BRR's guide to the Plant/Thorns Dominator v2...


Malice

 

Posted

Please note: I will update this guide again come i7!!!

v1 was posted as
The Blood Red Rose guide to Nastiness
OR...
Another Plant Control/Thorny Assault Guide

When I first decided to make a Dominator, I wanted to make one that would cope in both PvE & PvP. Geographically (I live in Japan & can’t always find teams), it was necessary for me to make a toon that was able to comfortably solo. In addition, I like a toon that looks good – and plants/thorns is great on the eye candy!!!
So… if you’re interested in making a Plant Control/Thorny Assault Dominator that’s a special fluid blend of aggression & subjugation – this just might suit you!

In our quest to make a Dominator that’s heavily using both melee & close proximity attacks, first let’s explore the power sets of Plants & Thorny Assault (note on accuracy – most of my powers are slotted single accuracy SOs, & I’ve found that to be effective. For PvP intensive builds, you might want to consider two Acc SOs).
Plant Control
Entangle – A waste for you, you don’t want things able to hit you. And given this is a single target immobilize, you don’t need/want it.
Strangler – Your bread & butter. One of the 3 defining powers of this set, and you get it immediately. A single target hold that has DoT damage. Get it, love it.
Roots – an AoE immobilize. For pretty much the same reasons as Entangle, avoid this.
Spore Burst – Not a bad power per se, useful in quite a few situations, but just doesn’t fit – nor do you need it.
Seeds of Confusion – Another of the defining powers of the set. Perhaps the most useful too. You’ll use this power in your general attack MO.
Spirit Tree – As with Spore Burst, quite useful. But given your fluid, dynamic playstyle, it’ll cramp your style as it’s an immobile power. It can be used to block, but that’s bit of a reach to take it for that alone .
Vines – Perhaps the least of the powers that you will take, but invaluable in two ways. Firstly to build up mag to get a hold on a boss when your Domination bar isn’t fully up… Secondly, as an ‘OH HELL’ power to lock down some fiends.
Carrion Creepers – The coolest looking of your defining powers. Very useful: they slow, they knockdown, they take alpha strikes for you. They even follow you around for a lil’ while!
Fly Trap – Your pet. Whilst I wouldn’t regard it as a ‘defining power’, it is very, very cool looking. And helps you on your merry, villainous way with immobilizers, and damage.

Thorny Assault (It’s important to note that all Thorny Assault is –Def, due to the redraw of Thorns.)
Thorny Darts – Useful starting power. Nice range, you’ll keep the damage relatively low so you can use this as a ‘pulling’ power.
Skewer – My favourite TA power. Quick animation, nice damage… but is melee. You have to get in & get dirty.
Fling Thorns – Quite good, and part of your initial attack sequence. It’s a useful power to hit a group of your enemies, and thus make sure you get exp for them when they’re confused.
Impale – Simply put, a great power. It is –fly, -jump, -def, -speed… so abuse that sucker. Has good range, good for knocking pesky heroes outta the sky. But beware: longish animation time. PvP notes: You might want to experiment with an extra slot of accuracy here for PvP – this is a KEY PvP power: it’s your only bring-flier-down-to-earth power. If you feel you want to go that way, steal a slot from your plant. He’ll be just as rabid without it!
Aim – A boost to accuracy & damage. Vital to your dominance - use it to get an Impale in, that important hold, or that vital confuse.
Thorn Burst – AoE, moderate damage. Not a bad power at all, but with this toon, I want an aggressive single-target high damage attack. Simply not enough room.
Thorntrops – A useful slow & DoT - & especially useful if you’re pulling groups, but with all the control available to your primary, you don’t really need this. However… if you are keen to PvP, this power is excellent – especially if you’re teamed with a high-damage AT… (aka not-a-Dom).
Ripper – Great… Animation time’s a lil’ long (as with Impale), but the damage is good, and it’s a knock-down. Again, a melee power - but has a cone (very small, most I've ever hit is 3!).
Thorn Barrage – Awesome. Knockback, big DoT damage.

Power Choices by level (& suggested slotting)
Level 1 – Strangler (acc x2/hold x2/recharge)
Level 1 – Thorny Darts (acc/dmg)
Level 2 – Skewer (acc/dmg x3/def debuff)
Level 4 – Fling Thorns (acc/dmg x3)
Level 6 – Swift [runspd] (Could take Hurdle instead…)
Level 8 – Seeds of Confusion (acc x2/ Confuse Duration x2/ recharge x2)
Level 10 – Impale [acc/dmg x3/slow]
Level 12 – Hover [end red] (Travel power is really a matter of personal choice, I prefer Fly due to the nature of The Rogue Isles)
Level 14 – Fly [end red x2/flight spd x3]
Level 16 – Health [heal x3]
Level 18 – Vines (recharge/ acc x2)
Level 20 – Stamina [end mod x3] (not essential, but will make life a HEAP easier)
Level 22 – Stealth [end red] (key – necessary for the basic premise of the attack cycle)
Level 24 – Aim [recharge]
Level 26 – Carrion Creepers (acc/recharge x3/ slow x1)
Level 28 – Boxing (no slots, keep for getting Domination up)
Level 30 – Tough [dmg res x3] (helps when those holds just don’t take!)
Level 32 – Fly Trap (dmg x3/ acc x1/ def debuff x2)
Level 35 – Ripper [acc/dmg x3/ def debuff]
Level 38 – Thorn Barrage [acc/ dmg x3]

On Power Pools
Currently I am running with Tough from the Fighting Pool, but post re-specification I shall change into Invisibility from Concealment pool. I don’t think the minimal returns we get for Tough justify it being taken.
Other suggestions I’d make would be possibly Aid Self, Hasten, Air Superiority (tho’ this will cause redraw, so not overly recommended!).


Plan of attack (at mid-higher level)
We’ll look at two different modes of attack, all in all, both fairly simple.
Firstly, attacking groups. A smaller group, stealth in & target the rear-most mob in there. Hit ‘em with Seeds of Confusion, then Fling Thorns. Throw Strangler on any loose mob. Destroy at leisure. For when you’re a higher level, and feel like tackling a larger group (especially one with a boss in there) throw Creepers in first – the rest of the cycle’s the same.
Secondly, attacking a boss. Domination needs to be built up first, so throw your single target hold on a mob, prefer one conning yellow, and beat up on it with low damage, fast recharge attacks – dom bar should be up ‘n’ ready in no time at all. Wipe out evil beasty, then go and get nasty on that Boss-type creature!

On other options: If you’re building a more ‘team-oriented’ toon, opt for Spirit Tree, Roots & Spore Burst – all very good powers, but more for team-play than solo dominance!

In i7, Dominator’s are getting some love in PvP (quicker Domination building), we’ll see how this pans out. In addition, there are changes to the Toggle-dropping %s. My Brute is happy about this, my Dom is not. Still, I’ve read that Dom’s Toggle-dropping %s are going to be higher than most other ATs. Again, I’ll adopt a wait-and-see approach.

Well, that’s about all on this, if I've helped one person, it's worth it …
Hope to see you DOMINATING in game!


 

Posted

quick point, impale is not -jump for dominators.


 

Posted

Aaaah... true that - they haven't fixed that *typo* yet! Nice catch Shrike!