Official Thread for Dominator Changes


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Wow, I have a mind/psy dominator. And while the New mayhem missions made me feel really weak and pathetic, and PVP always makes me feel like i picked the worse too ever. I solo on relentless, and I have, basically since I managed to do my respec and got rid of TD and that lovely attack Mental Blast.

I die a bit when i duo/trio but that's because I tend to play a bit too much like a Brute.

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Fishw0rk said Mayhem Missions were gonna suck for /Psi's lol. I'm just glad I went /Energy. Everything seems to be weak to Energy in mayhem missions.

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Only the doors suck for /psi in mayhem missions. Don't get defeated or you'll spend 5 minutes brawling down the door to get out. I was 2 shotted by an EB Statesman with about 6 minutes till the timer ran out. I had a minute left by the time I got free from the jail.


Mr Slowburn - 50 fire/kin troller
Cosmic - 50 grav/storm troller
Cyberprowl - 50 ma/dark scrapper
Mi-graine - 50 emp/psi defender
Alberta Beef - 50 fire/ice tank
Mythtery - 41 ill/rad troller
Gargantua - 39 ws
Kotor - 38 db/wp scrapper

Fungal - 50 plant/psi dom
Snarky - 38 thug/dark MM

 

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I have a ton of lowbie Dominators and none of them have any trouble soloing white cons. It makes me wonder what powers he took and how he slotted them.

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I have NO trouble soloing 3 white cons with my 14 plant/ice. I have alot of trouble soloing 3 white cons with my 20 fire/fire.

Its not build, I have played a fire controller and corruptor. I know how to slot. The holds just dont last long enough for the damage to kill them. The aoe holds are worhtless, they expire before the animation finnishes.

Fire breath is good, but its like the only good attack and it eats endurance. Even if I should win, I have to rest back my endurance since I needed to use an excessive amount of attacks to kill them. ANd this is with fire with its very short animation times too.

Either Dominators need an endurance cut or a damage boost, even if we have to give something up in domination.


 

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Sorry gotta come back into play for this one:


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I have NO trouble soloing 3 white cons with my 14 plant/ice. I have alot of trouble soloing 3 white cons with my 20 fire/fire.

Its not build, I have played a fire controller and corruptor. I know how to slot. The holds just dont last long enough for the damage to kill them. The aoe holds are worhtless, they expire before the animation finnishes.


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Either Dominators need an endurance cut or a damage boost, even if we have to give something up in domination.


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WHAT HAVE I SAID ABOUT POWER BUILD-UP ?????

Even if it were modified a bit to keep */ENR and */ICE longer hold less damage and */PLANT and */FIRE more damage less duration, it would help both cases.


 

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Hmmm, 3 even con minions are easy for my fire/energy. With hotfeet I can go up against 3 +2s solo and against +4s on teams.

On a mayhem mission I didn't need domination to eliminate an even con boss (mission was set at vicious so don't know why an even con showed up) though I probably should have used domination to speed it up because I ended up running out of time waiting for the hero to show up.


 

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I really dont like hotfeet on a dominator, its damage is well.... lacking unless you are under domination.


 

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I think domination is fine especially with the reduction in time. That's not to say I don't think it doesn't need more tweaking. And any power that lets me take on 3 +2s is ok with me. So imo hotfeet is great for dominators.

Oh and I think you got your threads mixed up.


 

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I really dont like hotfeet on a dominator, its damage is well.... lacking unless you are under domination.

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Hotfeet doesnt have to be used for damage. Its very effective at damage mitigation too.


 

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Did some PvPing in RV with my lvl 40 mind/psi on Test. Gotta say the build rate on domination is phenomenal. It was up and ready probably a good minute or two before I even noticed. That'll take some time getting used to actually having my inherent available in PvP.

However, I still had minimal survivability even with the improved domination. Sure I could 1-2 shot hold scrappers and tanks, but could not kill them before they popped a BF and caved my head in. A good example is I had a scrapper TKd with dom, which kept him pinned to a wall, but after about 30s of fruitless attacks on him he politely asked me "Now what?" At which point I shut off TK as my end was almost out and he promptly nailed me with a Head Splitter.

Patron shields should help, but probaly only long enough to let me survive one extra hit. Of course the first hit I receive will be a detoggling stun or ranged mez that will drop my shield, so I'm not even sure that'll be true.

Can we have a hp increase? Pretty please?


Please buff Ice Control.

 

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As has been noted, this thread is not for discussion of general Dominator issues, but for discussion of the changes for Dominators in I7. I understand that it's difficult to have that discussion when we don't know the purpose of the changes, so I'll ask:

What is the purpose of the changes to Domination in I7?

If you would like to discuss general Dominator problems, I'd suggest retiring to the Dominator board. In particular I have made a proposal for those who feel that Dominators have problems to try and uncover those problems as a community:

Identifying Dominator balance issues


 

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Yeah..
I wish I'd got /energy or /ice
I think I would have liked both of those, although /psy jsut fits so well with my char concept. Really, they should just up /psy's damage to match the other sets. It's a disturbingly weak damage set, with no benefits, unless -recharge is a more huge than I'm noticing.

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The defender set's -recharge is quite noticeable for me, but that might not translate well to the Dominator side. Even then, I only got my Emp/Psi to 5 or so, so all I had was Mental Blast and Subdue lol.

Actually, I think the Psi-cops are weak to Smashing. Levitate seems to own them nicely.

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I was gonna comment on the same thing. Psychic Shockwave was awesome for killing the objects and then for the minions I can keep 4 held at once with Dominate. For damage I'm relying on Mind Probe, Psychic Shockwave and Levitate.


 

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I don't have psychic shockwave yet (only l30)

How did you deal with the damn Ghost PPD or the security guard in the bank that was immune to holds?


 

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Im also finding that survival in PVP is difficult. Part of that is whenever I am on test, there are about 100 heros to about 10 villains, most of whom are cowering in the base.
The first time I tried PVP, I got domination real fast (was a major battle at the villain base), and I held a boat load of heros, for however long it took for them to eat the BF. The return fire was ugly.

Its kinda hard to test, because the numbers are so overwelmingly in favor of the heros. Im dying as soon as I leave the base, but so are all the brutes and such too.

Maybe they should wait a bit and then give all test villains in RV a boost to level 50. It would give us more of a chance to test everything.


 

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I found that adding in my Snipe helped with Domination building but as soon as I get into range, I get held. Let alone get close enough to use any of my melee attacks, which make up most of my secondary.


 

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I'm finding that with Acrobatics and Aid Self, survival actually isn't that difficult. The downside is that getting these powers requires you to take a specific travel power (albeit a good one for PvP), as well as 3 specific powers beyond that. In the end, though, I feel it's worth it. When Blasters and Scrappers can take off MOST of your health with one melee hit, and even TAnkers can take off a good half, you just plain NEED a self heal, and if you CAN be knocked down you WILL be knocked down, and that's generally enough for them to get in the next hit. Acrobatics is also sufficient to ignore a Tanker or Scrapper's ranged hold from their epic sets, which REALLY saves on the break frees.

These would have been great things for our Patron Pools, though I'm currently under the belief that at least one pet -- Scirrocos -- will heal you while he's out, so that's at least something.


 

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Dominators are a one-trick pony.
Domination is all they have. Without it they're inferior to everything else. Everything.

Three white-con minions? Yeah, they can kick your butt. Seriously. I wish I was joking.

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Wow. Even I think this is a little extreme, lol. When you can't kill three white-con minions it's time to ask questions about your build.

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Yeah. My original Dominator, a Fire/Fire, was unable to solo because white con minions killed him continually. I ended up giving up.

Currently my level 14 Plant/Ice barely can manage three white cons, and up against the mission Lt? He gets owned.

Whereas with Domination he has soloed spawns for an 8-man party.

Thus why I feel Domination needs to be redone. It currently is horrible.

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Really odd. My mind/psi on test and live can solo three even level LTs without domination. This from levels 1-14 so far. I find it easier then my baby corruptor. Only MMs and Brutes have been this easy for me and my Brutes would die from three even Lts prior to SOs.

-Teklord


 

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I can easily beat even up to 5 or 6 minions without domination if Im using my plant dominator. Its actually downright easy if I have hasten active at the time.

Seeds the pack, hold anything thats still firing and pick em off, rinse and repeat.

Doesnt work so well if you dont have seeds because the aoe holds wear off 2 seconds after the animation finnishes. if any even hit, and then you still have an eternity to wait before they are recharged.

Immobs kill you, sleeps are worthless and many sets dont have em, that usually means you hold one mob and try to kill the rest before you die, which even if you win often leaves you low on health and end. No self heals, no sheilds, low hp, low damage.

Im not seeing how dominators are supposed to be functioning if you arent chucking seeds at every pack or running domination.


 

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I've also noticed that Earth Thorn Casters have become practically impervious to most Plant/Thorn attacks - yet Spectral Demons are still very susceptible. This should be reversed considering these "spectral" demons are just that - spectral.


 

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I've also noticed that Earth Thorn Casters have become practically impervious to most Plant/Thorn attacks - yet Spectral Demons are still very susceptible. This should be reversed considering these "spectral" demons are just that - spectral.

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The earth armor set has lethal *and* toxic resistance.


If I quote #'s, they're from City of Data.
Global: @Kazari

It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler

 

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But they've never been THIS resistant to my plant holds and assaults.


 

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Comprehensive list of AT's that can two shot a dom in Recluse's Victory:
electric/electric blaster
Ice/Energy Blaster
Energy/Energy Blaster
Fire/Energy blaster/
Ar/Energy Blaster
Broadsword scrapper without any criticals.
Katana Scrapper
Claws Scrapper
Spines Scrapper
/EM tank
Illusion Controllers with phantom army out.
Any troller with the fireball epic after being held.

AT's a Dom can to/three/four/five shot in Recluse's Victory:
.....NONE......

Was playing on a full team including brutes masterminds another dom and some stalkers. The Heros would jump into the team just to drop me and the other dom. They didn't even both with anyone else as we were such easy kills.

I'm sorry, in Sirens we do ok but in the new zone, forget about it. Even with a team we are just fodder.Actually had a regen scrapper that cared so little about us she hit an awaken/BF with both the Dom's standing right over her and got away......


 

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i agree our dmg could be upped a bit, but i'd really actually like to be able to hold people in PvP and PvE better

it is our primary function after all, and if I wanted to just do dmg I'd play my brute

our controls are mediocre in pvE and almost non-existant in pvp


 

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My two cents. Testing out the effectiveness of doms in pvp in Recluse's Victory has been quite difficult, mostly because one keeps mapserver disconnecting every five minutes or so. The one PvE mission I tried as a dominator went well until I got surprised by the end boss whom I didn't see and wasn't expecting, and on return from the hospital, zoning in promptly proceeded to crash me out of the CoX client every time I tried (3 times or so.) I7 stability needs a lot of help.

PvE-wise, domination recharge being upped is a good thing. In the mission I did, it was recharged long before my bar refilled (had hasten), which means the limiting factor is how fast you attack 50 times. It's a small quality of life tweak. My dom plays the same as before, and I like it that way. Have no problems soloing unless not anticipating an attack - which adds some risk/challenge and prevents it from turning into a boring snoozefest.

That said, if one was currently struggling to solo pre-I7, it's unlikely that this change would help you to solo any better. Probably a build or playstyle change would see more significant effects.

PvP-wise, I am really enjoying the domination bar filling faster on hitting players. I popped more domination in the small amount of time testing in RV before mapserving than ever done in say, Siren's on Live. I feel like a legitimate threat, which makes the two-shotting easier to swallow than on Live. It's hard to comment anything balance-wise because heros heavily outnumber villains at this point in time; any AT would die from being tp'ed out and ganked by multiple heroes. I think this change emphasizes a team role in pvp more than anything - something villains are not very good at as a whole, and need to learn before they can start being victorious in RV.

Defence-based classes were as hard to hit as ever, but with the addition of the 'deflected,' 'eluded' feedback, it was easier to opt to switch targets to an easier target.

My main concern is the lowered toggle-dropper numbers, especially for the first melee attack. 50% chance to drop seems more reasonable than 5%, considering the immense risk doms take in closing to melee range. This gives doms a functional niche when not-in-domination and expands strategic choice.

Right now, the best strategy seems to be keep at range, kite, allow others to distract opponents and plink in ranged attacks hoping no one notices you. Targets of choice are squishies without defences, or a tank embroiled in battle. With the overall goal of popping domination and then getting down to massive stacking of holds to turn the tide and/or melee someone held. One smart scrapper skirting the edges realizing what you're doing, and you're in the hospital with an unbuilt bar and having to start all over.

With higher toggle-drop numbers, you encourage aggressive play in dominators and them choosing to approach melee toons to exchange blows, with the risks attached, but still being a viable threat-nuisance in that you're detoggling them and impeding their play when you joust. Otherwise, there's no real point getting near, some of them already do insane enough damage to squishies with their ranged attacks.

Toggle-dropping is important in low level pvp zones like Bloody Bay and Siren's - where dominator pets and high-end powers are not in play. By nullifying the first melee attack especially, the role of a non-charged up dominator in say, BB, is quite questionable. It's not as if dominator base damage was so overwhelming that toggle-dropping made it broken.

It is my hope that the shields in patron pools are very good quality. (Why are there no defence/resist numbers on the plaques?) That would at least increase our pvp survivability to maybe four or five shotting at the high levels? I can hope.

The one power in the patron pool that I have an issue with is the aoe damage power. I don't think dominators at high level have an issue with dealing damage. Mass confusion/pets help a lot. We're able to take many secondary powers by this time. Does this power also add 8 to our bar in pvp? If not, it's practically more worthless than the stuff in our assault secondaries.

We'd be much better off with a power that allowed us to manage or survive the heavy aggro we tend to draw in some fashion - a placate, fer instance, or a stealth or phase shift, heal/buff/debuff if we really must. Mez resistance would put many players into immediate heaven.


Invictus Est Level 50 Invul/Fire Tank
Malentis Level 50 Ice/Energy/Leviathan Dom (Freedom)
Black Jeremiah Level 50 Fire/Fire/Mu Dom
Sejanna Level 50 Dark/Dark/Elec Def (Virtue)
Arc #119664 - The MiniMech Cometh - Hess TF Mini-Sequel

 

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Lycaeus,

That was a great 2 Infamy. I think that for the most part you have summed up my feelings as well.


 

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Comprehensive list of AT's that can two shot a dom in Recluse's Victory:
electric/electric blaster
Ice/Energy Blaster
Energy/Energy Blaster
Fire/Energy blaster/
Ar/Energy Blaster
Broadsword scrapper without any criticals.
Katana Scrapper
Claws Scrapper
Spines Scrapper
/EM tank
Illusion Controllers with phantom army out.
Any troller with the fireball epic after being held.


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Im a dm/regen scrapper and im not in the list, so let me tell you my reaction from the opposite side of the equation.

Doms in RV are the only AT the feels like a different fight in i7. Everything else is pretty predictable, but doms seem changed. They are just as squishy as before, but their holds seem to break through more often. I think it's because of the toggle drop changes. Doms get the highest chance to drop toggles now, plus, if the mez protection toggle drops, then boom, you are held and ALL the toggles drop. No other AT can do this and it happens fairly often if you have two or more doms attacking you.

Now, having said that, doms still cant kill me. The only threat is if the dom is teamed.

So, if I were a dom, I would probably think that a) I need to team with at least one other dom, b) I need to team with at least one other dom and a damage dealer, and c) I need to team with one other dom and a damage dealer and someone who can taunt or otherwise protect me all the time.

Which means: doms are far too situational, unfriendly in pvp, and a pain in the rear. They need help.


 

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Comprehensive list of AT's that can two shot a dom in Recluse's Victory:
electric/electric blaster
Ice/Energy Blaster
Energy/Energy Blaster
Fire/Energy blaster/
Ar/Energy Blaster
Broadsword scrapper without any criticals.
Katana Scrapper
Claws Scrapper
Spines Scrapper
/EM tank
Illusion Controllers with phantom army out.
Any troller with the fireball epic after being held.


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Im a dm/regen scrapper and im not in the list, so let me tell you my reaction from the opposite side of the equation.

Doms in RV are the only AT the feels like a different fight in i7. Everything else is pretty predictable, but doms seem changed. They are just as squishy as before, but their holds seem to break through more often. I think it's because of the toggle drop changes. Doms get the highest chance to drop toggles now, plus, if the mez protection toggle drops, then boom, you are held and ALL the toggles drop. No other AT can do this and it happens fairly often if you have two or more doms attacking you.

Now, having said that, doms still cant kill me. The only threat is if the dom is teamed.

So, if I were a dom, I would probably think that a) I need to team with at least one other dom, b) I need to team with at least one other dom and a damage dealer, and c) I need to team with one other dom and a damage dealer and someone who can taunt or otherwise protect me all the time.

Which means: doms are far too situational, unfriendly in pvp, and a pain in the rear. They need help.

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Nver ran into a DM/* scrapper but I'm sure if you gave it a go you could two shot me with a critical.

Last night I was teamed with another dom, 2 Brutes,1 Necro MM and a stalker. The tactics used on me were as follows:

Broadsword Scrapper does a jump by attack and nails me for 2/3 of my health with one non crit attack, his friend the spines scrapper follows right behind him with another fly by finishing me off in the second shot. They never even bothered to engage the brutes, no need when two shots drops me like a bad habit and jousting keeps them out of harms way.