My Fire/Psi Dom Farmer
That's a beastly build Doc, I only have half as many purples and LoTGs as you do and I've already spent more than 600 mil on my build (105% recharge). I'd say with the current market prices yours would be easily close to a billion.
I did a couple of things differently though, since I also do some PvP with the build (you can't spent a fortune on a permadom and not PvP ) I slotted char and picked Stamina and SJ. This also makes it a little more exemp friendly and adds QoL (I hate SS, so maybe that's just me). I prefer Swift + Hurdle + CJ (good place to put a LoTG) + Sprint to hop from spawn to spawn since it doesn't suppress.
Also why is capping the slow in Hot Feet important? I have mine slotted with damage procs, am I missing something?
I'm very impressed. That's just an expert build. I doubt very many players can come up something like that. Kudos for posting it but I don't think I'll even bother trying to level up something like that.
Yikes. Tough and Weave? Things are going to be Stunned too much to attack (Flashfire and PSW). Just mash down on purples as you get them, shouldn't be a problem with the speed you're wanting to go at.
No Fitness pool seems a bit quirky, since you'll just be stuck with suppression instead of "racing between mobs at capped Run Speed". 3 Slotted Hurdle and CJ 2-3 slotted for Jump will get you to the next mob faster than SS. If you dump Tough and Weave you can pick up CJ for the LotG slot, and slot up Stealth for the Red Fortune set instead.
It all looks great on paper (122.5% +Rech, Domination being perma w/o Hasten, Muy Macho) but I think missing one cycle of Drain Psyche is going to floor your character. It does, can and will happen.
I think that 500mil estimation is rather low. You have about 200mil in LotG, and that Apoc set is going to cost you about 240mil. If you have most of these Recipes and Salvage, then that makes sense You've probably got about 950mil with taking into account for buying all the recipes and salvage, I doubt that's the case for you.
This has been a nice mental exercise, since now I want to check out rebuilding my Fire/Psi. He's been sitting on his build since i9, and only has 1 purple set. I've been playing him a lot since I made him, and have plenty of observations.
Honestly though, that build will work fine. I just hold Fire/Psi near and dear to my heart
Some Notes :
-Doc, your build was fully reliant on Drain Psyche to even exist. More endurance usage than recovery. I couldn't do that in and maintain Peace-of-Mind, even w/ Domination refilling your end bar and Drain Psyche giving you a massive boost. At some point you're going to run out of endurance, and it will be Sadness time.
-A Fire/Psi can be a truly multifaceted character. So building for All-Around workability was my goal. It has to be able to solo fine (PL, Farm) and dish out the hurt on a team (LGTF, ITF). You've got single target hold, 2 AoE/PBAoE stuns, -Regen -Recovery Debuff/Buff, Big...huge AoE damage (PSW, Ball Lightning, Hot Feet, Fire Cages). Making sure you have the juice to run this MONSTER TRUCK of goodness is imperative.
Here's my stab at it, not my current build on Live though. Planned for Great PL'ing, Farming, and TF/SF'ing. Not like my current build is bad, this is just my ideal. It's probably a 850mil build if you had to buy everything.
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Pins and Needles v2: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Char -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(3), UbrkCons-Acc/Hold/Rchg:50(3), UbrkCons-Acc/Rchg:50(7), UbrkCons-EndRdx/Hold:50(7)
Level 1: Psionic Dart -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(11), Apoc-Acc/Dmg/Rchg:50(11), Apoc-Acc/Rchg:50(13), Apoc-Dmg/EndRdx:50(13)
Level 2: Mind Probe -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(15), Hectmb-Acc/Dmg/Rchg:50(15), Hectmb-Acc/Rchg:50(19), Hectmb-Dmg/EndRdx:50(19)
Level 4: Fire Cages -- GravAnch-Hold%:50(A), GravAnch-Immob/Rchg:50(5), GravAnch-Acc/Immob/Rchg:50(5), GravAnch-Acc/Rchg:50(23), GravAnch-Immob/EndRdx:50(23), RechRdx-I:50(50)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), Jump-I:50(37), Jump-I:50(37)
Level 8: Hot Feet -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(9), TmpRdns-Acc/EndRdx:50(9), TmpRdns-Rng/Slow:50(33), TmpRdns-EndRdx/Rchg/Slow:50(34)
Level 10: Hurdle -- Jump-I:50(A), Jump-I:50(34), Jump-I:50(34)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25), RechRdx-I:50(46), RechRdx-I:50(46)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Flashfire -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(17), Amaze-Acc/Stun/Rchg:50(17), Amaze-Acc/Rchg:50(40), Amaze-EndRdx/Stun:50(42), RechRdx-I:50(43)
Level 18: Health -- Numna-Regen/Rcvry+:50(A)
Level 20: Drain Psyche -- Dct'dW-Rchg:50(A), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-EndRdx/Rchg:50(31), Dct'dW-Heal/EndRdx:50(31), RechRdx-I:50(31)
Level 22: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(43), P'Shift-EndMod/Acc:50(43)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 26: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(27), AdjTgt-ToHit/EndRdx/Rchg:50(27), AdjTgt-EndRdx/Rchg:50(29), AdjTgt-ToHit/EndRdx:50(29)
Level 28: Vengeance -- LkGmblr-Rchg+:50(A)
Level 30: Super Speed -- Run-I:50(A), Run-I:50(50)
Level 32: Fire Imps -- S'bndAl-Build%:50(A), SvgnRt-Acc/Dmg:50(33), BldM'dt-Acc/Dmg:50(33), S'bndAl-Dmg:50(50)
Level 35: Psionic Lance -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(36), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Dmg/EndRdx/Rchg:50(37)
Level 38: Psychic Shockwave -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(40), RechRdx-I:50(40)
Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(42), TtmC'tng-ResDam/EndRdx/Rchg:50(42)
Level 44: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(46)
Level 47: Summon Mu Guardian -- Heal-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Acrobatics -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+9% DamageBuff[*]+0.95% Defense(Energy)[*]+0.95% Defense(Negative)[*]+0.9% Max Endurance[*]+84% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+93.8% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+5% FlySpeed[*]+64.8 (6.38%) HitPoints[*]+5% JumpSpeed[*]+MezResist(Sleep) (Mag 2.2%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+21.5% Recovery[*]+44% Regeneration[*]+13.9% Resistance(Fire)[*]+13.9% Resistance(Cold)[*]+1.26% Resistance(Energy)[*]+1.26% Resistance(Negative)[*]+5% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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what is it about psi that outclasses every other secondary for dominators? any other options pre or post I12?
psw was coded to have single target effects throughout a superbly large pbao radius.
and drain psyche makes you completely self-reliant when it comes to endurance and hp..
no, post i12 there are no other options if you want to farm.... fire requires targeting a cone which is contrary to how hotfeet and combustion work... thorns is lethal and even with the procs it's gonna suck... ice is balanced around control, just like energy....
Addressing all the various comments so far...
I stripped LotGs out of 2 other chars to make this, so I didn't need to spend nearly as much. If you're patient I expect you could do this for considerably under 1 billion, though I admit 500M is a bit unreasonable. But it's a question of how long you want to wait, and whether anyone is flipping the purples you're looking for. Start small (Entropic Chaos, Positron's Blast, etc.) and upgrade when you get the Inf. After I've earned enough Inf, I'll look into buying replacement LotGs.
I cap the Slow in Hot Feet to make sure none of the mobs get away. As soon as I show up, they're running in slow motion. I can hit a PSW and Drain Psyche before I need to use Fire Cages. Now I've never tried running with less, so I suppose it may not be necessary. But I've seen lots of mobs head for the hills when hit by Recharge Debuffs, like the one in PSW. A capped Slow is nearly as good as an Immob. Hot Feet is 70% Slow base, or 56% against +2 mobs. That'll cut their run speed down to about 9 feet/second. When they want to leave, it'll take them 2 seconds at most to get out of the 20 foot radius Hot Foot area. Against a capped Slow, they're moving at 1 foot per second, so they're not gonna get far.
As to pools, this build doesn't really need Health or Stamina. Yes I lose END when running all my toggles without Drain Psyche. Yes I have to be careful to make sure Drain Psyche always hits a few mobs. But it's not that hard to hit Drain Psyche when it's recharged when you start a spawn. Just like Fire/Kins need to use Transference. Every once in a while my toggles drop, so I use a couple blue Inspirations, retoggle, and continue. And Health and Stamina provide so little compared to Drain Psyche that they seem almost useless. Drain Psyche is pretty much required for high speed farming, since you're running lots of toggles and spamming AoEs. And it's required to survive, especially when you get 2 or 3 spawns next to each other.
For Movement, Swift + Hurdle + CJ + Sprint may well be better for getting to the next mob faster. I'd like to use it because I like the movement control. But Super Speed is nice because you've already got the Speed Pool, and it's easy to cap Run Speed. I'd have to give up two of the pools I have to get Fitness and Leaping, which means losing one or two LotGs. That would slow down PSW, meaning every spawn would take a little longer.
For Tough and Weave, they significantly reduce incoming damage. I can farm level 52 mobs spawned for 7 with no outside help or buffs, and I only die when I'm not paying attention to what I'm doing. Do I really need them? I don't know. I do know that Lucks don't drop nearly fast enough to keep one always on, and that's with only my Dom and badger in the mission. I know that I do take enough damage to need Green Inspirations once in a while. Without Tough and Weave, I might need a wakie instead.
I'd love to get demos of different chars farming the same sorts of spawns that I do, but faster. (I'll even help fill with my multiple accounts.) My only goal is speed, so I can earn Inf for my badger.
In my experience, sure some mobs get stunned. But only some. I don't use Flashfires every spawn because that would be slower. I average a spawn every 20 seconds, but Flashfires even in this build cycles in about 25 seconds. PSW has two separate 25% chances to stun with Mag 2. That means you'll regularly get a few of the 6 minions, but only once in a while will you get a Lieutenant. PSW comes with a hefty Recharge debuff, so there's not a whole lot after the alpha. But you do have to take the alpha, and it can hurt.
Psi is the king of farming because of PSW and Drain Psyche, just like BB said.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Although I usually avoid farming.. I have to hand it to TopDoc here. He has created a mobgrinding machine that is elegant in its brutality. A masterpiece of single-mindedness. It should come as no surprise that PL meh Farmer (love the name) is the third-fastest farmer on record (that posts to the forums at least). Anything with permadom WITHOUT Hasten is a force to be reckoned with (and everyone who thought it needed stamina is grossly underestimating DP).
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
Hey Doc if you'd like to Herostats my dom feel free. I never run with fillers so I don't have the exact inf/min in Dom Challenge numbers, I usually just PL VG mates or lowbies . My average is around 800k per 12 mins runs spawned for 7 (with me doing all the killing). That's about 125k inf/min if there were only two players on the map.
Send me a tell at Diskord if you're interested. I'll be playing tonight.
If you can clear all but the hostage spawn in 12 minutes spawned for 7 on Relentless without any external buffs, then you're faster than I used to be. The 12.5 minute time without bosses was early in my career, before I finished slotting my char or learned a decent pattern. I'm a bit faster now, though I haven't timed myself just clearing recently. I can do a full cycle of clear everything but the hostage, log out, log in, enter mission in 14.5 minutes. I zone a bit slowly, so the clearing is probably somewhere around 12 minutes. I'll have to time the clearing again, just to be sure. But it looks like we're pretty close in time.
No need to run Herostats to compare things if you don't want to, the time is enough. I did some demorecord testing and found there were always the same number of spawns (38 I think). The spawns always have the same 6 minions 4 Lts at level 52 when spawned for 7 on Relentless. The only variable is what type of extra boss you get in the first boss spawn (always one Warhulk, the other is random), and that doesn't make a big difference.
BTW, my char's name is just "PL meh". The "Farmer" was added because that's the farming build for him. I had a different one leveling up.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
I could improve my time a lot more if I didn't have to Flashfire the nem spawns, but if I jump them without mezzing them, like I do to the family spawns, they can put a serious hurt on me. Your build is sturdier than mine (about 10% more defense and Mu Guardian) so I'm wondering if you are able to jump the nem mobs without mezzing them first and reliably survive? I believe that's the trick to get the best timing. I'd love to do a run with you to see how you work them and what path you take if you don't mind.
Quick question. Maybe I am missing something obvious, but why would you add a Luck of the Gambler recharge enhancement to one of your Maneuvers slots? It only adds like 15ish % to recharge by itself if I read it right. Would it not be more beneficial to just add a recharge IO which would add around 40ish?
(aka what am I missing?)
[ QUOTE ]
Quick question. Maybe I am missing something obvious, but why would you add a Luck of the Gambler recharge enhancement to one of your Maneuvers slots? It only adds like 15ish % to recharge by itself if I read it right. Would it not be more beneficial to just add a recharge IO which would add around 40ish?
(aka what am I missing?)
[/ QUOTE ]
If I understand you right, the difference is the LoTG is a global recharge reduction, for all powers. A recharge IO only effects the power it is slotted in.
Krytical, yes I just jump into the middle of Nems and start attacking. Tough and Weave really make a difference. PM me your email address and I can send you the demorecord I made. If that's not enough, see me in game @TopDoc. I'm pretty busy with my new VEAT SuperTeam, but I'll see what I can do.
As to the pattern, I don't think it matters now. Update 12 adjusted the Family XP, and I and my my usual partner in crime decided to farm the final mission instead. As to that pattern, no idea. I haven't even done it yet solo.
Vilephyre, Battery had it right. An LotG increases the recharge of every power I have by 7.5%.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
I just decided to roll a fire/psi only because I had never done it before. I had no idea that a dom of any sort could be used to farm.
I have never been much of a farmer, participated in a few pling's and the only farm I have done to speak of is the ones you need for the accolade badges. But after reading these posts, I am both excited and depressed. That's a lot o loot to assemble to get perma. Just how exactly did you start out on the road to a 500 mill toon? A 1 billion toon? And how would these farmers perform in pvp or are they strictly farming toons? Thanks again to all posters for a great read.
Hollows
Beware the Woods at Night.
Miles to go and Skies to Fly!
This build is solely for farming. It's missing a lot of key powers that you'd use for PvP, and it's AoE focused.
As to getting started, just start small. Put together the best build you can with whatever Inf you have. Frankenslot the powers you really need. Take the Presence pool because it has some powers you can slot to get nice Recharge Reduction set bonuses that you can pick up cheap at the Black Market.
Permadom is important, and it's not too hard to get with help. Use the Increase Recharge Empowerment buff from an SG base, that lasts for an hour. Find a 20+ Kin Corr who's willing to work for a PL, that's 50% Recharge Reduction right there. Add a few set bonuses (plus well slotted Hasten of course), and you've got Permadom.
Then start farming. Sell your common IO recipes. For the uncommon and rare recipes, see how much they go for crafted in the Black Market, and compare that to the crafting cost (including salvage). If it's worth your while, craft them and put them up for sale. Otherwise just sell them to a contact. Once you really start farming, the recipes come in pretty fast. If you farm a lot then you need to price your crafted Enhancements to sell fast, or you need to pass them off to alts to sell if you want a better price.
After a while, you'll realize you have a lot of Inf. Start buying the better set IOs and replacing what you have. Or maybe use a respec to take out the more expensive IOs rather than slotting over them, and pick more appropriate powers. Keep at it long enough and you won't need the Kin or the Empowerment buff. At that point you can keep buying more or just decide that you have enough, and use the Inf for something else.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Having gone through your post history, I'm necro'ing this for the following reasons:
1. I disagree with it as is; the healing from the Mu Guardian seems to be irrelevant in comparison to a well placed drain psyche... I'd put those slots (and that set, so you could put some recharge in the imps, which may or may not actually cause them to brawl faster) into your imps, and a few other places.
2: I know you updated the powers used / etc because that information was in your other post.
3: I am fairly certain you updated the sets used as well, because you can use the bonuses from Obliteration and the Pet Recharge sets; you may also have proc'd out Hot Feet even more.
4. I think that even in your original build you had enough recharge to pull the third slot out of haste, and put it to good use somewhere.
I looked at the build and switched out the powers a bit and redid the sets involved. The switch to soul mastery for soul drain was made. I pulled a slot out of dark embrace to get more defense, because defense is more important to a domi than resists in my experience.
Note that a large portion of this slotting is based on the numbers in the powers window, which state that your pet does benefit from increased recharge being slotted. This may and may not be true; there is currently a bug involving the AI, where pets can get 'confused' - my plant / psi (which I'm basing a lot of this on; I have a fire / kin troller and a plant / psi domi) pet is dumb as all heck and will just stand there staring much of the time.
Anyways, wondering what you think of this one. I don't have a toon with this powerset combo, but I do have friends with 'em, and your 26 minute runtime is something appealing; although I'm fairly certain I will eventually get close to it with my plant, if not beat it.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
PL meh Farmer: Level 50 Science Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Char -- Hold-I(A)
Level 1: Psionic Dart -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dam%(5)
Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29), TotHntr-Dam%(37)
Level 4: Mind Probe -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(7), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 8: Hot Feet -- Sciroc-Dam%(A), Oblit-%Dam(9), EndRdx-I(11), TmpRdns-Dmg/Slow(11), Erad-%Dam(17), Slow-I(19)
Level 10: Stealth -- LkGmblr-Rchg+(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(33)
Level 16: Invisibility -- LkGmblr-Rchg+(A)
Level 18: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(43), RedFtn-EndRdx(43), LkGmblr-Rchg+(46)
Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(25), Dct'dW-Rchg(50)
Level 22: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-EndRdx/Hold(31), UbrkCons-Dam%(31)
Level 24: Assault -- EndRdx-I(A)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- HO:Ribo(A), HO:Ribo(43)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx(37), LkGmblr-Rchg+(40)
Level 32: Fire Imps -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Build%(34)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dam%(42)
Level 38: Psychic Shockwave -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(40), RechRdx-I(40)
Level 41: Dark Embrace -- HO:Ribo(A), HO:Ribo(42), S'fstPrt-ResDam/Def+(42)
Level 44: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 47: Summon Seer -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg(50), ExRmnt-Dmg/EndRdx(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]17% DamageBuff(Smashing)[*]17% DamageBuff(Lethal)[*]17% DamageBuff(Fire)[*]17% DamageBuff(Cold)[*]17% DamageBuff(Energy)[*]17% DamageBuff(Negative)[*]17% DamageBuff(Toxic)[*]17% DamageBuff(Psionic)[*]4.88% Defense(Smashing)[*]4.88% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]7.06% Defense(Energy)[*]7.06% Defense(Negative)[*]3% Defense(Psionic)[*]6.75% Defense(Melee)[*]11.1% Defense(Ranged)[*]6.13% Defense(AoE)[*]4% Enhancement(Heal)[*]127.5% Enhancement(RechargeTime)[*]78% Enhancement(Accuracy)[*]61 HP (6%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 6.9%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 4.7%[*]MezResist(Terrorized) 4.7%[*]18.5% (0.31 End/sec) Recovery[*]54% (2.29 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]25.4% Resistance(Fire)[*]25.4% Resistance(Cold)[*]10% Resistance(Energy)[*]10% Resistance(Negative)[*]10% Resistance(Toxic)[*]10% Resistance(Psionic)[/list]
With all that recharge why slot a recharge redux in PSW? I think that could be better with another damage proc.
Nice build like all that recharge and love how you managed to fit in Weave.
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
Yep, here's the planned build for my current farming Dom. I named her Slow Farmer. She clears the Liberate TV mission in about 23 minutes. I dropped Mu Mastery and the Mu Guardian for Soul Drain. The Imps get Expedient Reinforcement even though it's bugged, mainly for the set bonus. Once it's fixed, I suspect they'll do well enough to keep around. And if the Recharge really does affect them, then I'll be putting that set into every pet I have. I shuffled a few other things around.
I have Hot Feet frankenslotted for Damage, END, and Slow. The extra 5% from an Obliteration set wouldn't add much to my silly Recharge bonus, and I'd have to lose the almost capped Slow versus +2 mobs.
Note that this isn't her actual build. I had a full Decimation set and several Ragnaroks sitting around, so Char and Dark Obliteration got those. I don't have the Ribo or Steadfast Protection: Red/Def yet. But she still does just fine.
As to your build, let me make some suggestions. You'll usually want to skip the Dam/Rech or equivalent in the purple sets. Especially for the single target ones like Psi Dart (if you ever use it) and Mind Cages (which you probably will), you want all the Acc you can get in order to hit the bosses through stacked Vengeance. Soul Drain lasts for a bit under 2 spawns, and it's hard to hit a Fake Nemesis in that second spawn after Soul Drain goes down.
I originally had Assault but switched to Tactics. Between frequently double stacked Domination, Soul Drain, and chomping the Inspirations I get each spawn, I can hit the damage cap frequently without even slotting damage. Due to Expedient Reinforcement being bugged, my Imps need help to hit +2 mobs, especially when Vengeance starts stacking. So for now, I have Tactics.
You can skimp on little bit on Damage Resistance, but not too much. Stacked Vengeance means mobs will hit you easily and harder than normal, and there are a couple places each run where you may find spawns standing close to each other.
I went with Dark Obliteration over Summon Seer. The Seer may be the better choice when Expedient Reinforcement gets fixed. With sufficient slotting plus Tactics, she may be able to take down the last Lt in a spawn. But for now, Dark Oblit is a 95% chance to do 104 damage (capped) to most of the mobs in a spawn, including whichever one happens to be last.
Da_Captain, as to the Recharge IO in PSW, it's because it lets me take down spawns faster. It usually takes 3 PSWs to put down a spawn. That Recharge IO cuts a quarter second off each cycle. That's a half second per spawn. It may not seem like much, but it's a bargain for a single slot.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Slow Farmer: Level 50 Science Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Char -- Apoc-Dmg:50(A), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(3), Apoc-Dmg/EndRdx:50(5), Apoc-Dam%:50(5)
Level 1: Psionic Dart -- Empty(A)
Level 2: Fire Cages -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(27), Posi-Acc/Dmg/EndRdx:50(27), Posi-Dam%:50(29), TotHntr-Dam%:50(29)
Level 4: Mind Probe -- Hectmb-Dmg:50(A), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Acc/Rchg:50(7), Hectmb-Dmg/EndRdx:50(9), Hectmb-Dam%:50(19)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx:50(11), TmpRdns-Dmg/Slow:50(11), C'ngBlow-Dmg/EndRdx:50(17), Slow-I:50(19)
Level 10: Stealth -- LkGmblr-Rchg+:25(A)
Level 12: Flashfire -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(13), Amaze-Acc/Stun/Rchg:50(13), Amaze-Acc/Rchg:50(15), Amaze-EndRdx/Stun:50(15)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(23), Zephyr-ResKB:50(37)
Level 16: Grant Invisibility -- LkGmblr-Rchg+:25(A)
Level 18: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(43), RedFtn-EndRdx:50(43), LkGmblr-Rchg+:25(46)
Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal:50(25), Dct'dW-Rchg:50(50)
Level 22: Cinders -- UbrkCons-Hold:50(A), UbrkCons-Acc/Hold/Rchg:50(23), UbrkCons-Acc/Rchg:50(31), UbrkCons-EndRdx/Hold:50(31), UbrkCons-Dam%:50(31)
Level 24: Assault -- EndRdx-I:50(A)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(42), S'fstPrt-ResDam/Def+:30(43)
Level 30: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(37), RedFtn-EndRdx:50(37), LkGmblr-Rchg+:25(40)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(34), S'bndAl-Build%:50(50)
Level 35: Psionic Lance -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(36), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Dmg/EndRdx/Rchg:50(46)
Level 38: Psychic Shockwave -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(40), RechRdx-I:50(40)
Level 41: Dark Embrace -- HO:Ribo(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam:50(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46)
Level 47: Soul Drain -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(48), AdjTgt-ToHit/EndRdx/Rchg:50(48), AdjTgt-ToHit/EndRdx:50(48), AdjTgt-Rchg:50(50)
Level 49: Vengeance -- LkGmblr-Rchg+:25(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]16% DamageBuff(Smashing)[*]16% DamageBuff(Lethal)[*]16% DamageBuff(Fire)[*]16% DamageBuff(Cold)[*]16% DamageBuff(Energy)[*]16% DamageBuff(Negative)[*]16% DamageBuff(Toxic)[*]16% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]5.5% Defense(Energy)[*]5.5% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]8% Defense(Ranged)[*]6.13% Defense(AoE)[*]133.8% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]87% Enhancement(Accuracy)[*]30.5 HP (3%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 6.9%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 4.7%[*]21% (0.35 End/sec) Recovery[*]28% (1.19 HP/sec) Regeneration[*]17% Resistance(Fire)[*]17% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Hm. So the acc is really a necessity? I generally slot the recharge instead because I assume the to hit buff from soul drain and tactics and all the purple sets will keep me at 95%... Plus, I always plan to simply use AOE's to go around Vengance.
Also, looking at this build it seems you could alternate Fire Cages and Psychic Shockwave, should you so choose. Wouldn't that eliminate the need for D.O.? I know my plan with my plant is to avoid taking it, although I assume I'll need it less.
My plant build looks drastically different from your fire one; it's very interesting to me. 20+ percent less recharge, and that's just to start. Much less of a solo toon all around, though. Very interesting how the difference in play styles shows up so dramatically in the builds.
I guess that's the real difference between the two to me - Fire is Efficient. Plant is hella fun, and efficient if you want it to be, but will never do the damage fire does.
Just curious if you implemented the last build Top =) or built a newer one after your last post.
Thank You!
Yes I implemented the previous build I posted, and it has done very well. But the future changes to Doms will significantly reduce her functionality. I'm waiting for Issue 15 to go live to make a final decision, in case the Devs pull one of their usual tricks.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Here's an updated build for my Fire/Psi Dominator.
Every build needs a focus, and his focus is farming a Battle for Television mission with level 52 mobs. This is because I'll be teaming with my badger to rack up huge amounts of Infamy. I want to earn the final epic Infamy badge, which requires 2 Billion Infamy. I'll be farming the mission spawned for 7, which means LOTS of mobs but no bosses. That's just the way that mission works. I'm currently farming the second mission in the arc which contains Family and Nemesis mobs, but I'll go to the last mission which is only Nemesis when Update 12 goes live and Inf from Family is reduced. I'm doing this in a Flashback, using retired chars from a coalition as fillers. That means I never need to spam for bridges, anchors, fillers, or anything else. EVERYTHING about this build is focused on farming spawn after spawn, mission after mission, and as quickly as possible. ABSOLUTELY EVERYTHING!!!
This build can farm FAST! I cleared the Battle for Television excluding hostage and boss spawns in 12.5 minutes when spawned for 7 on Relentless (level 52 mobs). According to the Dominator Infamy Challenge thread in the Dominator forum, only 2 people redside have beaten my Inf rate. I usually clear both boss spawns after I've located the hostage. I run through 3 or 4 times in an hour (logging out and back in to reset), then sell common IO recipes and hit the Black Market to see about selling the uncommon and rare drops.
This build is EXPENSIVE!!!! It'll probably cost 500 million Inf at least.
In order to farm quickly, I need perma-Domination for status protection and extra damage. That means I need a lot of Recharge Reduction. In fact, the more Recharge Reduction I get, the faster I can spam AoEs, and the faster I can farm.
The Battle for Television mission has Family and Nemesis mobs. The Family mobs are easy enough, and the Nemesis don't seem to be a problem either. It looks like their Vengeance only protects against Melee and Ranged positional attacks, and pretty much everything I do is AoE. I don't expect to have any problems when I go to the final mission which is all Nemesis.
ESSENTIAL POWERS
Here's a list of the essential powers: Fire Cages, Hot Feet, Cinders, Fire Imps, Drain Psyche, Psychic Shock Wave (PSW), Hasten, Super Speed, Ball Lightning, and Summon Mu Guardian. All of these powers are VERY carefully slotted. EVERY other power exists to provide some protection or a set bonus.
First a general word about slotting. I'm going to be slotting 5 purple sets with 5 slots due to the Recharge Reduction they provide. Most other well slotted powers get 5 slots for a Recharge Reduction set bonus. The purples come with a large Accuracy bonus, more than enough to hit +1 mobs.
Fire Cages keeps mobs inside Hot Feet and PSW range. With an Immob duration of just over 20 seconds against +1 mobs, it does not need to be increased. It only does about 12 points of damage when unslotted, so it's not worth slotting for damage. But I slot it with a Positron's Blast set for the Recharge Reduction set bonus and the Chance for Energy Damage proc, with another damage proc on the side. Due to the procs and Immob, I'll be spamming this a lot.
Hot Feet slows and damages mobs. It also makes them want to run away, meaning they spend less time shooting at me. It needs to be slotted to cap the Slow effect (VERY IMPORTANT), and then do as much damage as possible. With a base of 70%, it needs about 70% Slow Enhancement to slow cap level+2 mobs. It does minor damage (base 9 damage every 2 seconds), but better to slot that than use procs which only go off once every 10 seconds.
Cinders is for accidental agro, starting the mission when Domination is down, or just as a general OHNOES power. It animates in 1.07 seconds, significantly faster than Flashfire with its 2.37 seconds. With a recharge of about 68 seconds, Cinders is up enough to use fairly often. It gets a purple set for the set bonuses.
Fire Imps are smart damage. You can leave a spawn with 1 mob standing and the Imps will finish him off, as long as it's Family. Granted they can also be stupid and draw unwanted agro. That's what Cinders is for. They get three Nuc HOs because they're level 49 and fighting +3 mobs, and they DO have to worry about Vengeance from the Nemesis Lts. Unfortunately they have a hard time hitting through stacked Vengeance. They also get the Build Up proc because it helps them do more damage. When I move to the all Nemesis map, I may not bother casting Imps.
Drain Psyche provides a massive Regen and Recovery boost. Hitting a single mob with Drain Psyche as I have it slotted is twice as good as fully slotted Stamina and Health. I'll usually be hitting 5-10 mobs, and Drain Psyche is almost perma, so there's no need for Fitness. The Accuracy bonus from IO sets alone will let it hit +1 mobs 95% of the time, so no need to slot it for Accuracy.
Psychic Shock Wave (PSW) is the big stick you use to defeat most mobs. It's a 25 foot radius PBAoE, hits 10 targets max, and does base 71 damage. Spawned for 7, you face 10 mobs per spawn (6 minions, 4 Lts). Well slotted and with Domination, it takes 2 shots to defeat Minions. It usually takes 3 PSWs to defeat an entire spawn, but sometimes I can do Family in 2 with fillers, Inspirations, and good pets. It also has a 25% chance for a Mag 2 Stun, and you get another chance to stun if you're in Domination (which is perma on this char). It has a base Recharge of 10 seconds, and this build gets it down to about 2.6 seconds. It gets a purple set with a nice proc, plus more Recharge Reduction on the side.
Hasten is needed for perma-Domination and to get your other powers to recharge quickly. Nuff said.
Super Speed is for racing between mobs at capped Run Speed.
Ball Lightning is more AoE damage. It gets a Positron set rather than a purple because the purple proc does Knockdown (wasted), while the Posi proc does damage.
Summon Mu Guardian gives you a guardian angel. Sure he attacks, but he also heals you and your imps fairly often. Soulbound Allegiance doesn't give a Recharge Reduction set bonus like most other purple sets, so I've just slotted it for Acc, Dam, and Recharge. None of the other Pet IO sets include Recharge Reduction at all, so this was the most slot efficient way to make the Guardian perma. Nemesis Jaegers blow up and the humans have AoEs, so your Imps can take a beating. This will help keep them alive, but only help. If you're fighting 2 Warhulks in the initial boss spawn, there's a good change you'll lose some or all of your Imps.
OTHER POWERS
My other powers are mainly for set bonuses or protection.
To hold Luck of the Gambler: Increase Recharge IOs, I've got Stealth, Invisibility, Weave, Maneuvers, and Vengeance. I've slotted up Weave and Maneuvers with Red Fortunes for more Recharge Reduction, but they'll help with Defense too. I don't have enough slots to load Stealth up with Red Fortunes, and I don't run it due to the Slow debuff it applies.
Psionic Dart, Mind Probe, Flashfire, and Psionic Lance are all slotted for Recharge Reduction set bonuses. I may use Flashfire, but that's rare. I never plan to use Psionic Dart or Psionic Lance at all. You could use Entropic Chaos in Psionic Dart and get a slightly lower Recharge Reduction bonus.
Charged Armor provides some Smashing and Lethal Damage Resistance, along with a place to slot the Steadfast Protection Res/Def IO for a little more Defense. Tough stacks some additional Smashing & Lethal resistance, making it relatively safe to farm level 52 mobs spawned for 7.
Assault will let me and my pets do more damage, always a good thing.
LOGISTICS
Domination has a 68 second Recharge, and I leave it on auto. The 75% Damage bonus stacks, so I can have that doubled for about 20 seconds. Even without Hasten, it recharges in 89.4 seconds, and should just barely be perma.
Hasten has a Recharge of 114.6 seconds, so it's perma as long as I remember to click it. It doesn't double stack though.
I run every toggle I have except for Stealth. That includes Sprint, so I can maneuver a little more quickly while in combat and right afterwards.
I keep one stack of green Inspirations and one stack of blues for emergencies, and I try to use everything else I get by spamming F2-F4 every once in a while. Accuracy Inspirations are handy against the boss spawns, as it lets me hit the bosses with Char despite stacked Vengeance. Mainly that prevents the Fake Nemesis from phasing (Unaffected) when he gets low on HP.
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
PL meh Farmer: Level 50 Science Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Char -- Hold-I:50(A)
Level 1: Psionic Dart -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Dmg/EndRdx:50(5), Apoc-Dam%:50(5)
Level 2: Fire Cages -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(27), Posi-Acc/Dmg/EndRdx:50(29), Posi-Dam%:50(29), TotHntr-Dam%:50(37)
Level 4: Mind Probe -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(7), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Dmg/EndRdx:50(9), Hectmb-Dam%:50(19)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 8: Hot Feet -- Sciroc-Dam%:50(A), Sciroc-Dmg/EndRdx:50(9), EndRdx-I:50(11), TmpRdns-Dmg/Slow:50(11), Slow-I:50(19)
Level 10: Stealth -- LkGmblr-Rchg+:50(A)
Level 12: Flashfire -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(13), Amaze-Acc/Stun/Rchg:50(13), Amaze-Acc/Rchg:50(15), Amaze-EndRdx/Stun:50(15)
Level 14: Super Speed -- HO:Micro(A), HO:Micro(23)
Level 16: Invisibility -- LkGmblr-Rchg+:50(A)
Level 18: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(43), RedFtn-EndRdx:50(43), LkGmblr-Rchg+:50(46)
Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:40(21), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal:50(25), Dct'dW-Rchg:50(50)
Level 22: Cinders -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(23), UbrkCons-Acc/Hold/Rchg:50(31), UbrkCons-EndRdx/Hold:50(31), UbrkCons-Dam%:50(31)
Level 24: Assault -- EndRdx-I:50(A)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- HO:Ribo(A), HO:Ribo(43)
Level 30: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(37), RedFtn-EndRdx:50(37), LkGmblr-Rchg+:50(40)
Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33), S'bndAl-Build%:50(34)
Level 35: Psionic Lance -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(36), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Dmg/EndRdx/Rchg:50(46)
Level 38: Psychic Shockwave -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(40), RechRdx-I:50(40)
Level 41: Charged Armor -- HO:Ribo(A), HO:Ribo(42), HO:Ribo(42), S'fstPrt-ResDam/Def+:30(42)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46)
Level 47: Summon Mu Guardian -- S'bndAl-Dmg:50(A), S'bndAl-Dmg/Rchg:50(48), S'bndAl-Acc/Dmg/Rchg:50(48), S'bndAl-Acc/Rchg:50(48), Heal-I:50(50), Heal-I:50(50)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+15% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3.95% Defense(Energy)[*]+3.95% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+78% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+122.5% Enhancement(RechargeTime)[*]+72.3 (6%) HitPoints[*]+MezResist(Immobilize) (Mag 4.4%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+21% Recovery[*]+54% Regeneration[*]+17% Resistance(Fire)[*]+17% Resistance(Cold)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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[\O;F/RLC()(`
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</pre><hr />
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304