Draft I18 Dominator Powers Guide


Airhammer

 

Posted

very nice,

noticed one slight error, your Ice Mastery section references using RoF. But definately a good intro into an AT i hope to get more into with GR.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

nice work liliceae, as usual

i was wondering do you still continue your threat concerning dom's powersets issues?


 

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I'd appreciate any insight people could give me into Conserve Power and how it would work for Dominators. I haven't managed to try it out properly yet, and I think it'll take a long time to get a good feeling for how useful it will be in practice.


 

Posted

Conserve Power, like Hasten, is a power that you want a lot of but can't (usually) get all the time. Putting it on auto is a bit of a waste, since you'll sometimes fire it off at the 'wrong' time.

Basically, treat it like a pre-combat buff. If it's up, before you start on a big spawn, jam on it and that'll make the spawn easier. Getting such a huge end management tool so late feels a bit rude, doesn't it?


 

Posted

Quote:
Originally Posted by Liliaceae View Post
I'd appreciate any insight people could give me into Conserve Power and how it would work for Dominators. I haven't managed to try it out properly yet, and I think it'll take a long time to get a good feeling for how useful it will be in practice.
If your not a permadom and your fighting an AV (or multiples) then I can see Conserve Power being of help once domination has expired and your endurance is sapped, lets you keep pounding without worrying about not being able to stack holds. I'd also imagine its very welcomed by Mind Control users when applying Telekenesis for extended periods of time on AV's.

Oh and excellent guide and update btw


 

Posted

Superb guides Lili, lots of info well explained.

As regards Conserve Power the only time I've found it really useful on my Controller was for use before EMP Arrow as a way to counter the -recovery. Other than that it's up so infrequently that it's hard to plan around it.

Prolonged fights where you're out of blues (and can't just scoot into cover for a sneaky rest) it's sorta useful, but Hibernate kicks its *** in that situation.


 

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Nice guides overall...there are some points I might disagree on, but these are simply preferential. A tremendous ammount of work, and a good starting point for newbies.

Just one note: Psionic Shockwave has an atypical target limit at 16, rather than the 10 of other secondaries. (This Castle did, I seem to recal, as people argued that the power needed a perc as a tier 9 back when it was downshifted.) This is actually somewhat significant against extra large groups, as you can hit a good number of extra foes with the chance to stun them.


 

Posted

Quote:
Originally Posted by Seldom View Post
Nice guides overall...there are some points I might disagree on, but these are simply preferential. A tremendous ammount of work, and a good starting point for newbies.
Feel free to share, I'm always curious about other people's perspectives, and they could be errors too.

Quote:
Just one note: Psionic Shockwave has an atypical target limit at 16, rather than the 10 of other secondaries. (This Castle did, I seem to recal, as people argued that the power needed a perc as a tier 9 back when it was downshifted.) This is actually somewhat significant against extra large groups, as you can hit a good number of extra foes with the chance to stun them.
Good point, thanks for reminding me, I'll definitely put that in. I was certainly one person arguing for some preferential treatment for Psy Shockwave.


 

Posted

Great work, as usual, Liliaceae!


 

Posted

Awesome stuff, thanks Lil

Nice to have everything summerised in one place, wish more AT's had this.


===================================

The words you scribbled on the walls
the loss of friends you didn't have
I'll call you when the time is right

 

Posted

I think that the jolting chain power was altered (many would say nerfed) to be knock-back where it once was knockdown. This has materially diminished the effectiveness of the set for me as the knock-back would knock critters out of my static field.

Typically, they just walk right back in but with more ranged critters this becomes a bit of a problem.


Malakim

-Playing since COH beta and still love the game!

 

Posted

Quote:
Originally Posted by Malakim View Post
I think that the jolting chain power was altered (many would say nerfed) to be knock-back where it once was knockdown. This has materially diminished the effectiveness of the set for me as the knock-back would knock critters out of my static field.

Typically, they just walk right back in but with more ranged critters this becomes a bit of a problem.
Knockdown is a low-mag knockback (less than 1 it would appear). Against enemies that are lower level than you or weak to knockback (like Primal Clockwork) or when slotted for knockback (hello Kinetic Crash), knockdown powers will knock them back instead. That definitely merits some attention in the glossary or somewhere else.

I'm pretty certain you've encountered one of those scenarios.


 

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sticky


 

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Definitely worthy of a sticky!! Amazing post, thanks a lot for all your effort!


 

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bump


 

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thank you, I am rolling my first real Dom in Pratoria, a EC/EA and was casting about for some information when I stumbled on your guide...
It was exactly what I was looking for thank you!


 

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Hi Everyone, I've posted the final version of the guide in the Player Guides section, so we can let this thread die now. I've also done a new first post for Player Guides, hopefully TheOcho will update it soon.

Thanks for all your feedback and compliments. Feel free to post references to the guide in response to people's questions here. It's what I do because I'm lazy lol.