Fixing The Dominator
Today I have plenty of household chores to do so naturally I found time to copy Jadis over to test and check the numbers on Icy Assault.
lvl35 Ice/Ice vs lvl35 Wing Raider, no resistances that I know of.
Brawl 11.59 smashing
BoI 29.92 cold -> BI 2,58
Ice Sword 20.62 lethal, 32.23 cold BI 4.56
Ice Blast 9.57 smashing, 29.92 cold BI 3.407
Ice Bolt 5.92 smashing, 23.94 cold BI 2.57
Ice Sword Circle 24.97 lethal, 24.97 cold BI 4.30
Greater Ice Sword 30.94 lethal, 32.23 cold BI 5.45
The blasts and Block of Ice do clearly worse damage than the numbers in the planner. This is probably at least partly due to the fact that dominator damage scale for ranged attacks is worse than for melee attacks. Unfortunately the great thread from US forums has been eaten, and I can't check the "ranged brawl" value to see if the planner numbers correlate with that. Anyway, same thing probably applies to all dominator secondaries.
Melee attacks compared to brawl seem to be within margin of error to the numbers in planner. On lower levels the difference is not that big, but on higher levels I'd say you need to take the melee attacks to do any kind of meaningful damage.
I was actually going to test the endurance costs but found it too difficult, with Stamina my endurance refills too fast to get anything but a ballpark figure.
EDIT: I just noticed that Ice Sword does way more damage than reported in the planner. What's up with that? Not that I complain.
Well, that has so far been my solution to the boss hp vs end problem: only use Ice Sword (with the occasional BoI) on them. It's very slow but it seems to be the only way.
I really should do something about this signature.
Yeah, damage per endurance on Ice Bolt and Ice Blast seems to be pretty abysmal, at least on higher levels. Ice Sword on the other hand seems relatively cost effective. This is tough because the blasts are easy to use, quick to animate and relatively quick to recharge and thus primary tools for building domination.
I've tried to match what you've done Idris. I'll just use the raw values and not worry about the BI; this is a level 35 Plant/Thorns against a level 35 CoT Guide (human).
Unfortunately there's a complication with Thorns. They do a random amount of poison damage - sometimes none at all, sometimes one hit of the poison, sometimes up to seven - it's usually around four.
I don't have the Thorn cone attack, or the PBAoE and I just picked up Ripper this level at 35.
Brawl 11.59 smashing
Thorny Darts 25.13 Lethal + 1.49*4 Poison = 31.09 (CF: Ice Bolt 29.86)
Skewer 52.86 Lethal + 3.321*4 Poison = 66.144 (CF: Ice Sword = 52.85)
Impale 39.5 Lethal + 2.98*4 Poison = 51.42 (CF: Ice Blast = 39.49)
Ripper 54.69 Lethal + 6.44*4 Poison = 80.45 (CF: Greater Ice Sword 63.17)
It does seem like Thorns is doing more damage. I have no idea about endurance use & comparisons, and of course this doesn't take into account DoT, though according to Character Builder the recharge times look very similar.
It looks to me where Ice scores is with the AoE which looks a lot better than Thorns. Ice gets a -Recharge and a -Speed Thorns gets a -Def. Thorns does also get Aim instead of Power Boost, this is giving me a +30% damage buff, 3 slotted with recharge it's on for 10 seconds, down for 40, I've also noticed Aim doesn't buff the poison damage.
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I like domination when it's up, but It doesn't really compensate for the "down time"
And I find myself just controlling during a battle anyway and leaving the damage output to everyone else, as they are all better at it than I am. Don't know whether this is because I'm used to playing as a pure support class in CoH or not, but due to the shorter hold lengths with a dominator I find myself not really having time to deal damage either.
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I think it comes down to the play style you want & like, you may enjoy a Corrupter more. You do need to be very aggressive with a Dom to get the most out of it and constantly attack, I don't have too much of a problem doing this myself. At the moment I'm trying to fire off Domination as much as possible rather than leaving it in reserve so much, I tend to overestimate how long it takes to build up, the reality is it can be a pretty fast build up if you're prepared to go all out on the attack.
Cool, Filth! Very convenient that we both happen to be level 35.
This does make me rethink my build a little. For what it's worth, the endurance cost and recharge numbers in the SherkSilver hero builder seem be be approximately on the mark. Am I deliberately crippling myself if I respec out of both of the AoEs? While they do eat a good chunk of endurance, they are definitely more endurance effective than the ST attacks as long as they hit at least 3 enemies. However, there are problems with both.
AoEs in general are a bit problematic to me. I already have to watch out for aggro in teams, both Ice Slick and Arctic Air generate a lot of it. I suspect that it will be better for my survivability if I stick to ST attacks in teams. And solo, well.. often there aren't enough enemies that an AoE is worth it. ST attacks are better for domination, too.
I already respeced out of Frost Breath. I thought the cone was very tricky to use. First of all, it always required me to reposition myself completely to hit multiple enemies, because the nature of both Ice/ and /Ice is such that encourages being in melee. Second, it is a narrow cone and not a very visual power, just sort of hard to use.
Ice Sword Circle is beautiful and it's been nice to use it on top of Ice Slick. It fits well with Arctic Air and Chilling Embrace, too. Endurance cost looks horrific but looking at numbers, at 3 enemies it's actually considerably better than any of the ST attacks. It has a slow recharge and horribly slow animation and besides aggro, those are my main reasons of getting rid of it.
I stick with my assessment that /Ice is a very controllerish secondary. Power Boost and Chilling Embrace are pure control powers, and the secondary effects in attacks are very noticeable. For pure damage you should look elsewhere, and comparing the numbers to /Thorns it seems pretty clear that endurance will be a problem when soloing pre-pet. It might help a bit to slot the blasts for endurance reduction and Ice Sword for recharge. It's just very hard to find the slots to do so.
As for what I'd like to do to fix dominators, from the Ice/Ice point of view I'd like to get damage in some of the powers upped a bit. It seems off that the cold damage portion in Greater Ice Sword is same as in Ice Sword. I'd also like to have the order of powers changed so that the single target attacks would come earlier. AoEs and Chilling Embrace could be moved up in the set. Then I'd like the endurance cost of Ice Bolt and Ice Blast to be brought down so that they'd be in line with other sets's blasts when it comes to DPE. Animation time of Ice Sword Circle should be shortened to remove the second or so where you just stand there doing nothing.
Another classic illustration of the dominator's flaws just now. I was soloing on Malcious and my mission was to defeat Agent McGowin, a Longbow officer boss. My hold failed to take first time, and in the 2 seconds before it could recharge he one-shotted me.
[NB the combat text seems to be bugged, since it didn't record what attack he used or how much damage it did.]
I really should do something about this signature.
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Another classic illustration of the dominator's flaws just now. I was soloing on Malcious and my mission was to defeat Agent McGowin, a Longbow officer boss. My hold failed to take first time, and in the 2 seconds before it could recharge he one-shotted me.
[NB the combat text seems to be bugged, since it didn't record what attack he used or how much damage it did.]
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What level? Gor those sort of bosses I find the best way to survive is to summon pet right on them. Jack Frost's hold never seems to miss, he'll atack Jack and then my hold will still him............ of course this is a pain to do all the time, but.........
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
I'm level 30, so no pet. McGowin was level 31.
I really should do something about this signature.
Longbow bosses are all kinds of silly in difficulty for the solo player - though I appreciate the intent of the post with regards to HP values for Doms, using Longbow bosses is probably not the most fair example to demonstrate imbalances, seeing as they're pretty damn imbalanced themselves (especially solo). I still have shivers about the time I thought soloing a Red Rad Warden in Bloody Bay was a good idea with my Brute... not so much Lingering Rad as Lingering Rad's seriously-pissed-off grandpappy [censored] Crippling Rad - only time I've had to kite a mob with my Brute by bouncing to and fro, hiding around the scenery like a lame bunny with social anxiety issues.
(And the other day two MA Wardens managed to break my Disorient protection with two Cobra Strikes... boy, didn't I feel uber. I can stand toe-to-toe with Scrapyard and the Eye of the Leviathan, but two gimps in spandex can tap me and make me do the drunk-walk. )
@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD
"that Syn is that that" - Mothers Love
Hello I'm jumping into this thread a bit late here
My main in CoV is a Plant/Psi dom currently lv37
And I do have some observations I'd like to put forward.
For me I found levels 10-22 the hardest, at these levels I had relativly few effective control powers (it was seeds of confusion that kept me going, but I'll not go into the problems I had with that one here) and few effective attacks.
Now I say effective because we never have the slots at these levels to slot both primary and secondry powers, coupled with TO/DO's means I was very very squishy, I think I spent the late teens early twenties in perma debt and I have the badges to prove it
Getting carrion creepers at 26 was a real turning point, it's a supereb alpha strike absorber.
I made the mistake of getting the psi push instead of mind probe, which I fixed with my 1st respect, this made a major imporvement in my solo ability.
What i've realised is that key damage powers in the dom assault sets are the melee attacks they do far more damage than any of my ranged attacks (execpt my sniper, however that has the major draw back of the intrupt and so can only be effectivly used when nothing is targeting you)
The other thing I'd like to point out is BEWARE of your AoE immoblise power, this is a massive agro magent.
Mobs realy seem to get more annoid at being immoblised for a small DoT than than being hit in the head by a far more damageing fire ball. (I realised this when a corruptor friend tried to pull the agro off me with a fire ball only for all the mobs to still shoot at me)
One thing I would like to add to the dominator vs controller debate/flame war is that in theos low mid levels when we have few control powers controllers have far more usefull buffs/debuffs which make them far more team friendly.
One thing that has annoied me recently is the change to AV/hero hold resistance. I'll admit that it was fun useing domination to perma lock down an AV but this new 3 second mes reset makes me far less usefull for AV killing.
There's no way in hell I'm going to run in close to use my high damage melee attacks when I only have around 3seconds to get in attack and get out again before he one shots me.
What I'd like to see for dominators is a slight increase in HP, punch index and a slight lowering on end costs of the assault powers.
PS when you did thoes damage tests I hope you had no damage enhancements slotted.
I'll hop onto test today and run the tests on the Psi assault powers I have.
Hmm, what's the 3 second mez reset? Have I missed some change to the AVs?
And yeah, at least my damage numbers were tested without enhancements.
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Hmm, what's the 3 second mez reset? Have I missed some change to the AVs?
[/ QUOTE ]They work just like they always have.
I'm not 100% sure about this, what I know is from my playing experience I've not run tests of this.
It's to do with the way AV's & Heroes can switch on a mes restance boost.
The rate at which they can boost seems to have been increased.
Example
a month or so back I fought Aura, with Domination running I kept her locked down for prity much the whole fight and she went down fast
This week however I exemped down to help a frieds fight her and even with dom running the longest I managed to hold her was about 3 seconds.
Both times she was +1 to me and I was the only person with holds
I have since then also fought back ally brawler with the same resault.
I can only surmise that with the AV/hero scaleing has brought in some other change than effects there mes resistance
EDIT: As I've typed this I'm wondering if this has only effected heroes?
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Hmm, what's the 3 second mez reset? Have I missed some change to the AVs?
[/ QUOTE ]They work just like they always have.
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Nope it has been changed definetly tested it out when fighting Envoy of Shadows pre I5 and after.
The new system also affects bosses in a way ,its that my controller hold recharges so fast that i didn´t notice it and still have a perma lock with one single target hold.
At certain point the AV will reset the mezz protection ,all previous hold doesn´t count , now for example we had a grand total of 6 single targethold against envoy of shadow , no way his mezz would have resisted that after the first couple of seconds so should have stayed perma locked , AV or EB dumps or reset the mezz at certain points , then its again back from the start 3 mezz holds to get a couple second effect.
Bosses now also have a scaled down version 2 holds to break it break it , after a certain number of holds needs again 2 holds to break it defense .
In the past to have effective hold you could apply a simple immo or sleep or whatever to beat the first hold protection.
Then the rest was simply stacking the hold till it hold.
Ok I've run the tests now here are the figures for my plant/psi assault powers
Level 37 vs level 37 CoT Guide
Brawl 12.12 smashing
Strangler 5x6.87 smashing (BI 2.83)
Roots 6x3.12 smashing (BI 1.54)
Psionic Dart 18.76 Psionic (BI 1.55)
Mind Probe 55.24 Psionic (BI 4.56)
Mental Blast 31.27 Psionic (BI 2.58)
Psychic Scream 32.52 Psionic (BI 2.68)
Psionic Lance 86.33 Psionic (BI 7.12)
It looks like the figures on Character Builder 1.6.8.0 are rather off
I'd also like to add STOP whingging about how crappy /ice is and have a look at PSi
EDIT: I've just downloaded the new version 1.7.6.0 and the nubers seem correct
Cool, more numbers!
I thought it's common knowledge that /psi has bad damage until the final power, which is apparently awesome.I didn't know it was THAT crappy though, those numbers look really horrible. Hope they at least have decent endurance costs and recharge times?
I don't think anyone argues /ice is crappy, just very heavy on endurance. It's not the best set for damage but it has other things going for it.
Psionic Dart certainly has a very fast recharge, making it useful for building domination. Shame about the damage.
I really should do something about this signature.
You do have a couple of advantages - Psi resistance is very rare, -Recharge with almost every attack, all your attacks are ranged. With Thorns I have to get into melee to use decent attacks, most of the secondary effect is -Def, there's the re-draw thorns delay thing everytime I switch from primary to secondary.
I don't think any secondary is better or worse overall, it's a matter of matching your play style with the set. I like melee so I'm ok with Thorns. Psi looks more like ranged/control style.
Coucil robots are strong vs psi.
I really should do something about this signature.
yes nothing much resists psi, only all robots, council mechmen, hover bots, sky raider jump bots, turrets, etc etc
And now added all thoes lovely arachnos robots. EDIT:Execpt the Psi one
Ok it is un-resisted by quite a few mob, I wonder how many other mobs actually have resistance to other attacks?
If I ever had the time and patience I'd start compliing a list
(I can add that longbow seem to have ~20% s/l resistance)
Psi powers have fairly long animations (unchecked guess, the psi blast is about 1.5sec)
EDIT: here's thorns in Brawl Index for thoe who are too lazy to calculate it
Brawl 11.59 smashing
Thorny Darts 25.13 Lethal + 1.49*4 Poison = 31.09 (BI 2.68)
Skewer 52.86 Lethal + 3.321*4 Poison = 66.144 (BI 5.71)
Impale 39.5 Lethal + 2.98*4 Poison = 51.42 (BI 4.44)
Ripper 54.69 Lethal + 6.44*4 Poison = 80.45 (BI 6.94)
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yes nothing much resists psi, only all robots, council mechmen, hover bots, sky raider jump bots, turrets, etc etc
And now added all thoes lovely arachnos robots. EDIT:Execpt the Psi one
Ok it is un-resisted by quite a few mob, I wonder how many other mobs actually have resistance to other attacks?
If I ever had the time and patience I'd start compliing a list
(I can add that longbow seem to have ~20% s/l resistance)
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Villain Index
Villain resistance
You're on to a loser if you think Psi is not the least resisted of damage types, in PvP even more so.
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Psi powers have fairly long animations (unchecked guess, the psi blast is about 1.5sec)
EDIT: here's thorns in Brawl Index for thoe who are too lazy to calculate it
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As for animation times, Thorns has some long ones too. 'Brawl Index' is a bad way to compare powers, If you really want them Character Builder is correct.
Power data standardisation
I was not being entirly serious but if you want to get into it...
We can use brawl to compair base damage, as we are all Dominators and have the same brawl index.
If you look down that list of resistances you will notice (apart from many ?) that while other powers ae more often resisted, they are reststed less and have bonuses against some as well
Psi is predominatly 100%damage or 50%damage
Yes Psi is good in PvP for annoying people, I've posted before about the running battle I had with a stone tank, yes I could hit him with my Psi attacks but the damage output was too low to realy worry him. I died when a controller butted in and held me
However we should look at DPS and EPS so we should consider recharge and end cost too.
(I was only trying to point out that spines isn't the only one with long animation times and Psi is not all it's cracked up to be Oh and thanks very much for thoes links I've been looking for something like this, nice to know that mob have weakness as well as resistance)
Psi is magic against Clockwork, but there aren't many of those in CoV (just a few in Cap).
I really should do something about this signature.
I would not give up the magnitude and duration boost in Domination for the longer durations controllers have otherwise. I love being strong when it counts, it's what makes the AT fun to me.
I only have problem with the secondary. I do blast as much as I find time for in teams but it's more to achieve Domination that to make an actual difference with my damage. Ice primary is not very good for building domination, especially as I don't currently have any of the immobilizes.