Vidszhite

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  1. Quote:
    Originally Posted by TankShock View Post
    Does Contagious Confusion do much for a Dom? I'm thinking that if you're picking up Purples you're probably close to perma-dom. Thanks!
    I've seen it secondhand on a Mind/ Dom. In a single-target Confuse, it's nuts. Sometimes it gets 3 mobs on top of the one you were targeting.
  2. Quote:
    Originally Posted by Jets View Post
    You can select no Bosses, when solo, in your difficulty settings.
    But that's lame. =/
  3. Quote:
    Originally Posted by Son In Law View Post
    Hi All,

    I'm going to create my first Dominator today and was wondering about the Synergy between Mind and some of the secondaries. In particular:

    Mind/Psi and Mind/Energy - These seem to be the Big 2 that I see mentioned in almost every Mind thread. What are the differences between the 2 sets. What do they excel at and what are their weaknesses?

    Mind/Earth - I really can't find much information about this, but it seems like it'd work well to me. Open up with a group disable like Confusion or Sleep or something, and then run in and smash face. Am I missing something here? Is there a reason that I don't see this combination mentioned much?

    My 50s are a Spines/Fire Scrapper and SS/Fire Brute, so I'm used to fighting very large groups of enemies. When people talk about soloing their Doms, are they talked 0/0, or much larger groups? I'm not exactly sure what I'd DO with this character at 50. I've got farming covered with my Brute. Maybe soloing AVs? Playing just for fun (nonsense!)? You tell me! What do you do with your 50 Mind Dom?
    Only reason I say you don't see Mind/Earth mentioned much is they aren't very thematically compatible--that and we like to add the caveat "Earth is a melee set, not everyone likes melee sets." Mind/Earth plays exactly as you think it does.

    I don't personally solo +4/x8, I solo +1/x3, but that's because I'm not a permadom yet and I didn't softcap anything. There are definitely some Dominators in HTTT that solo +4/x8, and once I reach permadom (I'm one LotG away), I could definitely do that too. Only thing stopping me from turning it up to x8 right now is I'm afraid of Bosses showing up in every spawn. For soloing, Mind/ is probably the best primary of all.
  4. Quote:
    Originally Posted by YoumuKonpaku View Post
    People look at me funny when I bunny-hop around either in combat or just moving through missions/outdoor areas. But damn, it is fast in comparison to just hoofing it. When it comes to meleeing dangerous things I can't stand in against (some AVs in LRSF/STF), I'll just bounce on through activating an attack and be out of harm's way if I time it right. I get a lot of questions on what the hell I am doing, though.
    Pff, they've probably never played a Blaster before. I have never had someone ask me what I'm doing and I bunnyhop and Joust through everything just like that. o_o I think some people don't realize that Combat Jumping isn't just a power with an implied effect, you're actually meant to quickly jump in and out of combat with it, and it costs almost 0 end. It's the greatest combat mobility power ever. Would never make a melee-based character without it--you can turn Sprint off and still catch up to runners because Combat Jumping + Hurdle is as fast as Fly used to be, plus you don't have to get mad at the Energy Blasters.
  5. The KB-and-chase can be a problem to who doesn't know a few tricks, but Power Push can chain into any of the melee attacks without an issue because it has such a fast animation time, so you can Total Focus a dude who's already landed 15 feet away. For the rest, take Combat Jumping. You'll be amazed at how fast you can get back in melee range just by tapping the spacebar. The most you'll lose once you get the hang of it is a fraction of a second, since you can catch up to a knocked-back target and be in the middle of an attack before either of you hits the ground. Really fun.

    Of course, I may just be a ninja with awesome blapping skills (and as anyone who's teamed with me knows, that includes the knack for faceplanting). Also, I went //Primal Forces, so I have Energy Transfer to make my melee chain awesome.

    I'm not saying you're wrong, either, but it's definitely not something to write off the list unless someone hates moving around during the fight.
  6. Quote:
    Originally Posted by ArrowRose View Post
    Gratz Nebullhym!

    Thanks to the American Legion for holding the contest. It was really great to get some plays.
    It was. Even though I didn't win, the plays were worth it.
  7. Vidszhite

    Fix my Dom!

    Could we see the build?
  8. Quote:
    Originally Posted by Failsight View Post
    TBH, I don't know that there's a Dom assault set that isn't at its best in melee with perhaps the exception of /Energy, as Push is fantastic and Whirling Hands is terrible (though the rest of the set pans out evenly). /Fire is always a good one, but you already have one. /Psi only gets good with Shockwave. You already mentioned /Thorns and /Earth which are pretty good. /Ice really isn't bad at all; it's melee is better ST than AoE. /Elec is good due to having Build Up instead of Power Boost, though probably not as good as /Fire (and its AoE is a bit less straightforward).

    Honestly, other than perhaps a Mind/Energy, I wouldn't play any Dom at range given the choice.
    Whirling Hands isn't bad anymore, it's pretty smack dab in the middle as far as PBAoEs go. I can't for the life of me figure out why you're saying Energy is bad in melee compared to range. Sure, Push is amazing, but it's amazing because it's such a good all-purpose stand-by attack, and you still need more than a stand-by attack to be effective. It doesn't two-shot things like Bone Smasher > Power Blast does. /Energy is focused on neither just range nor just melee, it's a balanced set.

    Now a ranged-focused set is something like /Fire, which has only one melee attack and its PBAoE.
  9. Quote:
    Originally Posted by NatureSpark View Post
    So I was curious how other people may have recolored powersets to thematically make them completely different powers. For instance I changed storm/energy to look like sand powers and sand blasting.. and it looks pretty good!
    I did something similar on my DA/Elec Tanker, Kain of the Desert. I turned his Dark Armor powers into sand-colored powers, and turned off the fade and pulsing on his armors. His damage aura looks exactly like a sand storm swirling at his feet. I actually got tells from people saying they were inspired to steal my idea. =) I wanted to name him Desert Storm, but the name was taken. =(

    Tex, that Aurora Borealis theme looks f**king amazing.
  10. Vidszhite

    Darkest Night

    Quote:
    Originally Posted by Signpost View Post
    Positive 10%, not -10%. Your damage can be brought down to 10% and that is the minimum.
  11. Quote:
    Originally Posted by Smoothjedi View Post
    I think the answer is obvious. Higher damage is better. Domination already increases your controls by 50%. On the Tin Man arc I was able to keep both AV robots perma-confused while we took down Mynx with a mind/fire/fire. Power boost just doesn't seem all that useful once you get permadom.
    Yeah, but having grown used to Power Boost, trying to level a new Dominator that doesn't get a Power Boosted AoE Hold is... frustrating.
  12. Vidszhite

    My First Dom...

    Doms don't build for defense, we don't need it. Our mezzes are our defense. We need recharge up the *** for Permadom. You will need Hasten.

    It takes at least 75% global recharge with Hasten on auto to technically be Permadom, but realistically you'll want at least 82.5% so you don't have to watch the button like a hawk. At 100% Global Recharge, you get perma-Hasten, which is easy double-stacked Domination.
  13. Honestly? Earth Assault. It has Power Boost, which helps Grav out with control, which it desperately needs, Grav has a lot of ranged attacks, which Earth Assault lacks, as well as -Fly in nearly all of its powers, which Earth Assault needs because its ranged attacks only work on things close to the ground. Seismic Smash can even help you hold a Boss with a quick one-two punch, which Grav would need since its ST Hold has -knockback, preventing you from using Lift to safely hold a boss out of Domination. Grav doesn't have -KB in its other powers, though, and since Earth has a lot of AoE attacks with KB, you can use those to help Grav out with its own lack of control.

    Grav is a very late-blooming set, however, and Earth is a very Melee-heavy secondary. They mesh well together, but be mindful of their shortcomings. What ranged attacks you have will all be very slow, and your options for control will be limited before you get Wormhole.
  14. Quote:
    Originally Posted by Pebblebrook View Post
    When i see this, my first thought is to call shenanigans but it might just be towards the RNG. I have similar play sessions you have described yet i only have 3 shards dropped for me since i19's launch.

    If the predominant content in the next 2 issues needs that alpha slotted, then looks like i would be missing out for the next half a year maybe?

    Not an amusing thought for me at all.
    I log on and do some soloing... twice a week maybe? I team every chance I get, but it's like 4 people on my SG a few times a month if I'm lucky. I recently got enough shards to just craft an uncommon with nothing but. I ran maybe a single TF since I19 started.

    I think your luck is just terrible.
  15. Vidszhite

    Dominator Newbie

    I don't really know that any of the Primaries are all that good at AV-killing, since Control is extremely limited by the Purple Triangles of Doom. Mind is only good at keeping an AV from fighting you before you're ready because of Mass Hypnosis and Mesmerize, since AVs have Boss-level protection against Sleep. Most of the other primaries don't have Sleep (Plant does, but it causes aggro and needs Domination to work on AVs). Unless Static Field stacks with itself or is affected by Domination, Elec doesn't have AV-capable sleep.

    Don't pick your primary based on fighting AVs unless you plan on doing the LRSF on your Dominator, and want to do more than just attack the whole time. If you do, pick Mind as your primary and /Energy, /Icy, or /Earth as your secondary. Either way, once the fight starts, your Primary just straight up isn't going to work 66% of the time unless you're a really tricked-out permadom.
  16. Looks good. However, because standard Confuse is so good on its own, and really doesn't need slots, I'd swap Coercive Persuasion into Mass Confusion and Malaise's Illusions into Confuse. However, keep Contagious Confusion in regular Confuse, and just give Mass Confuse a different enhancement. Do this by taking the Entropic Heal% slot out of Mesmerize and giving one of its slots to Confuse.

    Heal% really isn't that big a deal for Doms, since the heal proc isn't very strong, and Sleeps, while very good, are long-lasting powers that don't need many repeated applications.
  17. Quote:
    Originally Posted by Shadow Wail View Post
    I want to create an Earth/Ice guide but I know this community is so darned picky and critical that my sensitive lil ego can't take it...
    Well, making a good guide is a huge undertaking. Things you think are obvious aren't obvious to people who are new and are looking for help. Little details are important. However, you can't be too verbose, or you'll lose people. Striking the balance is important. Just posting a build and saying "here's how I do it, works gud" isn't really enough, since you want to help people build things their way, and find their own finesse, not just copy you. New guys will want detailed step-by-step help, but veterans want guidelines and informed opinions, not checklists. Posting an encyclopedia can work, but it has to be organized, highlighted, and easy to read. It must not look like an encyclopedia. The more bite-size chunks it's broken into, the better.

    Still, though, I wouldn't shy away from making a guide just because people might point out things that need improvement. More guides to choose from is always better, and you want your guide to help people, so if the community can help you reach that goal, it's always good to take in feedback and add their opinions to your guide, even if you disagree with them. I did that in my first guide and everyone loved it. I hated old Power Push, for example, but someone pointed out a lot of good uses for it, so I included their second opinion next to my own, and left it up to the reader to decide whose opinion swayed them more. I got tells in-game telling me how great that was.

    Don't be afraid of feedback. None of us are as smart as all of us.
  18. I'm happy to help out. Hope you enjoy playing it.

    IOs aren't really endgame content, I've learned: once you get to about the mid-20s to 30s, they start becoming more slot-effective than SOs, even if all you do is frankenslot here and there and don't fill the whole power with them. You don't have to follow the IO sets exactly, I just picked cheap ones that I figured you could afford without farming, and I avoided rares because they require rare salvage (which cost millions of inf each). The thunderstrikes are the one set I'd suggest sticking to, since they offer a good accuracy set bonus, but if they turn out to be expensive after all, or even if that's not your cup of tea, go ahead and frankenslot, or go for cheaper sets. At the end of the day, I'm here to help, not tell you what to do.

    Now, collecting specific set bonuses is probably endgame content, especially with regards to permadom, but if you're the type who views leveling as a journey and not a destination, that's a relief, since I know you probably won't want a permadom.

    On Confuse, once you see just how good it is at keeping your *** alive when you solo, I think you'll eventually like it more than your ST Hold. It's a hard control with no aggro and a super long base duration, plus it gets through Hold Defenses that a lot of mobs tend to have (especially low-level Arachnos). 1-15, you probably can't stack holds on a boss without Domination, but Confuse does it no sweat, and even once you can stack holds, it allows you to safely hold a boss or Elite Bosses without them aggroing you. Its utility makes up for its drawbacks.
  19. Quote:
    Originally Posted by xhris View Post
    Probably it's my playstyle, but I took Confuse at lv6 and it's crazy. Each mission will be a cakewalk, just Confuse, Mesmerize and Dominate and you simply can't lose. If fit hits the shan, just hit Mass Hypnosis. When I come across a really good npc, like Heavy Guns or Syndicate Telekinetisists, I just Confuse them and Power Push them around. I really really love my Mind/Nrg.

    Also, enemy npcs have crazy good AI and will never attack a sleeping foe, unless it's the last one left and still give you 2-3 sec to Dominate them. If only pets were that smart.
    That's basically Mind/Energy soloing in a nutshell. Confuse is the best part.
  20. Quote:
    Originally Posted by Wicked_Wendy View Post
    Ahhh well I did say I didnt do any search fu. HEY Let's face it there are plenty of people out there that would post that .. aside from the author LOL WAYYYY to many folks that think everyone is supposed to hand them everything. I was only trying to defend the honor of a guide builder

    Hehehe .. Check the sarcasm meter and shakes it

    Hmm batteries must be dead.
    Hehe, I appreciate being defended, but it's true. I need to update the thing. Every time I come back, I always say I'll update it, that I'm updating it, but never once have I actually done it. It's so out of date I don't even want people to read it anymore. A lot of my opinions have changed drastically, so I don't even agree with the things I once wrote half the time.

    On that note, though, I have been working on it quite a lot. I'm including sections about Permadom, IOs, Alpha Slots, APPs, Set Bonuses, and Control Mechanics, so it'll easily be as big as the last one. PvP is obviously gone now, though, since it's changed so much that I have no experience to talk with, but on the other hand, that does simplify my focus.
  21. Like, for srs. Seems like everyone's making a Mind/Energy this week. Would make everyone's job around here a lot easier.

    >.>
  22. Yeah, OP, this build is terrible. Glad you agree, heh-heh.

    Quote:
    1) IMO Mesmerize and Dominate are your two blast powers. They just happen to Sleep and Hold your enemy in the process. They're you're bread and butter.
    In the low levels where you don't have SOs, this might be true, but in the mid to high levels, Dominators have incredible attacks that are all better than Mesmerize and Dominate. They each do Power Bolt's level of damage - even Power Push is far stronger than that and has a better accuracy bonus. You're not a Controller, don't slot your mezzes for damage. We have a secondary that does that just fine.

    Quote:
    4) You really only need two slots in Health.
    Health doesn't need even need 2 slots. For a Dominator? It barely does anything anyway, just give it the one and put those elsewhere. The vast majority of this build's powers are woefully underslotted.

    Quote:
    5) What Tormentoso said. Power Push isn't the suck version Blasters have. It's the scary steroid version.
    There's also no need for two travel powers when you're missing Power Push. Dominator Power Push is uberleet hax. If you need vertical distance, you'll eventually get some kind of jetpack, or you can just take Super Jump.

    Your slotting style is all over the place. You're going for everything at once: end redux, recharge, damage, and secondary effects, and I hate to break it to you but that's just going to make the powers terrible at everything. Giving a damage power damage slots increases its end efficiency and its recharge-time efficiency at the same time. Same with giving a hold power hold slots. Focus on what's important to the power first, then if you have spare slots left over, you can start adding on stuff like End Redux and/or recharge. Usually you don't go for both unless you use IOs, which are very cheap unless you want set bonuses, and I wouldn't go for those until you're 50 and you know you want to make your guy a permadom.

    Never give an attack less than 2 SOs worth of accuracy and 3 SOs worth of damage. Accuracy should be at least 60% and Damage should be at least 90%. If you need to save slots, use IOs and/or frankenslot. Total Focus has a whopping one damage slot in it. In layman's terms, that's unacceptable.

    Mass Confusion has zero accuracy. That's bad. Mass Confuse is not an autohit power, it has an acc penalty. This is your set-crowning power, with a very long base duration, take two of those durations and give it some accuracy.


    There's so much wrong with it I think I'll just fix what I see wrong with it and ask you if this is all right:


    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Derp deDerp von Herpaderp: Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Energy Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Mesmerize -- Acc-I(A)
    Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx(31)
    Level 2: Dominate -- EoCur-Acc/Rchg(A), EoCur-EndRdx/Hold(3), EoCur-Acc/Hold/Rchg(3), EoCur-Acc/Hold(7), EoCur-Hold/Rng(34)
    Level 4: Bone Smasher -- F'dSmite-Acc/Dmg(A), Dmg-I(5), F'dSmite-Dmg/Rchg(31), F'dSmite-Acc/Dmg/Rchg(36)
    Level 6: Power Push -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(17)
    Level 8: Mass Hypnosis -- Acc-I(A), Acc-I(9), Sleep-I(9), Sleep-I(17), RechRdx-I(36), RechRdx-I(36)
    Level 10: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Dmg/EndRdx(37)
    Level 12: Super Speed -- Run-I(A)
    Level 14: Combat Jumping -- DefBuff-I(A)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(39)
    Level 18: Total Domination -- EoCur-Acc/Rchg(A), EoCur-Acc/Hold(19), EoCur-Acc/Hold/Rchg(19), G'Wdw-Acc/Hold/Rchg(37), RechRdx-I(45)
    Level 20: Whirling Hands -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(21), C'ngBlow-Acc/Rchg(37), M'Strk-Acc/Dmg/EndRdx(46)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Confuse -- Pplx-Acc/EndRdx(A), Pplx-Acc/Rchg(25), Conf-I(25), Pplx-Rchg/Conf(40), Pplx-EndRdx/Conf(46)
    Level 26: Terrify -- Acc-I(A), Acc-I(27), Fear-I(27), Fear-I(42), RechRdx-I(46)
    Level 28: Total Focus -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/Rchg(29), Dmg-I(29), F'dSmite-Acc/Dmg/Rchg(31)
    Level 30: Stimulant -- EndRdx-I(A)
    Level 32: Mass Confusion -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33), RechRdx-I(34), Conf-I(34)
    Level 35: Aid Self -- H'zdH-Heal(A), H'zdH-Heal/Rchg(43), RgnTis-Heal/EndRdx/Rchg(43), RgnTis-Heal/Rchg(43)
    Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Sleet -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Hoarfrost -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(45), Panac-Heal/Rchg(45)
    Level 47: Ice Storm -- Det'tn-Dmg/EndRdx(A), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx/Rng(48), AirB'st-Dmg/Rchg(48)
    Level 49: Frozen Armor -- EndRdx-I(A), DefBuff-I(50), DefBuff-I(50), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(13)

    This build is slot-hungry, and most attacks have only 4 slots, so I doubt you'll get a permadom without some cuts, but this should be effective and cheap all at once. Most of the IO sets used cost very little and are in low demand, but supply is everywhere. You should have no trouble getting this up and running. Best of all, the Thunderstrikes offer an accuracy bonus with 4 slots, so there's less of a need to hit that 60% mark in every power. Now, if you come back and want a permadom, this build won't work because all the recharge bonuses come from the 5th slot, so you'll need to make cuts, but a permadom is an endgame goal, and you're not there yet.
  23. Very solid. The only thing that I would change is try to find a way to get a fifth slot in Dominate, since I'm old-fashioned gotta-slot-that-hold, but so far the only way I see that happening is to get rid of the End redux in Maneuvers. Granted, that can work marvelously, I do it, but you probably have to go Cardiac Incarnate (which is what I did). Personally, I enjoy being Cardiac, but that's up to you.

    Since you're getting so much accuracy from your set bonuses, I say you can go for minimal accuracy from the thunderstrikes and eke out every last bit of damage that you can. You can get that number up to 95% easy while still keeping a 26.5% accuracy bonus, which is all you should need when you've got a 62% set bonus total. The thunderstrikes themselves, funnily enough, are giving you the most bonus to your accuracy, so stay with that set and just replace two of the triple stats with double stats.

    This build is so good it's giving me ideas. Well done.
  24. My vote's for plant, for all the reasons you outlined.
  25. Seems fine to me with just a run DO each in Sprint and Swift.