So, do you go for +rech or damage procs?


Daemodand

 

Posted

Just curious what the average person's thought is for their doms. My current is a Grav/Psi, and several powers are cheaply damage proc-able, but that cuts down on potential global +rech. I'm guessing the general thought is more +rech means attacks up quicker, which means you don't have to worry about the potential bonus damage of a proc as much?


 

Posted

With increased endurance costs across the board, the consensus seems to be that perma dom is still the top-tier dom build. Others are building for a mix of recharge and damage. I'm no mids-wizard here, perhaps someone will post with some numbers and set suggestions.


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

Any other thoughts? Basically, is more +rech better than potential bonus damage from a proc, in your opinions at this point? For instance, you slot a full set of Kinetic Crash, you MAYBE get like a 50% damage boost in the power, but you get 7.5% bonus global rech. So, any more thoughts?


 

Posted

I wouldn't touch Kinetic Crash in a power I wanted to do anything except knockback. Good example being Bonfire.

The thing is, permadom is useful. It is no longer essential. Socketing for recharge, endurance reduction, recovery, smashing/lethal defence, or ranged defence, all seem useful avenues to me. My fire/fire is gunning for +HP and some bonus accuracy (because /fire lacks for a good Tohit buffer). Just for an example.


 

Posted

Well, for my Grav/Psi, I could drop it in Lift-which doesnt hurt it cause its KU, Propel, and TK whatever it is in the /Psi set. Thats 3 sets of 7.5 +rech, CHEAP. Thats the defining thing.


 

Posted

Talen's pretty spot on....you can slot for anything you want and really not go wrong.

For example my main dom is a fire/psi perma. Because he's such an endurance hog having domination up often, is a great way to keep my endurance going...

My Mind/Energy is slotted for a mix of recharge/to hit/and HP increase. She's been slotted that way for awhile, she always been pretty effective, and is even more so now.

You're going to have to experiment I15 is still new and people are still playing around with an entirely NEW set of possibilities. You really can't go wrong.


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

The only thing in my Grav/Psi I would consider Buzzsawing is Crushing Field. Nothing else is worth it, and I'm probably gonna take K.C. out of Lift now that it does good damage.


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Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
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Posted

Yeah, I'm still trying to work out this power push malarkey, because the game numbers seem at odds with the comments people are giving.


 

Posted

Go for procs, defense, and +Rech.


 

Posted

Full mez protection, mag 6 holds, fast cycling end bar refill and having aoe controls up much more often are all very compelling reasons to still go for perma dom.

Unfortunately, the difference between perma dom and 1% away from perma dom is still cavernous because it means refilling the entire bar, which takes a while with new doms.

Active mitigation is still the best contribution a dom can offer in teams and in that regard perma dom is > everything else.

However, I would not resort to gimping frequently used powers just for +rech, but I wouldn't under old dom either.

That said there is room for fringe builds. +def is probably the next most logical goal and can be very beneficial in teams and solo by allowing you to focus on damage output more than control.

+HP, +dam sure they are useful, but nowhere near as "powerful" as perma dom or a high def toon.

If you have the money though, go for them all! No reason you can't have perma dom and at least 30% ranged def and be over 1400 hps


 

Posted

[ QUOTE ]
I wouldn't touch Kinetic Crash in a power I wanted to do anything except knockback. Good example being Bonfire.

The thing is, permadom is useful. It is no longer essential. Socketing for recharge, endurance reduction, recovery, smashing/lethal defence, or ranged defence, all seem useful avenues to me. My fire/fire is gunning for +HP and some bonus accuracy (because /fire lacks for a good Tohit buffer). Just for an example.

[/ QUOTE ]

WHo's chain are you trying to jerk by saying permadom isn't necessary? The dom" revamp" made it even more a necessity. Only now its to replenish end rather than add extra damage.



Time will tell . Just like you say,Talen.

As more new doms start hitting the late 30s and early 40's we will see,HUH?

Happy Hunting!


 

Posted

So, my Grav/Psi should take Scirocco so I can get Power sink and as such get a THIRD way to restore end? Domination/Drain Psyche and Power Sink? Or is that overkill?


 

Posted

Give it a shot, see what you think. Myself, I find powersink superfluous on my fire/fire. Then again, I find Consume superfluous on my fire/fire.


 

Posted

[ QUOTE ]
So, my Grav/Psi should take Scirocco so I can get Power sink and as such get a THIRD way to restore end? Domination/Drain Psyche and Power Sink? Or is that overkill?

[/ QUOTE ]

Don't forget Surge of Power.


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Posted

[ QUOTE ]
So, my Grav/Psi should take Scirocco so I can get Power sink and as such get a THIRD way to restore end? Domination/Drain Psyche and Power Sink? Or is that overkill?

[/ QUOTE ]

on my 48 Earth/Psi i've never needed anything for endurance recovery other than Drain Psyche... and on very rare occasions where i run low on end, i can pop dom and it's all good again. If for anything, i'd take Scirocco for Surge of Power and the Mu Guardian, not Power Sink (though PS can be quite effective as an End Sapper also). Surge of power increases your recovery while active on top of the resistance bonus you get, so all in all i'd say it's more worthwhile than Power Sink if you go that route.