itself, save it costs 3 end less.
Stone Mallet: Melee Knockdown Smashing Damage
Usefulness: Your first of three melee attacks, dealing high smashing damage and having a 50% to knockdown an opponent. It activates in about one and a half seconds, a satisfying thud as your hammer lands on someone's forehead. It recharges in eight seconds, so it always is there when you need it, no?
Downsides: It's all smashing damage, and the knockdown is a toss of the coin. Enemies such as Longbow, Arachnos, and the IDF might give you problems if you are disheartened seeing your damage reduced by 40%. It requires melee range, so those used to fire's blasts or energy's blasts are going to faceplant a lot as it takes a different playstyle to be a meleedom.
Tremor: PBAOE Moderate Smashing Damage Knockdown
Usefulness: Rise up into the air, smash down into the ground. It has a 50% chance to knock down all enemies in a 15 foot radius centered on you, along with moderate smashing damage. Not bad for clearing spawns, but...
Downsides: it has a 3.3 second animation time. It is total focus, except you are totally focusing on that earth directly below you. I have seen bosses die in less time on a huge eight man team, meaning your only contribution to such a group might be the ~120 damage this will bring to the table before it is mostly wiped out.
Hurl Boulder: Ranged Targeted Blast, -Fly, Knockback
Usefulness: That guy bothering you in the air? GruntfwooshSLAM. Now he's on the ground. You pick up a boulder out of whatever you are standing on, hurl it at something looking at you funny, and do about as much damage as Stone Mallet, just slightly less. Good for picking off runners or flyers.
Downsides: It still takes just about as much time to hold that runner with Tesla Cage, Tesla Cage does Damage, and doesn';t have a 50% chance for a mag3 hold. It just holds. The knockback is mag 6, meaning that you will have to chase down whatever you BOULDER'd, You don't want to chase things down!
Power Boost: +Special Boost for 10 seconds
Usefulness: It boosts your buffs save knockback. Holds last longer, stuns are stunnier, defense buffs give more defense... all around useful and important to have.
Downsides: It is not nor can be made permanent.
Heavy Mallet: Superior Damage Smashing Knockdown
Usefulness: You take a golf swing with your giant stone hammer, probably taking out someone's knees or removing their ability to have children. With a 75% chance to do a .67 mag knockback, it has a greater and more reliable chance to put something on it's *** than Stone Mallet. It does about 40 more damage unbuffed, resulting in a much more satisfying thump as you flatten an enemy, and animates just as fast.
Downsides: All the same downsides as Stone Mallet. Smashing damage only, must be in melee.
Seismic Smash: Extreme Damage Smashing Hold
Usefulness: Oh, jeeze. This is MOAR DAMAEG. At over double the damage of Stone Mallet, this attack animates really slow- HAHA NOT IT DOESN'T! With a damage potential slightly less than Total Focus, it is your fastest animating attack! On top of that, it is a guaranteed mag 3 hold on every hit. See that boss? Held with Seismic Smash and Tesla Cage. See two lieutenants? Seismic Smash one, Cage the other.
Downsides: Smashing damage only again, must be in melee. Recharge is 20 seconds base. Like many secondary holds and stuns, the mag is only increased by 1 during domination, not doubled, so it becomes a mag 4 hold and not mag 3.
Mud Pots: Toggle PBAOE Fire, Immobilize, Slow
Usefulness: It does a vaunted secondary damage type, fire, and stops minions from running away. The run speed minus is helpful for containing runners, and it has zero activation time if you walk into combat with it already on.
Downsides: It is EXPENSIVE endurance-wise. The range is just slightly more than melee range. It causes enemies to focus on you unless they're under a taunt effect, and it breaks your sleep.
Fissure: Targeted AOE Smashing Damage, Knockdown and Stun
Usefulness: Your final power is a targeted AOE. It animates about as fast as Tesla Cage, and does moderate smashing damage. It does a double whammy of having a 33% chance to stun minions and a 33% chance to knockdown everything with a mag .67 knockdown.
Downsides: At 33% for either effect, it is not reliable crowd control. At 2/3rds the damage of Stone Mallet, and only smashing, the aoe can be laughable sometimes. The range is only 20 feet, and the radius only 10, so you must be both relatively close and on the ground for it to work as you stomp on the ground.
III. Merging the Two MTT3
So you have these two sets, electricity control and earth assault. Yep. They're good. By themselves, you know, they stand out pretty well. Electricity Control isn't considered the best set, but Earth Assault is pretty focused on what it does. How do they synergize, though? Pretty well, actually. Not only that, but both electricity's and earth's effects make them useful beyond when they would be nullified.
Cruise Missiles of Control
Everyone should know the difference between a missile and a rocket. Rockets must be guided manually in some fashion, either through aiming or wire control, through their flight. Missiles, on the other hand, are self-guided in some fashion. Once loosed, they will find their target to the best of their ability, changing their course appropriately.
You are a missile in most cases. I mean, your hold you have to manually target each time, yes. But look at Mass Hypnosis versus your Static Field. Mass Hypnosis technically lasts longer! It does. Provided the enemy sleeps through the entire process. That energy torrent just woke them up, and now you must spend another set of animation times in order to re-sleep the enemies, or if you miss, you're SOL. Static Field will keep trying to sleep enemies in its area to the best of its ability. It is a Cruise Missile of Control.
The other instance is your confuse. Mass Confuse or Seeds of Confusion are indeed powerful abilities, and take better advantage of domination, but Mass Confuse has a terribly long recharge time and Seeds of Confusion causes aggro. With domination up, your first target of Synaptic Overload will be affected by a mag6 confuse, and it will start to spread mag3 confuses around. Accidentally aggro a second group? It might spread to them too. You don't have to worry about it. Just keep damaging and controlling.
Stop Rooting on my Ice Slick!
Everyone has had that happen. Kill the target of transfusion, immobilize on caltrops. Not even electricity is safe, in the form of DoTs on your sleep field. But is it as bad as it sounds?
You always have your secondary effect. Ice Slick will bounce people fairly quickly, but a single Roots will nullify the effects of your favorite control. Even if things are awake, you are still helping the team in a great way; you provide endurance drain and endurance recovery to all those in your field, IE the tank or scrappers or other doms... basically anyone! No one can nullify your Conductive Aura, it always drains, and your confuse hitting only a single target because it is the last one alive? Well, you shouldn't have used your confuse!
Melee vs Ranged and Power Compatibility
Earth Assault is undeniably melee. Perhaps, and it's a great stretch, but the only set it might not synergize well with is Gravity, as your pet will knock things away from you. But Electricity is most definitely melee. It as a free melee aura that only gives you recovery and regeneration, it allows you to enter the sleep field, and has a powerful, fast recharging AOE confuse to let you climb into melee after a few seconds. Slap on Earth's two AOEs, three melee attacks, and Electricity's chain knockdown, and you can climb in to melee just as well with your pets. You become the Three Stooges of Damage. Just don't let them poke your eyes, electricity hurts there.
You will be a slapstick fall-down hilariousness of pain. Even earth's aoe attacks synergize well with the sleep field, as the sleep field pulses fast enough that in the span it takes any creature to stand from prone it is already asleep. Said field also lets you waltz into melee, choose your dance partner from a variety of targets, and do the two-hammer tango until it is time to switch. The free regeneration and recovery aura lets you run more toggles easily, along with the sleep field's periodic endurance boon.
IV.Hasten, Defense, and Resists HDR4
Ah, yes. Getting in to melee is fine, but surviving is another thing. Not everything can be slept or controlled, or sometimes you miss, or somehow some other kind of brown play-doh hits the air dispersant device at high velocity. Defenses and resists become important.
Defense is the 'easiest' to stack. With Weave giving defense to everything, Combat Jumping doing the same, Maneuvers also buffing your defense, and the multitude of melee sets that give defense, it is 'easy' to build up if you have the money. IF you have the money. It has cost me nearly a billion influence buying up sets and such for my defense, and even then I am sitting at 32% self-buffed smashing and lethal defense. But defense is only one kind of way to avoid death.
Resists. Yep, it's the reason everyone is a blank/blank/ICE dom, or has Scorpion shields. No one likes dealing with resists. I do, however. It is my opinion that I would rather have roughly 35% resistance and 35% defense against say, Romans than 45% defense and getting it slashed down by a 5% chance. You are a dominator, you have no debuff resistance to protect your defense stat. As such, taking a resistance toggle with your stacked defense might help you live in most cases when you would not. Is it better? I do not know. But I am not complaining.
But, there is another ugly head that rears up whenever you play dominators. Domination. Permanent Domination. The easiest way to achieve that is with Hasten, two or three slotted (I use two lvl 50 recharge IOs) and about 91.5% global recharge to get permadom. Sadly, if you really want to be a brutinator, or a scrapinator, or just a dominator who does not sit there stunned silly by an errant freakshow slap or a Knives of Artemis grenade, domination's status buffs are the way to go. It is expensive, it is a harsh, long road to get the requisite global recharge, and this is why I endorse Hasten so much.
Also, I like the gold fire on my arms.
V.Secondary Power Pools SPP5
You're going to have to take secondary power pools. It cannot be avoided. You need them. I cover APP and patron pools in this section as well, as I consider them secondary to your two primary picks.
Travel Powers
As opposed to going out and detailing every last power pick one could take, I'm going to break this down into schools when I can. For instance, travel powers. Flight is wonderful, you soar through the air, it gives you a useful melee attack and hover is great for keeping distance. In this build, it is right out and should probably not be mechanically considered for combat. Fly still works, but Hover should not be used, and Air Superiority is inefficient as an attack when you have so many powerful melee attacks at your disposal. Teleport pool in general is an okay pick, allowing you to escape slow patches and bring enemies back to you/summon teammates. Super Jump is where I am at, however. With a very, very cheap toggle giving a good 2% defense, increased mobility and immobilize protection, it is my favorite. Super Jump is a fast travel power, and Acrobatics is a good power selection until you can get permadom up and running. Super Speed is alright, as it gives a stealth attribute and is fast getting around, but altitude will give you troubles.
Support Powers
Leadership, Presence, and Medicine are all fine pools. Leadership is a favorable set to take, given that maneuvers will give one more defense, tactics gives to hit, and vengeance is great for more temporary defense. Presence is... no. It's not worth it. You do not need fear powers, you do not need taunts. You aren't the tank/brute. Medicine is handy as well, giving others status protection or heals, and importantly healing yourself. If you have room, consider squeezing it in.
Self-Buff sets
Here is invisibility and fighting. Fighting, well, fighting. You aren't getting capped defense without Weave. It's a good six percent defense to all, and Tough can mule a 3% defense IO. That's 9% out of two powers, good for someone who doesn't have defense at all! Stealth, Grant Invis, and Invis are great for getting around for you and your teammates. Stealth could work with the two sets in question, but your aura would negate the use as your Conductive Aura. Not a bad set for defense, either. If it can be fit, take it.
APPs and You
APPs are harder for me to speak on. Speaking personally, I took Primal Forces for another melee attack. Yes, it hurts me, but yes, it deals 750 damage at my current configuration. This makes me immeasurably happy. Ice is another good choice, as it is always a good choice, for sheer defense, and sleet increasing damage. If anyone else has anything to add, let me know and I'll add it here.
VI.My Builds Thus Far MBT6
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Volcanic Lighting perma: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Tesla Cage- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) Damage Increase IO
- (A) Accuracy IO
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (9) Kinetic Combat - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (A) Obliteration - Chance for Smashing Damage
- (11) Obliteration - Accuracy/Damage/Endurance/Recharge
- (11) Obliteration - Accuracy/Damage/Recharge
- (13) Obliteration - Damage/Recharge
- (13) Obliteration - Accuracy/Recharge
- (15) Obliteration - Damage
- (A) Accuracy IO
- (15) Devastation - Chance of Hold
- (A) Energy Manipulator - Chance to Stun
- (17) Accuracy IO
- (17) Performance Shifter - Chance for +End
- (A) Luck of the Gambler - Recharge Speed
- (A) Fortunata Hypnosis - Sleep/Endurance
- (19) Fortunata Hypnosis - Sleep
- (19) Fortunata Hypnosis - Sleep/Recharge
- (21) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (21) Fortunata Hypnosis - Accuracy/Recharge
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Accuracy IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Damage/Endurance/Recharge
- (25) Crushing Impact - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (27) Red Fortune - Endurance
- (27) Red Fortune - Defense
- (29) Red Fortune - Defense/Endurance
- (29) Red Fortune - Defense/Endurance/Recharge
- (31) Red Fortune - Defense/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Recharge
- (31) Basilisk's Gaze - Endurance/Recharge/Hold
- (33) Basilisk's Gaze - Recharge/Hold
- (33) Essence of Curare - Accuracy/Hold/Recharge
- (A) Coercive Persuasion - Contagious Confusion
- (33) Coercive Persuasion - Confused/Endurance
- (34) Coercive Persuasion - Accuracy/Recharge
- (34) Coercive Persuasion - Accuracy/Confused/Recharge
- (34) Coercive Persuasion - Confused/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (37) Crushing Impact - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Expedient Reinforcement - Accuracy/Damage
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (39) Expedient Reinforcement - Damage/Endurance
- (39) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Defense/Endurance
- (A) Positron's Blast - Chance of Damage(Energy)
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (40) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Accuracy/Damage
- (42) Force Feedback - Chance for +Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (43) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (45) Crushing Impact - Accuracy/Damage/Recharge
- (A) Impervious Skin - Resistance/Endurance
- (45) Impervious Skin - Status Resistance
- (45) Impervious Skin - Resistance/Recharge
- (46) Impervious Skin - Endurance/Recharge
- (46) Impervious Skin - Resistance/Endurance/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Range
- (48) Positron's Blast - Damage/Endurance
- (50) Positron's Blast - Accuracy/Damage
- (50) Force Feedback - Chance for +Recharge
- (A) Recharge Reduction IO
------------
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (46) Performance Shifter - EndMod
- (50) Performance Shifter - Chance for +End
Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 19.88% Defense(Smashing)
- 19.88% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 14.25% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 4% Enhancement(Confused)
- 42% Enhancement(Accuracy)
- 91.25% Enhancement(RechargeTime)
- 5% FlySpeed
- 87.75 HP (8.628%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 10%
- MezResist(Held) 10%
- MezResist(Immobilize) 23.2%
- MezResist(Sleep) 12.2%
- MezResist(Stun) 12.2%
- MezResist(Terrorized) 10%
- 17% (0.284 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 6.93% Resistance(Fire)
- 6.93% Resistance(Cold)
- 5% RunSpeed
- 2% XPDebtProtection
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I'm currently running a dom who is elec/earth/Primal Forces, because I wanted more single target attacks, and I can give a few recommendations. One, remove chance for placate in your sleep. It is a pseudopet, and it will placate from the perspective of the pet and not you, thereby not letting the enemy attack your sleep field. Useless for you. Also, the sixth slot in sleep in unnecessary. The return on your energy will be rather great with perma-dom, which you look like you are just shy of. Try and get 80% and not 75. One web grenade and you are toast for permadommitude.
More of your attacks can be slotted for haste, such as putting gravitational anchor into your AOE immob, removing the end mod from Jolting chain and using the Force Feedback proc. This'll help you with perma-dom even more.
My build is such, but I doubt it'll apply to you as you use Ice and went for soft-cap, where I went Primal Forces for more Single Target and AOE. But the other power picks are shown.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/Hold(7), BasGaze-Acc/Rchg(9), HO:Nucle(9)
Level 1: Stone Spears -- Acc-I(A)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 4: Tremor -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Dmg/Rchg(17), Oblit-Acc/Rchg(17), Oblit-Dmg(19)
Level 6: Jolting Chain -- Acc-I(A), FrcFbk-Rechg%(13), Dev'n-Hold%(40)
Level 8: Conductive Aura -- Acc-I(A), Efficacy-EndMod/Acc(37), EnManip-Stun%(37)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Acc/Rchg(19), FtnHyp-Acc/Sleep/Rchg(21), FtnHyp-Sleep/Rchg(21), FtnHyp-Sleep(23)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Tough -- GA-3defTpProc(A)
Level 20: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27)
Level 22: Weave -- RedFtn-EndRdx(A), RedFtn-Def(40), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(50)
Level 24: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(46)
Level 26: Synaptic Overload -- Mlais-Acc/Conf/Rchg(A), Mlais-Conf/Rng(31), Mlais-Acc/EndRdx(31), Mlais-EndRdx/Conf(31), Mlais-Acc/Rchg(34)
Level 28: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36)
Level 30: Power Boost -- RechRdx-I(A)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 38: Fissure -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(39), Posi-Acc/Dmg(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(40)
Level 41: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(43)
Level 44: Energy Torrent -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg(45), Posi-Dmg/Rng(46)
Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(48), RctvArm-EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), RedFtn-Def/EndRdx(50)
Level 50: Musculature Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3) -
Here we are, I think I got one. It meets the 75% haste for permadom, with hasten, and 34% S/L or 37% with the Glad's 3%.
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Actually, my elec/earth can't hit perma-dom. Not with the way I've her set up. I'm using Energy Transfer, so I can't take Ice Shield or Scorpion Shield and still have modest defense, sadly. And I just can't give up mah energy transfer! It'll be possible after I get to 50 and get some purple sets, but as it stands right now I doubt I could pull off perma-dom.
Edited: Although if someone wants to show me an elec/earth/Primal Forces build that has decent defense and Perma-Dom I'll certainly give it a try!