Grav/Psi Dom Guide - Slow Start, Strong Finish




[u]Introduction [u]

After hitting level 41 on my Grav/Psi Dom, all I have to say is WOW! So I decided to write a guide to share my experiences with this combo since none existed that I could find and hopefully this guide will help others. This is my first guide so any feedback is greatly appreciated. This guide is written from PVE perspective and as such will be using City of Data info (for the number fans) specific to PVE. I have not gone into PVP thus far except for Badges and such but from what I have read this powerset combo does work well in PVP so in the future I will add as my experience in PVP grows.

I created War Raze after reading the Dominator thread boards that suggested anyone’s first Dom should not be a Grav/Psi and being as stubborn as I am, I decided to make it my first! I came to the conclusion that it is not a hard build at all but it does blossom much later than other power sets. This sentiment is chimed throughout the forums. Therefore, if you have the patience and perseverance to wait for a great char or if you have played a Dom before and understand the play style then this combo’s for you!

Quick note on play style; Kane1 wrote a great Fire/Psi guide and had this thought on how to play a Dom


“In my opinion, Dominators play best as Blappers who sling controls at high-threat targets while they work on the lesser minions and low-threat Lts. They move in and out of melee, and they aren't shy about firing blasts at point-blank range if that happens to be where they are at the time. Domination recharges quickly enough that you can click it whenever it happens to come up (within reason of course; don't click it if there's only one enemy left in the room or something like that) without worrying about not having it up when you need it. That lets you keep your damage at a good average rate, and it means you can spread your controls out more liberally during the mission for a minimum chance of face-plant. It's the best of both worlds, baby!”

[/ QUOTE ]

I agree with this statement completely for this is how I play my Dom. Learn this style and your Dom will grow to be the powerhouse it is meant to be!

Although I am currently building my Dom for Perma-Dom, I will not be discussing this or IO’s since I wanted to write a core guide for all players. Being that this is Version 1.0 I will be adding updates in the future that will include IO’s but if anyone would like my Perma-Dom Build send me a PM and I will be glad to give it to you

There are a reasons Vet Dom players suggest Grav/Psi not be a players first Dom. The first is many of the “must have” powers are spread out in levels so you are getting them much later than the other sets. It can be frustrating thus a turn off to the AT. The second and probably the main reason is Grav’s lack of Soft Controls. While other sets have two or more soft controls, Gravity only gets one (Wormhole). But what a sweet soft control power it is! More on that later. So if you are looking to make your first Dom a Grav/Psi, be prepared in the beginning for the long and tough road ahead of you but the destination is definitely worth it.

Being that this is a player made guide I offer the following disclaimer on the things I say on the powers.

Disclaimer: The author’s opinion & advice in this guide is just that, opinion & advice. The opinion & advice of the author does not reflect anyone else’s but his own unless otherwise stated. If a factual error ( i.e numbers) is made please inform me and I will gladly change. In the end all this is based on my personal experience with Grav/Psi. Thank You.

So on to the good stuff.

I wanted to get some of the basics out the way so I gathered some information from some valuable sources. Vet players can just skim this part but this it is suggested reading for new players.

[u]Domination[u] – Your Inherent (Paragon Wiki)

Nothing delights a Dominator more than inflicting pain. When a Dominator attacks, his sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash his true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will fully recharge your Endurance and increase the damage to all your attacks by 75%. Domination lasts for 90 seconds and recharges in 200 seconds. The recharge can be reduced by self and ally buffs, but cannot be slotted with enhancements.
Domination protects the villain from Knockback/Knockup, Repel, Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects, and can be activated even while suffering from them to break the villain free.
Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.
A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time he attacks. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. The Domination level falls very slowly when not used. It's automatically reduced to zero 90 seconds after Domination
Domination cannot be slotted.


Chadius from the Dom Forums very graciously answered my Mag question (How does Mag work?) on the forums. It is very understandable and for that I thank him very much. 


Magnitude (Mag):
The effectiveness of a control effect. The system works basically like this. Those numbers for rank resistance are only the base; some enemies, such as Lost psionics and any enemies running Unyielding or a similar power, will require extra hits to affect them.

Minions are -1
Lts are -2
Bosses are -3
EBs are -6
AVs range from -51 to -101
(Giant Monsters are -76)
(Hamidon is -501)

You need to stack holds until the magnitude - resistance is positive. Then they are held.

Most dominator holds deal Mag 3. So if you hold a minion, the resistance is now at (-1 + 3) = 2, so they are held. Lts will be at (-2 + 3) = 1, so they are held.

If you use a hold on a Boss, the total resistance is (-3 + 3) = 0, so they are NOT held. But if you put another hold on, the total resistance is (-3 + 3 + 3) = 3, so they are now held. An EB will need 3 holds to push its resistance to (-6 + 3 + 3 + 3) = 3 to hold it.

City of Data has the correct magnitudes: 3 for holds, 4 for immobilize (so you can immob a boss in a single shot.)

[/ QUOTE ]

For more information on exact Enemy Resistances - Damage and Mez on specific mobs check out this great guide by Culex.

[u]Gravity Control[u]

Your Primary power and although it has a slow start it will have a strong finish. Secondary effects you will find with Grav is slow movement and this is not to be confused with slow recharge that a primary like Ice will offer but still a great effect. This primary will make you the Master of Positioning but it will take 26 levels before you reach that point. Hence the reason why this powerset has a slow start, but once you have reach that level you can start to control the location of a battle to best suit your needs.

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[*]Crush – Creates a localized gravitational field strong enough to immobilize a single foe. Crush can also bring down flying entities. This power deals some crushing damage over time and can slow the movement of targets that escape.

** This is one of the first two powers to pick from. Great Mag builder with a –fly component but the only down side is baddies can still attack you during its effect. I went over 40 levels without this power since I did not feel the need for it. If you can fit it in your build go for it but it’s not a must have power.

Suggested Slotting 1-2 ACC 1-3 Immob Duration (If you can spare)

Ranged, Moderate DoT (Smash), Foe Immobilize, -Fly
Lvl 1
Acc 1.2
Rng 80’
End 7.8
Rech 4
Cast time 1.33
Mag 4

5*7.23 Smashing Damage over 9.2 Secs @ lvl 50
Immobilization Base Duration 22.35Sec
[*]Lift – Negates the gravity around a single target, violently sends a villain straight up into the air, and then slams them on the floor for smashing damage. If the target is flying, he will not take falling damage.

** AKA your ghetto hold and IMO this should be your first choice in power. Simple put, this power will knock a mob on his back, and as long as they are on their backs, they can’t attack. Adding 3 rchgs will cut this down to ~3 secs allowing you to juggle multiple mobs much quicker.

Suggested slotting 1-2 ACC, 2-3 Rech (if you can spare), 1-2 Dmgs (if you can spare)

Ranged, Moderate DMG (Smash)
Lvl 1
Rng 80’
End 6.86
Rech 6
Cast Time 1.03

28.92 Smashing Damage (after 2 Sec Delay) @ Lvl 50
12.46 Knockup to target

[*] Gravity Distortion – Causes a single foe to experience an intensely misshapen gravitational field, rendering them unable to take any action. Gravity Distortion deals smashing damage to the target.

** Your Single Target Hold, Get it, Slot it, and Love it. In the beginning, few saw this power as a waste because the cast time was too long. They believe lift was a better form of control over a mob than GD but times have changed. While lift is a nice form of soft control, GD is your bread and butter. You will use this power throughout your entire evil career in the Rogue Isles and beyond. Do not use it liberally but instead spread the love around with this power. Under Domination you can lock down a Boss with just one application. While it does provide ok DOT and you can slot DMG SO’s I recommend sticking to holds. Facing a boss the last thing you need is being one shot to death because you missed one application of GD.

Suggested Slotting 2 ACC, 2 Holds, 2 Rech

Ranged, Moderate DoT (Smash), Foe Hold, -Fly

Lvl 2
Acc 1.2
Rng 80’
End 8.53
Rech 8
Cast Time 1.83
Mag 3

5*7.95 Smashing Damage over 4.2 Secs @ lvl 50
17.88 Sec Hold Base Duration
[*] Propel – The Villain can open up a portal and pull in a heavy object that he can then levitate and propel at foes!

**Ahh propel… such a fun power to have! This power will help you understand the meaning behind “Throw everything at ‘em including the kitchen sink”! This is probably the main reason why many new Grav Doms are created. A player saw another Grav Dom use Propel and said “WOW! Such a cool power I want that” but now that I got this out of the way, if you are planning on teaming a lot do NOT get this power! This power was designed to be a damage dealer for Controllers but for Doms we have a full list of secondary powers that do damage so another attack is nice but not needed for us. But this is not the reason I say not to get this power. The problem is the animation time, by the time you choose a target and activate the power BAMM the Brute or Corr or anyone else you are teaming with has already defeated the mob. You try to click Domination or heal self and BAMM you’re dead because you are stuck in the animation of propel. So it’s a fun power and you may want to give it a spin but it’s definitely not a must have power.

Suggested Slotting 1 ACC, 2-3 DMG’s, 1 End ReDux

Ranged, High DMG (Smash), Foe Knockback

Lvl 6
Acc 1
Rng 60’
End 9.36
Rech 8
Cast time 3.5

70.85 Smashing Damage @ Lvl 50
4.154 Knockback to target

[*] Crushing Field – Creates a large gravitational field strong enough to immobilize multiple foes. Crushing field can also bring down flying entities. Slower and less damage than Crush, but can capture multiple targets. Crushing Field can slow the movement of some targets that escape.

**I have always been torn by a Dom’s Group Immob. Getting your Group Immob early can earn you debt but for a Grav Dom you should get this power before Wormhole so that it is Slotted Correctly. I selected CF the first time round at lvl 22 and was able to add a few slots before lvl 26. You will still be safe to get this at lvl 24 as this power will help disoriented mobs from waltzing around after you WH them.

Suggested Slotting 2 ACC 1-2 End Redux

Ranged (Targeted AoE), Minor DoT(Smash), Foe Immobilize, -Fly

Lvl 8
Acc 0.9
Rng 80’
End 15.6
Rech 8
Cast Time 1.33
Mag 3

3*3.61 Smashing Damage over 5.2 Secs @ Lvl 50
Immobilization Base Duration 22.35 Sec with a 30” Radius

[*] Dimension Shift – Your mastery of gravity allows you to manipulate dimensions, sending multiple foes out of synch with reality. Your enemies become completely intangible, and cannot affect or be affected by those in normal space.

**There are some who swear by this power, others who flat out hate it. Although I do not hate it, I really did not see enough usage of it to justify keeping it. Some say it’s a great panic button but if you reached a point that you need to hit a panic button then you were not doing you job as a Dominator. If you are a team that is plowing through a mission, you risk the chance of slowing them down. Furthermore, unless you are on a team that understands this power and I doubt you will have the time to explain it to them, you may risk the chance of getting all kinds of nice words said to you or worse yet, get kicked off the team. Even if you just saved their hides from multiple mobs, but if you are to get his power do not slot for ACC and target the outer most mob to purposely miss a few. You can whittle a group down this way and by the time, the effect is over (30 secs) your group can just clean up the remaining mobs.

Suggested Slotting 1Rech or 1 End Redux

Ranged (Targeted AoE), Foe Intangible, AOE Radius 25 Feet

Lvl 12
Acc 1
Rng 60’
End 13
Rech 90
Cast Time 1.17

3 Intangible to Target for 30 Secs
100% Threat level to Target for 30 Secs
3 Immobilize to Target for 30 Secs
25’ Radius
[*] Gravity Distortion Field – Creates a large intensely misshapen gravity field that encompasses several foes, rendering them unable to take any action.

**Your first group hold and it suffers from an ACC penalty so you must add a minimum of 2 ACC to get the most out of it. With only a base duration of 11.95 sec and a base recharge of 4 mins it may not seem like much until you add slots then it will get better. With Hasten, this power should be available more often in a mission. I sill consider it a must have since it is the only group hold you will get and it can save your bacon if used at the right time. Be sure to use it on an EB or AV since this will also stack Mag on them and hold mobs around him/her.

Suggested Slotting 2 ACC, 2 Rech, 2 Hold (To get the most out of it)

Ranged (Targeted AoE), Foe Hold

Lvl 18
Acc 0.8
Rng 80’
End 15.6
Rech 240
Cast Time 1.83
Mag 3

11.95 Sec Base Hold Duration
20’ Radius
[*] Wormhole – The Villain opens a Wormhole behind a targeted foe, and violently pushes him through. The victim is sent flying out the other end of the Wormhole and is left Disoriented. The location of the destination end of the Wormhole is determined by the Villain, and may be placed high in the air, or over the end of a cliff if desired. More powerful foes may be resistant to the wormhole effects.

**Finally it’s Here!! You first true soft control!! You have waited 26 levels for it so make sure you get it. This power can make you be loved or hated by your teammates. The secret behind this magnificent power is situation, positioning, timing, and practice. Lots and lots of practice so I suggest going to Cap after getting this power and learn how to use it by practicing on lower mobs to get the feel of the power.

This power works as follow;
1. You click a mob in the middle (preferably) of the group
2. Click to activate WH
3. Select an exit point of the TP and BAMM a max of ten mobs is TP’d to that location.

It may seem simple but a few things to remember;
1. This power does not require line of sight and this is very useful because a mob can still get a free hit on you during casting and that can mean a quick trip to the hospital. So learn to use it around corner when you can.
2. Wherever you place the exit, the ported group may be Knockback away from you and spread out so a wall or corner is your best friend for this power since it will help with the Knockback and help keep the mobs tight.
3. If a team is not ready for this, you may port the mob away from and desired location i.e. a Corr, Brute or MM may be using a AOE such as Rain of Fire and you just TP’d the mob away from the carnage.
4. Until a team is used to this power, always announce it
5. This power works hand and hand with Crushing Field since it will help with the disoriented mobs from wondering off.

On a side note, this power also works great with Psychic Shockwave but more on that later

It may seems like a lot but with practice this will all become second nature and you will earn the respect all Dominators deserve. So get it, Slot it and love it!!

Suggested Slotting 1-2 ACC, 1-3 Rech, 1-2 Stun Duration, 1 Range (Until IO’s I slotted this 2 ACC, 3Rchg, 1 Range, it is now slotted with the Stupefy Set without the KB Proc)

Ranged (Targeted AoE), Foe Teleport, Disorient, Knockback

Lvl 26
Acc 1
Rng 80’
End 15.6
Rech 90
Cast Time 3
Mag 3

Teleport 15’ Radius
14.9 Sec Stun

[*] Singularity – You create a very powerful Gravitational Singularity. The Singularity will engage your foes, assaulting them with various gravity powers. Any foes that attempt to approach the Singularity will be violently hurled away. The Singularity cannot be healed and is highly resistant to all forms of damage, and nearly impervious to Control powers

**Yes a pet!! I like to call him my PTB, short for Personal Tanking Bodyguard. Now a small warning if you are looking for a high damaging pet, keep looking because Singy is not it. Your PTB is a Mag stacking, baddie repelling, highly damage resistant aggro magnet. Out the box with no slots he is revved and ready to go. He will toss out Lift, Crush (Mag 4), and GD (MAg 3), which is great because he is stacking his Mag on top of your Mag which will help lock down a Boss, EB, AV much faster. Because he is so highly resistant to damage he cannot be healed by any means except for a recast. But he will take many other kinds of Buffs, so if you have a Kin on your teams don’t be afraid to ask for SB for him. He has spared my behind many a time, especially when I enter a room and there is a mob hiding around the corner. Unlike a MM pet that allows you to give him commands, your PTB is a cast and forget pet. He has one of the smartest pet AI’s in the game and in my experience will attack who ever is attacking me (As long as I am near him). He is completely intangible so there is no problem with him getting in your way, in fact this is an advantage since he has repel. Just hang out inside of him and baddies who charge (looking at you Arachnoids) you will be flung back which is so much fun. Cast him as you run into a group and he will catch the Alpha and keep the aggro. Cast him in a doorway and any mobs who attempt to go through will be flung back.

Suggested Slotting 1 ACC (only two powers get an ACC bonus and you would not want him to miss +2 mobs) 2-3 Holds, 1-2 Rech (so you can cast him when needed)

Summon Singularity: Ranged Control Special

Lvl 32
Acc 1
Rng 60’
End 20.8
Rech 240
Cast Time 2.03

[u] Psionic Assault[u]

Your secondary powerset that has great –Rech debuff, has ok DMG and is the least resisted dmg type but when it is resisted, it is high (Looking at you Carnival of Shadows). Just like Grav this set has a slow start but WOW what a finish. Although you have Ranged Attacks in which to choose from the 3 must get powers of this set are melee based. Therefore, if you do not feel comfortable going in Melee then this set may not be for you. On the other hand, if you are up to a challenge with an awesome payoff then look no further.
[*] Psionic Dart – This basic attack does minor damage, and can slightly reduce a target’s attack speed, but has a very fast attack rate.

** The forced choice of your secondary. Recently had its end reduced in a patch after I10 from 5.2 to somewhere around the 3 range. On a standard build you would only slot an ACC and use it as a Dom builder. But now with IO’s many players have been toying around with Procs and getting some interesting results, such as Devastation’s chance to hold or Tempest’s Chance for end drain. Depending on your build if you have slots to spare try a proc and see how you like. If you add a Range Enh, PD can also be used for pulling.

Suggested Slotting 1 ACC (I personally slotted the Chance for End Drain Proc)

Ranged, Minor DMG (Psionic), Target –Recharge

Lvl 1
Acc 1
Rng 100
End 3ish
Rech 1.5
Cast 1.33

21.69 Psionic Damage @ Lvl 50
-30% Recharge Debuff to target for 5 Secs
[*] Mind Probe – Grip the minds of your foe with a Mind Probe. You must be in close proximity to pull off this attack that wrecks havoc on your foes synapses, dealing moderate damage while reducing his attack speed.

** This is the first of the three must have powers in the Psi set. This is your major Damage dealer in the /Psi set until level 38 when PSW kicks in. This power will also help you learn to get in and out of melee range so get ASAP and slot it ASAP

Suggested Slotting 1ACC, 3 Dmg 1-2 Rchg

Melee, Moderate DMG(Psionic), Target –Recharge

Lvl 2
Acc 1
Rng 5
End 8.53
Rech 8
Cast Time 1.17

68.4 Psionic damage
-40% Recharge Debuff to target for 6 Secs
[*] Telekinetic Thrust - A focused attack of intense mental power that violently sends a nearby foe flying. Deals minimal damage but can be very effective.

**Like Propel this power is very fun to have but not a must have and although this is a melee set this power does it no justice. If you have space in your build and want something fun to try I say get Propel before TK Thrust.

Suggested Slotting 1 ACC

Melee, Minor DMG(Psionic/Smash), Foe Knockback

Lvl 4
Acc 1
Rng 5
End 6.86
Rech 6
Cast Time 2.07

16.68 Smashing Damage
16.68 Psionic damage
16.617 Knockback to Target

[*] Mental Blast – This basic attack does moderate damage, and can slightly reduce a target’s attack speed.

**Does about Double the DMG of PD at twice the cost. At one point MB’s end was equivalent to PD and this was a problem with Dom’s across the board but has been corrected with a recent patch. Some will get for a Ranged attack but Psi should be considered a melee set so it not a must have. Add on if you have space in your build and would like an extra attack. However, once you get PSW this will rarely see any usage.

Suggested Slotting 1 ACC 2-3 DMG (If that)

Ranged, Moderate DMG (Psionic), Target –Recharge

Lvl 10
Acc 1
Rng 100
End 5.2
Rech 4
Cast Time 2.67

36.15 Psionic Damage
-30% Recharge Debuff to target for 6 Secs
[*] Psychic Scream – This howl of Psionic energy resonates in the minds of all foes within its conical area of effect, inflicting moderate damage.

**Your first AOE attack in the form of a cone. This is a small cone so don’t be too surprised you missed someone right next to the mob you were targeting. Dmg is not so great but the –rech debuff @ -50% is great. This is power you have to learn to position yourself to use properly. When I first got this power, I used it all the time but after PSW, I use it sparingly. Still a great power to have until PSW and although you can respect out it it later on I do find that it’s still nice to have extra AOE in case I need it.

Suggested Slotting 1 ACC 2-3 DMG 1 End Redux

Ranged (Cone), Moderate DMG (Psionic), Foe –Recharge

Lvl 16
Acc 1
Rng 60’
End 11.86
Rech 12
Cast Time 2.67

35.59 Psionic Damage, 30 Degree Arc
-50% Recharge Debuff to target for 10 Secs

[*] Drain Psyche – You drain the Psyche of your nearby foes, thus weakening their hit regeneration and endurance and boosting your own.

**The second of the three must get in this set. This power is the main reason you can go stamina less and pick other powers. If you have been practicing, going into melee range with Mind Probe you should feel very comfortable going in to hit DP. This power has a small radius of 10 feet so in conjunction with Wormhole if used correctly will allow you to utilize this power to its fullest effect. You want this power to hit so make sure you have slotted at least 2 ACC in it and you want it up as often as possible so an extra Rech enh is also helpful you can mix up the remaining slots as you see fit. The +Regen and +Recovery is per target so the more you hit the better the results! Another great aspect of this power is the nice debuff to Regen and Recovery that it offers. I like to think of it as a Boss, EB AV Killer nut again 2 ACC to better the chance you will hit your target.

Suggested Slotting 2 ACC, 1 Rech, 2 Heal, 1 End

PBAoE Foe -Regen, -Recovery; Self +Regen, +Recovery
10 foot Radius
Lvl 20
Acc 1
Rng 10”’ Radius
End 13
Rech 120

100% Regen to Self for 30 Secs
100% Recovery to Self for 30%
-500% Regen Debuff to target for 30 Secs
-500% Recovery to target for 30 Secs

[*] Subdue – Subdue deals moderate Psionic damage and may leave the targeted foe immobilized for a brief time. Immobilized foes cannot move but can still attack.

** Your first ranged attack that you may feel actually do DMG and a high chance to immobilize a mob. Many will pick this power over Crush, as did I. I mostly use it on runners and to help stack Mag on a higher lvl baddie. Although you can place Immob enhs I prefer DMG but this will be another power you may not use once you get PSW.

Suggested Slotting 1 ACC 3 DMG 1-2 Rech

Ranged, Moderate DMG (Psionic), Foe Immobilize

Lvl 28
Acc 1
Rng 100
End 8.53
Rech 8
Cast Time 1.67
Mag 3

59.28 Psionic damage
80 % Chance Immobilize to target for 8.94 Sec

[*] Psionic Lance – This extremely long ranged Psionic attack has a bonus to accuracy, and can slow a target’s attack rate. This is a sniper attack, and is best fired from a distance as it can be interrupted.

** Standard Sniper shot which is not a must have power. You have many other powers you can pull with and the best in that list is PD or even better WH. The only reason I have this power is the nice 7.5 % Rech bonus the Sting of the Manticore set gives you. Not recommended up close (which you should be) because of the animation time and you not sure what I mean, scroll back up to Propel.

Suggested Slotting 1 ACC, 1-3 DMGs

Sniper, Superior DMG (Psionic), Target –Recharge

Lvl 35
Acc 1.2
Rng 175
End 14.35
Rech 12
Cast Time 1

99.76 Psionic Damage @ Lvl 50
-15% recharge Debuff to Target for 10 Secs
[*]Psychic Shockwave – A devastating Psionic attack that wracks the minds of all nearby foes. Affected foes may have a reduced attack rate and may be left disoriented

**YES!!! If there is a power worth waiting 38 lvls for this is it! This is the main reason you even took Psi and if you do not take this power then just delete your Dom now. This is the Holy Grail of Dom powers and it’s considered by some to be the best Tier 9 power in the game. I sometimes forget I have other powers to use because of PSW (Yes, that’s how good it is).When you get it, be proud and post it on the boards!! You don’t have to take my word for it, just perform a search on this power and you will see quite a few threads on how awesome this power is. The in-game description does not give this power justice and you have to experience it to believe it. Use these in conjunction with WH, CF and you have a combination that will leave your team members in Awe. This combination is why I say Grav and Psi go so well together. Get it, Slot it, and trust me you will love it.

Suggested Slotting 2 ACC, 3 DMG, 1 Rech (Maximum usage)

Close (AoE), High DMG (Psionic), Foe Disorient –Recharge

Lvl 38
Acc 1
Rng 25’ Radius
End 10.19
Rech 10
Cast Time 1.97
Mag 2

70.85 Psionic Damage @ Lvl 50, 25” radius
25% Chance Stun to target for 8.94
-50% Recharge Debuff to target for 20 Secs

Pool Powers

I am only going over the pool Powers I actually used for my Dom
[*]Speed – Hasten is your friend it will bring your powers up faster including and especially Domination. GET IT!!!!!
[*]Medicine – Many Swear by Aid Self and it has saved my bacon many times. I picked Aid Other as a Pre-Req
[*]Jumping - Fun Travel Power with SJ and great KB protection from Acrobatics.
[*]Fitness- With Drain Psyche I never really saw any reason to go into this pool to get Stamina and Health but some others may feel the need too.
[*]Patron Power – For my Dom I choose the MU PPP. Another AOE attack, Shield, Healing Pet and another End helper is you need it. [/list]

[u]My Favorite Combo[u]

After lvl 38 this Attack chain has worked really well for me and indoor missions are the best to help with positioning.

1. Select the middle Mob in a group
2. Get out Line of sight preferably around a corner
3. Activate Wormhole and target a wall or corner away from you
4. Teleport Mob and during the animation click Crushing Field
5. Begin a round of the ever-glorious Psychic Shockwave
6. Fill in the Gap with Drain Psyche, Crushing Field and Psychic Scream (and Ball of Lightning if you chose the Mu PPP)
7. Rinse Repeat

This Attack Chain is Beast under Domination!!!


I decided instead of posting just a full build I would also post what I like to call a template filler build. I have chosen the powers that I feel are important and what levels I suggest getting them. You can fill in the rest of the levels with the other powers you would like to complete your Dom.

Villain Plan by Mids' Villain Designer 1.21

Primary Power Set: Gravity Control
Secondary Power Set: Psionic Assault
Power Pool: Speed

Villain Profile:
Level 1: Lift or Crush
Level 1: Psionic Dart
Level 2: Mind Probe
Level 4: Gravity Distortion
Level 10: Hasten
Level 18: Gravity Distortion Field
Level 20: Drain Psyche
Level 24: Crushing Field
Level 26: Wormhole
Level 32: Singularity
Level 38: Psychic Shockwave

I hope this was a help to anyone who reads it and I plan to update this from time to time. Any and all feedback and suggestions are welcomed.



Very nice. I only saw one error. In the singularity part, the first paragraph you said he can be healed, and in the second paragraph you said he can't be healed.



Thanks for the catch. Made the change And I am glad you like



Nice guide man.

I've been thinking about a Grav/Thorn for a while. This will help me a lot.



Space saved for Perma dom build
Will add later tonight



This is my Current Per-Dom Build, as you can see even without LoTG you still get over 80% Recharge and the build is not gimped!!


Villain Plan by Mids' Villain Designer 1.30

War Raze Perma-Dom: Level 50 Magic Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Psionic Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Lift -- KinCrsh-Dmg/KB:39(A), KinCrsh-Acc/KB:39(3), KinCrsh-Rchg/KB:39(3), KinCrsh-EndRdx/KB:39(25), KinCrsh-Acc/EndRdx/KB:39(25), KinCrsh-Dmg/EndRdx/KB:40(40)
Level 1: Psionic Dart -- T'pst-EndDrn%:30(A)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg/EndRdx:53(A), C'ngImp-Dmg/EndRdx:53(7), C'ngImp-Dmg/Rchg:53(7), C'ngImp-Acc/Dmg:53(15), C'ngImp-Dmg/EndRdx/Rchg:53(15)
Level 4: Gravity Distortion -- Decim-Build%:40(A), Decim-Acc/EndRdx/Rchg:40(5), Decim-Dmg/Rchg:40(5), Decim-Dmg/EndRdx:40(13), Decim-Acc/Dmg:40(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+:30(A)
Level 8: Crushing Field -- TmpRdns-Acc/EndRdx:53(A), TmpRdns-Rng/Slow:53(9), TmpRdns-Dmg/Slow:53(9), TmpRdns-Acc/Dmg/Slow:53(27), TmpRdns-EndRdx/Rchg/Slow:53(27)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11), RechRdx-I:50(29), RechRdx-I:40(39)
Level 12: Aid Other -- Heal-I:50(A)
Level 14: Super Jump -- ULeap-Stlth:53(A)
Level 16: Psychic Scream -- Posi-Dam%:53(A), Posi-Dmg/Rchg:53(17), Posi-Dmg/Rng:53(17), Posi-Dmg/EndRdx:53(34), Posi-Acc/Dmg:53(36)
Level 18: Gravity Distortion Field -- TmpRdns-Acc/EndRdx:53(A), TmpRdns-Dmg/Slow:53(19), TmpRdns-Acc/Dmg/Slow:53(19), TmpRdns-Rng/Slow:53(36), TmpRdns-Acc/Slow:53(36)
Level 20: Drain Psyche -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-Acc/Rchg:50(21), Efficacy-EndMod/Rchg:50(21), Efficacy-EndMod/EndRdx:50(23), Efficacy-EndMod:50(23), Efficacy-EndMod/Acc:39(42)
Level 22: Telekinetic Thrust -- KinCrsh-Dmg/KB:39(A), KinCrsh-Acc/KB:39(29), KinCrsh-Rchg/KB:39(37), KinCrsh-EndRdx/KB:39(37), KinCrsh-Acc/EndRdx/KB:39(37), KinCrsh-Dmg/EndRdx/KB:39(39)
Level 24: Super Speed -- Clrty-Stlth:53(A)
Level 26: Wormhole -- Stpfy-Stun/Rng:53(A), Stpfy-Acc/EndRdx:53(31), Stpfy-EndRdx/Stun:53(31), Stpfy-Acc/Rchg:53(31), Stpfy-Acc/Stun/Rchg:53(33)
Level 28: Subdue -- Entrpc-Heal%:35(A), Entrpc-Dmg/EndRdx:35(33), Entrpc-Dmg/Rchg:35(33), Entrpc-Dmg/EndRdx/Rchg:35(34), Entrpc-Acc/Dmg:35(34)
Level 30: Aid Self -- Heal-I:40(A)
Level 32: Singularity -- Acc-I:50(A)
Level 35: Psionic Lance -- Mantic-Dmg/EndRdx/Rchg:39(A), Mantic-Dam%:39(39), Mantic-Acc/Dmg:39(40), Mantic-Dmg/EndRdx:39(46), Mantic-Acc/ActRdx/Rng:39(50)
Level 38: Psychic Shockwave -- Sciroc-Acc/Dmg:53(A), Sciroc-Dam%:53(40), Sciroc-Dmg/Rchg:53(42), Sciroc-Dmg/EndRdx:53(42)
Level 41: Charged Armor -- ImpSkn-Status:30(A), ImpSkn-ResDam/Rchg:30(43), ImpSkn-EndRdx/Rchg:30(43), ImpSkn-ResDam/EndRdx/Rchg:30(43), ImpSkn-ResDam/EndRdx:30(45)
Level 44: Ball Lightning -- Posi-Dmg/Rchg:53(A), Posi-Dam%:53(45), Posi-Dmg/Rng:53(45), Posi-Dmg/EndRdx:53(46), Posi-Acc/Dmg:53(46)
Level 47: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(48), Efficacy-EndMod/Acc/Rchg:39(48), Efficacy-Acc/Rchg:39(48), Efficacy-EndMod/EndRdx:39(50), Efficacy-EndMod/Acc:39(50)
Level 49: Summon Mu Guardian -- RechRdx-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
[u]Set Bonus Totals:[u]<ul type="square">[*]+8% DamageBuff[*]+0.95% Defense(Energy)[*]+0.95% Defense(Negative)[*]+6.3% Max Endurance[*]+34% Enhancement(Accuracy)[*]+88.8% Enhancement(RechargeTime)[*]+3% Enhancement(Slow)[*]+3% Enhancement(Stun)[*]+94.9 (7.88%) HitPoints[*]+Knockback (Mag -6) to Self[*]+MezResist(Confused) (Mag 10.3%)[*]+MezResist(Held) (Mag 7.5%)[*]+MezResist(Immobilize) (Mag 12.5%)[*]+MezResist(Sleep) (Mag 9.7%)[*]+MezResist(Stun) (Mag 7.5%)[*]+MezResist(Terrorized) (Mag 7.5%)[*]+13.5% Recovery[*]+64% Regeneration[*]+5% Resistance(Smashing)[*]+3.15% Resistance(Fire)[*]+3.15% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+6% RunSpeed[*]+2% Debt Protection[/list]------------
[u]Set Bonuses:[u]
[u]Kinetic Crash[u]
(Lift)<ul type="square">[*] +3% RunSpeed[*] +2.5% Resistance(Smashing)[*] +Knockback (Mag -3) to Self[*] +6% Regeneration[*] +7.5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Mind Probe)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Decimation[u]
(Gravity Distortion)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.75%)[*] +13.6 (1.13%) HitPoints[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Tempered Readiness[u]
(Crushing Field)<ul type="square">[*] +1.5% Recovery[*] +1.5% Enhancement(Slow)[*] +0.9% Max Max Endurance[*] +3.75% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Psychic Scream)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[/list][u]Tempered Readiness[u]
(Gravity Distortion Field)<ul type="square">[*] +1.5% Recovery[*] +1.5% Enhancement(Slow)[*] +0.9% Max Max Endurance[*] +3.75% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
(Drain Psyche)<ul type="square">[*] +13.6 (1.13%) HitPoints[*] +1.5% Recovery[*] +10% Regeneration[*] +2.5% DamageBuff[*] +5% Enhancement(RechargeTime)[/list][u]Kinetic Crash[u]
(Telekinetic Thrust)<ul type="square">[*] +3% RunSpeed[*] +2.5% Resistance(Smashing)[*] +Knockback (Mag -3) to Self[*] +6% Regeneration[*] +7.5% Enhancement(RechargeTime)[/list][u]Stupefy[u]
(Wormhole)<ul type="square">[*] +2.5% Recovery[*] +22.6 (1.88%) HitPoints[*] +3% Enhancement(Stun)[*] +6.25% Enhancement(RechargeTime)[/list][u]Entropic Chaos[u]
(Subdue)<ul type="square">[*] +10% Regeneration[*] +MezResist(Confused) (Mag 2.75%)[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Sting of the Manticore[u]
(Psionic Lance)<ul type="square">[*] +12% Regeneration[*] +0.945% Def(Energy, Neg)[*] +3% DamageBuff[*] +7.5% Enhancement(RechargeTime)[/list][u]Scirocco's Dervish[u]
(Psychic Shockwave)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[/list][u]Impervious Skin[u]
(Charged Armor)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +18.1 (1.5%) HitPoints[*] +2% Debt Protection[*] +5% Enhancement(RechargeTime)[*] +7.5% Status Effect Duration Reduction[/list][u]Positron's Blast[u]
(Ball Lightning)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
(Power Sink)<ul type="square">[*] +13.6 (1.13%) HitPoints[*] +1.5% Recovery[*] +10% Regeneration[*] +2.5% DamageBuff[*] +5% Enhancement(RechargeTime)[/list]

<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
`1&gt;0ES8^EM_Z&gt;9A"_LCJ6:'&lt;7FN`F``^QE2IAZ&gt ;:8NZJ-+#UC!R[11&gt;LXV^D=#N%SAVB:&amp;-KIUCD#B^
</pre><hr />



I'm calling PETA.