Are Dom's too squishy?


Airhammer

 

Posted

I've never played a Dom.
Just started looking over Dom and saw some things that intrigued me.
I've had an idea for a Stone/Stone Primarily melee dominator, but I was wondering if a dominator is just too squishy for this no matter what? Can a dom be made to last when deep in a mob of angry freaks?


 

Posted

A well played Dominator only has trouble with the PTOD (purple triangles of doom) on AVs and GMs. They make all other content quite trivial.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
A well played Dominator only has trouble with the PTOD (purple triangles of doom) on AVs and GMs. They make all other content quite trivial.
Truth.

Health doesn't matter to a dom. You never get hurt to begin with.


Quote:
Originally Posted by eltonio View Post
This is over the top mental slavery.

 

Posted

Doms serve two functions Damage and Control (and to a smaller degree debuff depending on the power sets). When playing a dom think of your controls as your shields. A controlled enemy can't damage. The more enemies you control the less incoming damage you take. Combine that with the doms near blaster level damage and you have a very potent AT. Also Dom's are the only "squishy" AT with complete mez protection inherent "Domination".

Doms pay for this with lower hit points. If Dom's were less squishy they would be insanely overpowered. Many people argue they actually are. However, not all doms are created equal certain powerset combos aren't as strong as others. Also Elite Bosses and AV's can be very tough for dominators to deal with. Mostly due to the fact the PTOD (Purple Triangles of Doom) grant them mez protection. Since Mez is the Dom's main form of damage mitigation.

On an Earth/Earth dom everything should be slowed, knocked down, held, and disoriented. Not to mention debuffed. I haven't played that combo but it seems like once you had certain key powers you'd be quite impressive.


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

 

Posted

the concept rolling around in my head is something like use fossilize to lock the target, then use that target as the center for most of my aoes, earthquake, quicksand, volcanics, and such and the like, then run in and beat on him while all his buddies flop around and choke and so on and so forth til the entire mob is dead. Just didnt know if it'd be viable or if I'd get 1 shotted a lot by the 1 that got away.


 

Posted

Your concept is sound and I actually think you're probably underselling what your final role would be, particularly if you go Earth/Earth as you suggest.

However, I don't recommend the Freak pile a la AE for Doms without significant team support. The group you hit the target cap of your controls with is not necessarily the same as the group that is trying to hit your aggro cap.

That being said, if any Dom is going to do it, an Earth/Earth built for capping ranged defense would be a good option.


 

Posted

The only problems you may face with some sets is that you either can't lock down enough mobs (Gravity in particular) or you don't have many AoE attack options. I'd also shy away from using the AoE immob - especially at low levels. They do nothing for damage mitigation and on teams it just makes them attack you back.

I have six dominators (one for each control primary and coupled up with the thematically appealing secondary), one at lvl 40, another at lvl 34, three between lvl 22 and 28 and one below lvl 10. My earth/earth dom is level 34 and it's really fun. Earth assault may not be the best looking thing on paper but when you run around clobbering things with stone mallets and the screen shakes you just can't help but grin manically. The only doms I can't get into are my fire/fire and ice/ice. I just can't seem to solo with my fire/fire and I've just got a lvl 32 ice controller so I'm a bit bored of ice/ice right now.

So yeah, they're only really squishy when you can't mitigate the damage well enough but at that point in the game most archetypes are squishy anyway. I regularly become the tank with my plant/thorns so it's very possible to not be squishy with a dom. I like to think of Doms as blasters who forgo some ranged attacks for more advanced control options, so if you're good at blaster active defense then the Dom version should be easier.


 

Posted

My Earth/Earth Dom plays like a Brute, a squishy Brute with no passive defenses who has to be aware of everything that it going on and coming at her, but like a Brute nonetheless.

Let there be SMASH!


 

Posted

I think that Doms are a high risk, high reward type AT.

On one hand, if you're careful, and aware of your surroundings, you can avoid most damage quite easily. (At least, so far. I've only just started playing a Dom, and I'm enjoying it quite a bit)

On the other hand... If you're caught by surprise, you're in for a quick trip to the hospital.

But yeah, as long as you pay attention, you shouldn't take too much damage. Though, to be honest, I rarely see Dominators around...


 

Posted

Quote:
Originally Posted by Lazarus View Post
My Earth/Earth Dom plays like a Brute, a squishy Brute with no passive defenses who has to be aware of everything that it going on and coming at her, but like a Brute nonetheless.

Let there be SMASH!
FWIW: Here's my Earth/Earth "Baby Brute" work in progress:

[color:#1E90FF]Villain Plan by Mids' Villain Designer 1.601[/color]
[color:#1E90FF]http://www.cohplanner.com/[/color]

[color:#FFA500]Click this DataLink to open the build![/color]

Currently at 30% ranged, 18% melee, 14% aoe defenses (plus EQ's slotted to -13% to-hit).
52% S/L 36% energy resists.
Mag 4 KB resistance (outside of domination).
29% global recharge.

I'm enjoying it.


If I quote #'s, they're from City of Data.
Global: @Kazari

It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler

 

Posted

Quote:
Originally Posted by MinMin View Post
Your concept is sound and I actually think you're probably underselling what your final role would be, particularly if you go Earth/Earth as you suggest.

However, I don't recommend the Freak pile a la AE for Doms without significant team support. The group you hit the target cap of your controls with is not necessarily the same as the group that is trying to hit your aggro cap.

That being said, if any Dom is going to do it, an Earth/Earth built for capping ranged defense would be a good option.
/Earth is almost entirely melee, though.


 

Posted

Quote:
Originally Posted by Weatherby Goode View Post
/Earth is almost entirely melee, though.
True, but I'm thinking you stand in the middle of whatever location-based AoE you currently have running and pick them off as they close to melee.

I'm also talking the specific artificial situation of an AE Freak pile where there can be hundreds of Freaks in a single room.


 

Posted

In the instance of a pile of freaks and with doms having a patron shield that goes a long way toward decent s/l/e defence, why exactly are we building for ranged here? Did I miss something obvious?


 

Posted

We got off on a tangent when I suggested a ranged defense build of Earth/Earth would work for a Freak pile. Purely speculative though, and I'm happy to say that I'm mistaken.

All that being said, I'm not even sure that an AE Freak pile was the situation that the OP was intending to invoke.


 

Posted

I dont think its needed, but if they came out and buffed my HPs i wouldnt complain much either.


 

Posted

I've found that a combination of thoughtfully applied Domination and Power Boost can keep just about anything held with my Earth/Earth Dom long enough for me to kill it. The only times I seem to die are when either I or someone I'm teaming with does something stupid.

For the record, I consider soloing things like AVs to be stupid unless you've got a game breaking meta build designed to take on things of that calibur. If you can solo an AV then bolly for you, but I'm going to call my buddies and make a party out of it so that we all get more XP, bragging rights be damned!

...Unless I'm on my DM/Nin Stalker. Soloed Mako with him. High five!


 

Posted

Quote:
Originally Posted by MinMin View Post
Your concept is sound and I actually think you're probably underselling what your final role would be, particularly if you go Earth/Earth as you suggest.

However, I don't recommend the Freak pile a la AE for Doms without significant team support. The group you hit the target cap of your controls with is not necessarily the same as the group that is trying to hit your aggro cap.

That being said, if any Dom is going to do it, an Earth/Earth built for capping ranged defense would be a good option.
I am not exactly sure what you're referring to, but earlier this evening my level 43 Mind/Ice dom and my wife's level 25 earth/fire dom on a +0 x5 team size "Kidnap Miss Francine" mission from Westin Phipps handled the Pile o' Freaks pretty well.

If you're not familiar, there are six back to back ambushes in that mission, each a full spawn. They're only about 30-40 seconds apart. Each one had several bosses in it. We both were up and juggling the huge pile for the first 4 spawns, my wife's lowbie dropped around spawn 5, and I held it together for spawn six, and whittled them down. I think domination popped 5 times. I have a several invention sets, but I'm not totally tricked out on an uberbuild or anything. It was an incredible fight and I had to use alot of insps, but we did it. She leveled twice, I think.

I think Doms can handle big piles of enemies well at upper levels.


Quote:
Originally Posted by eltonio View Post
This is over the top mental slavery.

 

Posted

Yes they can be squishy, but many AT's are squishy. They dont have build in defenses or resistance. Yet they can be very powerful character depending on power selection and they are very fun to play.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

This a build, I built for a friend, he's doing pretty darn good with it. Teamed with my Plant/Stone & a friend's Fire/Stone, we are a scary Trio.


Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Earth Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-EndRdx/Rchg/Hold(3), Lock-Rchg/Hold(3), Lock-Acc/Rchg(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
Level 1: Stone Spears -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(46), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg(46), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 2: Stone Mallet -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 4: Tremor -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(17), Oblit-Acc/Rchg(48), Oblit-Dmg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 6: Swift -- Run-I(A)
Level 8: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Stalagmites -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(13), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(15), Stpfy-Stun/Rng(15), Stpfy-KB%(17)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Earthquake -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(19), DarkWD-ToHitDeb/Rchg(19), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(25), DarkWD-Slow%(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Acrobatics -- EndRdx-I(A), EndRdx-I(23)
Level 24: Heavy Mallet -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Dmg/Rchg(25), C'ngImp-Dmg/EndRdx(34), C'ngImp-Acc/Dmg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 26: Volcanic Gasses -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Hold(27), Lock-EndRdx/Rchg/Hold(33), Lock-Rchg/Hold(33), Lock-Acc/Rchg(33), Lock-%Hold(34)
Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 30: Boxing -- Empty(A)
Level 32: Animate Stone -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(40), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-Dmg/EndRdx(45), ExRmnt-Acc/Dmg(45), ExRmnt-+Res(Pets)(45)
Level 35: Tough -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-EndRdx/Rchg(36), TtmC'tng-ResDam/Rchg(37), TtmC'tng-ResDam/EndRdx(37), TtmC'tng-ResDam(37), TtmC'tng-EndRdx(39)
Level 38: Fissure -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(39), Posi-Dmg/EndRdx(39), Posi-Dmg/Rng(40), Posi-Dmg/Rchg(40)
Level 41: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/Rchg(42), Aegis-ResDam(43), Aegis-Psi/Status(43)
Level 44: Power Sink -- Efficacy-EndMod/Rchg(A)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Hurdle -- Jump-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 3.13% Defense(Smashing)
  • 3.13% Defense(Lethal)
  • 7.19% Defense(Fire)
  • 7.19% Defense(Cold)
  • 10.6% Defense(Energy)
  • 10.6% Defense(Negative)
  • 6.25% Defense(Melee)
  • 17.5% Defense(Ranged)
  • 9.69% Defense(AoE)
  • 43.8% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 5% Enhancement(Held)
  • 46% Enhancement(Accuracy)
  • 4% FlySpeed
  • 83.9 HP (8.25%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 9.65%
  • MezResist(Immobilize) 9.1%
  • MezResist(Sleep) 4.7%
  • MezResist(Stun) 6.9%
  • MezResist(Terrorized) 2.5%
  • 9.5% (0.16 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 11.6% Resistance(Fire)
  • 11.6% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 13.1% Resistance(Toxic)
  • 24.3% Resistance(Psionic)
  • 9% RunSpeed
  • 2.5% XPDebtProtection
------------
Set Bonuses:
Lockdown
(Fossilize)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Thunderstrike
(Stone Spears)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Crushing Impact
(Stone Mallet)
  • MezResist(Immobilize) 2.2%
  • 11.4 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
Obliteration
(Tremor)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Stupefy
(Stalagmites)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Dark Watcher's Despair
(Earthquake)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
  • 2% DamageBuff(All)
  • 3.75% Resistance(Psionic)
Crushing Impact
(Heavy Mallet)
  • MezResist(Immobilize) 2.2%
  • 11.4 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
Lockdown
(Volcanic Gasses)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Crushing Impact
(Seismic Smash)
  • MezResist(Immobilize) 2.2%
  • 11.4 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
Expedient Reinforcement
(Animate Stone)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% (0.42 HP/sec) Regeneration
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 10% Resistance(All)
Titanium Coating
(Tough)
  • MezResist(Sleep) 2.2%
  • 15.3 HP (1.5%) HitPoints
  • MezResist(Stun) 2.2%
  • MezResist(Held) 2.75%
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Positron's Blast
(Fissure)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Aegis
(Charged Armor)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 3.13% Resistance(Toxic)
  • 3% Resistance(Psionic)



JJ


I delete more 50s, then you'll ever have.
http://www.pandora.com/people/jjdemon

 

Posted

By the mid twenties or so, I find most doms to be fairly resilient with two exceptions:

1. Dealing with adds--If most of your big controls are already used up for the moment and a patrol wanders by, you can be in trouble. This eventually becomes a fairly small issue, since most sets get enough toys that you're rarely without anything to throw at them.
2. Mezz-resistant enemies and enemies with high defense--The harder it is to mezz somebody, the shorter your lifespan gets. A lot of Arachnos bosses and some lieutenants fall into this category.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

I just rolled an earth/earth dom. I actually really like JJDRAKKEN's build...fairly cheap and more melee oriented than perma dom.
My question is....i want to 6 slot earthquake with the kinetic crash set for the knockback protection and the awseome 7.5 recharge....is this a good idea???


 

Posted

Quote:
Originally Posted by devil dingo View Post
I just rolled an earth/earth dom. I actually really like JJDRAKKEN's build...fairly cheap and more melee oriented than perma dom.
My question is....i want to 6 slot earthquake with the kinetic crash set for the knockback protection and the awseome 7.5 recharge....is this a good idea???
Nope. You'll turn Earthquake (KD) into Bonfire (KB).


If I quote #'s, they're from City of Data.
Global: @Kazari

It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler

 

Posted

Quote:
Originally Posted by HacknSlash View Post
Nope. You'll turn Earthquake (KD) into Bonfire (KB).
This is true. If you slot Earthquake with Knockback IOs, it increases the knockback magnitude. 0.67 magnitude Knockback is what we actually call knockdown, because enemies just bounce into the air and come down again, which works great for Earthquake because it just keeps sending out those 0.67 magnitude pulses and keeping enemies from standing up at all. If you add more knockback, then enemies will be knocked farther away, outside of Earthquake's radius. It actually makes Earthquake less effective.

If you're still interested in slotting IOs into Earthquake, you might have better luck with Defense Debuff or -ToHit debuff IO sets. I personally just slapped 3 generic recharge IOs into my Earthquake and was happy as a clam.


 

Posted

I don't think either of those will be a problem for Earth control - quick sand alone does
-30def, earth can control up to three spawns with ease between Volcanic gas, earth quake and stalagmites - not even taking the aoe sleep into consideration.


 

Posted

Quote:
Originally Posted by Star_Seer View Post
I don't think either of those will be a problem for Earth control - quick sand alone does
-30def, earth can control up to three spawns with ease between Volcanic gas, earth quake and stalagmites - not even taking the aoe sleep into consideration.
Yeah, my Earth doesn't mind them much at all--like I said, it eventually becomes a fairly small issue for most pools, and that goes double when you can basically perma-lockdown 3-5 separate groups. The big one I've found to have a lot of trouble here is Ice/. Just not enough 'shut up and sit down!' powers for my tastes.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.