How is this Mind/Fire/Fire build? (Global Rech & Dmg)


Metatron_NA

 

Posted

I am new to Doms, never having played a Dom for any length of time.

This is my attempt to build one that should be fun and effective, solo or teaming.

First, let me note how my playstyle drives my build choices:

-I don't PvP
-I enjoy the journey from 1 to 50, then at 50 I retire the character. (So no purples.)
-I have nigh unlimited Inf
-I have been playing his game since before launch, and have many 50s on two accounts. I also have almost all the Vet Awards.

Now, notes specific to the build concept for this specific Dom are:
-I want perma-Dom, which should lead to being able to one-shot hold/confuse/sleep bosses and refill my End bar every 90 seconds.
-I want crazy recharge so that I can increase dps via faster attacks, constantly have an AoE mezz in play, and always be hitting Embrace of Fire. And of course, perma-Dom.
-I also think it smart to go for global damage, for the obvious reason.
-I skipped Consume because I figure that with the Miracle, Numina, and PerfShifter Uniques, as well as Stamina *and* Dominate filling my end bar every 90 sec, that hould cover my End pretty well. Of course I could drop Mesmerize@35 and get Consume instead - don't think I will need it.
-I didn't take any of the Melee fire attacks. I would love to be ranged more than not because not only is it safer, its *faster* to attack without having to move first. Faster attacks = better dps.
-Total Dom is up about 23 seconds out of every 69. Mass Confusion is up 53 seconds out of every 80. Crazy.
- Some of the global totals:
+84% Global Recharge, not including Hasten, which adds another +70%. (The Hasten is 7 seconds from perma)
+27% Global Accuracy
+16.5% Recovery
+36% Regeneration
+30.5% Global Damage!!!!

If I have this figured right, Fireball under the influence of Embrace of Fire will be doing 387 damage, and Blaze 521 damage! Fire breath 291, Fire Blast 347, Flares 144. Rain of Fire 393.

(That Rain will be up every 21 seconds. Fireball will be up every 11 seconds, too. Fire Breath every six. Blaze every four.)

Minions and Lieuts should just melt away. Even Bosses should die quickly.

And all the while they are either fighting each other or locked down in a hold. Including bosses.

Can this actually work as well as it seems it is going to?

Here's the build. My only regret is that I couldn't find a way to slot in a Def or Res -KB/IO until late in the game.

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Mesmerize -- Acc-I:50(A)
Level 1: Flares -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(5), Dev'n-Dmg/Rchg:50(7), Dev'n-Acc/Dmg/Rchg:50(7)
Level 2: Dominate -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5), Lock-Rchg/Hold:50(19), Lock-Acc/EndRdx/Rchg/Hold:50(29)
Level 4: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(34)
Level 6: Super Speed -- Clrty-Stlth:50(A)
Level 8: Confuse -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(9), Mlais-Conf/Rng:50(9), Mlais-Acc/Conf/Rchg:50(11)
Level 10: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(11), Dev'n-Dmg/Rchg:50(15), Dev'n-Acc/Dmg/Rchg:50(15)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Embrace of Fire -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(23), P'Shift-EndMod/Acc/Rchg:50(29)
Level 22: Total Domination -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(23), BasGaze-EndRdx/Rchg/Hold:30(25), BasGaze-Acc/EndRdx/Rchg/Hold:30(25), Lock-Rchg/Hold:50(27), Lock-Acc/EndRdx/Rchg/Hold:50(27)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(34), RedFtn-Def/Rchg:50(48), RedFtn-EndRdx/Rchg:50(48), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-Def:50(50)
Level 26: Stealth -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(34), RedFtn-Def/Rchg:50(36), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(37)
Level 28: Grant Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(37), RedFtn-Def/Rchg:50(37), RedFtn-EndRdx/Rchg:50(40), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-Def:50(40)
Level 30: Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(43), RedFtn-Def/Rchg:50(43), RedFtn-EndRdx/Rchg:50(46), RedFtn-Def/EndRdx/Rchg:50(46), RedFtn-Def:50(48)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(33), Mlais-Conf/Rng:50(33), Mlais-Acc/Conf/Rchg:50(33)
Level 35: Mass Hypnosis -- Acc-I:50(A)
Level 38: Blaze -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(39), Dev'n-Dmg/Rchg:50(39), Dev'n-Acc/Dmg/Rchg:50(39)
Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Fire Shield -- ResDam-I:50(A), S'fstPrt-ResKB:30(50)
Level 49: Melt Armor -- Acc-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run


Thoughts?


For Great Justice!

 

Posted

*crickets*


For Great Justice!

 

Posted

Since you enjoy the journey, I think you may be disappointed in your early kill speed due to skipping Incinerate and Levitate. You may want to consider grabbing those in order to level up and then respec them out once you have enough other attacks or recharge.

Your build looks very much like a fine build to play after 42, but it looks awful pre-39, at least to me.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

I respecced a little (27 now), and realized that I need to think of my Hold power not just as a way to lock down a baddie, but also as a way of doing damage. So instead of only using Dominate when the Hold wears off, it needed to be part of my chain.

So now I have a chain of Flares, Fire Blast, and Dominate, with Fire Breath, Confuse, and Embrace of Fire thrown in from time to time. It works. It's not ideal. But it will get me to 38. A lot of my killing is done by my confused pets - when I come upon a Lieut and minion spawn, I confuse the mini and Hold the lieut, and both the Mini and I pound on the Lieut until it is defeated, then I Hold and pound on the Lieut. Or for a spawn of 3 minis, Confuse is up fast enough that I confuse one, confuse another, and hold the third.

(Note: I should mention that this is made that much easier by the fact that I have SuperSpeed with a +Stealth IO in it - which means that baddies cannot see me until I attack - and confuse doesn't count as an attack, so doesn't break the invis.)

However, it should be pure gravy once I get Blaze @ 38, Fireball @ 41, and Rain @ 44.

In the meanwhile I am focussed on getting my IO sets in place. It is a Glorious thing to be in Domination and affect Bosses with a single application of a mez! In a team, we come accross a spawn including 3 purple bosses, and a few seconds later I have popped 3 Confuses and all 3 are fighting for us! So that's why I can't wait for permadom - and since my number one priority IO set wise is global recharge, that should be on its way. Also, the more global recharge I get the more uber everything becomes - Hasten up faster, until almost perma, Embrace of Fire on a lot, my (sparse) attack chain tightens up, and my AoE Mezzes become often available.

Plus, on top of the Global recharge, I am secondarily slotting in a lot of Global Damage, on my way to 30%. That's doesn't suck.

I feel like this Dom is a roller coaster ride, and we are just pulling to the top of the first big drop, with all the fun about to break out crazy like.
Next stop: Mass Confusion!

Now if only I had an Aoe Immob to pair with it.


For Great Justice!

 

Posted

You... don't have terrorize... That's a pure non positional psi dmg aoe attack/crowd controller of a power. That, rain of fire, and fireball = dead mob...

Mind control doms and trollers without terrorize makes me sad.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Quote:
Originally Posted by Rieze View Post
You... don't have terrorize... That's a pure non positional psi dmg aoe attack/crowd controller of a power. That, rain of fire, and fireball = dead mob...

Mind control doms and trollers without terrorize makes me sad.
I discounted Fears early on because the AoEs would let them attack - I didn't think of the fact that they can sorta be used as ghetto Immobs.

So I recalculated my MIDS build. Mass Hypnosis is out (only had 1 measly slot in it anyways.) I am moving 4 slots from Invis to Terrify, which loses me a Red Fortune 5 slot set, but gains me a Glimpse of the Abyss set. The upshot of that is I am trading away 5% global recharge and gaining 6.25% Global Recharge, as well as gaining 9% global Accuracy but losing 2% global damage.

I am gonna try this spec out and see if Mass Confusion + Terrify work well together. Plus while I don't normally like cones, this one is a very wide 90 degrees.

Here's my current build thought:

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Mesmerize -- Acc-I:50(A)
Level 1: Flares -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(5), Dev'n-Dmg/Rchg:50(7), Dev'n-Acc/Dmg/Rchg:50(7)
Level 2: Dominate -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5), Lock-Rchg/Hold:50(19), Lock-Acc/EndRdx/Rchg/Hold:50(29)
Level 4: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(34)
Level 6: Super Speed -- Clrty-Stlth:50(A)
Level 8: Confuse -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(9), Mlais-Conf/Rng:50(9), Mlais-Acc/Conf/Rchg:50(11)
Level 10: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(11), Dev'n-Dmg/Rchg:50(15), Dev'n-Acc/Dmg/Rchg:50(15)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13), RechRdx-I:50(36)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Embrace of Fire -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(23), P'Shift-EndMod/Acc/Rchg:50(29)
Level 22: Total Domination -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(23), BasGaze-EndRdx/Rchg/Hold:30(25), BasGaze-Acc/EndRdx/Rchg/Hold:30(25), Lock-Rchg/Hold:50(27), Lock-Acc/EndRdx/Rchg/Hold:50(27)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(37), RedFtn-Def/Rchg:50(37), RedFtn-EndRdx/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-Def:50(40)
Level 26: Stealth -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(40), RedFtn-Def/Rchg:50(43), RedFtn-EndRdx/Rchg:50(43), RedFtn-Def/EndRdx/Rchg:50(46), RedFtn-Def:50(46)
Level 28: Grant Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(48), RedFtn-Def/Rchg:50(48), RedFtn-EndRdx/Rchg:50(48), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-Def:50(50)
Level 30: Terrify -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(34), Abys-Acc/Fear/Rchg:50(34), Abys-Dam%:50(36), Abys-Fear/Rng:50(36)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(33), Mlais-Conf/Rng:50(33), Mlais-Acc/Conf/Rchg:50(33)
Level 35: Invisibility -- LkGmblr-Rchg+:50(A)
Level 38: Blaze -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(39), Dev'n-Dmg/Rchg:50(39), Dev'n-Acc/Dmg/Rchg:50(39)
Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Fire Shield -- ResDam-I:50(A), S'fstPrt-ResKB:30(50)
Level 49: Melt Armor -- Acc-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run

So now I have an AoE Fear, Confuse, *and* Hold - good times?

Thoughts?


For Great Justice!

 

Posted

Honestly I have to question your decision to chase damage set bonuses. It's resulted in a 5-slotted stamina, as well as 6-slotted stealth, grant invisibility, and combat jumping (and up until swapping in Terrify, 6-slotted Invisibility). Nearly all of your single target attacks and controls are 4-slotted or less, nearly all those slots could be moved to them to increase their power (or into new primary and secondary powers). In my opinion there are better ways to use those slots.

Other than that, if you're taking Melt Armor it needs more accuracy and recharge slotting to get more use out of it. Also adding the Achilles' Heel proc helps the power quite a bit. And if you decide to ignore my first point, both the Achilles' Heel and Analyze Weakness sets can be slotted here for damage set bonuses

The 4th slot in Hasten and 3rd in Embrace of Fire aren't doing a lot either. Those slots are shaving maybe 2 seconds off each power's recharge.


Powerchord, Elec/Elec Dominator, Virtue

 

Posted

Quote:
Originally Posted by Metatron_NA View Post
I discounted Fears early on because the AoEs would let them attack - I didn't think of the fact that they can sorta be used as ghetto Immobs.
I think I would recommend slotting Terrify as an attack, maybe Posi's Blasts? That lets you keep the recharge bonus.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Hmm, well I appreciate the feedback, but find it a little perplexing. Hopefully both of you are willing to engage in an ongoing dialogue here to explore your ideas further, hopefully this wasn't a drive-by pitstop.

Parabol first:

Quote:
Originally Posted by Parabol View Post
Honestly I have to question your decision to chase damage set bonuses. It's resulted in a 5-slotted stamina, as well as 6-slotted stealth, grant invisibility, and combat jumping (and up until swapping in Terrify, 6-slotted Invisibility). Nearly all of your single target attacks and controls are 4-slotted or less, nearly all those slots could be moved to them to increase their power (or into new primary and secondary powers). In my opinion there are better ways to use those slots.

Other than that, if you're taking Melt Armor it needs more accuracy and recharge slotting to get more use out of it. Also adding the Achilles' Heel proc helps the power quite a bit. And if you decide to ignore my first point, both the Achilles' Heel and Analyze Weakness sets can be slotted here for damage set bonuses

The 4th slot in Hasten and 3rd in Embrace of Fire aren't doing a lot either. Those slots are shaving maybe 2 seconds off each power's recharge.
OK, that's a lot to chew on - let me begin by examining whether the pursuit of global damage has left anything underslotted.

Of my mezzes, only Confuse and Mass Confusion have less then 6 slots (not counting Mesmerize, which I rarely use). DOes this hamper their effectiveness?

Confuse has a 2.64 second Recharge, a 165% Accuracy, and a 53.3 second duration. I think it's obvious that that power doesn't need more slots.

Mass Confusion has a 79.3 second recharge, a 110% Accuracy, and a 53.3 second duration. Dropping another slot in MC *could* improve Recharge to 70 seconds, Accuracy to 134%, -or- Confuse duration to 60.3 % (or some frankenslotted compromise, such as an Acc/Rech). However, I do not believe that *any* of those changes would result in a very different play expereince - with the *possible* exception of the Accuracy boost - this is after all an AoE power, it *might* be worthwhile to have higher accuracy to reduce the number of ones not hit. OTOH, I have both a single target Hold and a ST Confuse to catch any that slip through MC's grasp.

However, I think you mostly mean that my attacks are underslotted, not my mezzes. Let's examine that.

I have 3 four-slotted attacks, each slotted the same way: Devastation AccDam, DamEnd, DamRech, and AccDamRech. This results in the following boosts:
Accuracy: 47.7%
EndDiscount: 26.5%
Recharge: 47.7%
Damage: 95.11% (Post-ED)

The question is would a fifth slot significantly boost one of those three attacks? I don't think.

I dont need End Reduc - with Stamina fully enahnced with 97.5% End Mod, plus Miracle, Numina, and PerfShift +End IOs, Endurance is simply never going to be an issue for me.

The Accuracy is more than I need - especially when you factor in the Global Accuracy bonus of 36% that I have fallen into.

As far as adding more recharge, Flares is at under 1 second, Fire Blast is at 2.64 seconds, and Blaze is at under 4 seconds. More recharge is not going to significantly change that, nor does it have to.

Finally, damage is already capped - I am hard into ED territory with its current slotting, adding more would be counter productive.

Similarly, Acc, End, and Damage is either as good as it needs to be, or as good as it can be, for the five slotted AoEs of FireBreath, FireBall, and Rain Of Fire. As far as Recharge, Fire ball (for example) has a 11.6 second recharge as slotted. Even if we add a sixth slot of Pure Recharge, that only drops to 10 seconds. That's a saving of 1.6 seconds.

Giving all of the above, doesn't it seem like it would be a mistake to add slots to the above powers you mentioned if doing so would reduce the global damage buff. After all, that global damage buff is just about the only good way to increase the overall damage output of the character once one has one's powers in ED territory, yes? Plus the lovely thing about global damage is how it doesn't just help one power out, but you entire damage output goes up. 28.5% is not an amount to sneeze at.

In fact, perhaps I would be better off giving up Combat Jumping and getting Assault, since Assault will pump up damage another 11.3% - but let me play with that idea a little later, let's focus on the matter at hand.

Getting back to the quoted reply above, can anyone demonstrate that given the reasoning above that any power are truly underslotted?

Now, as to Melt Accuracy, don't worry about that power (at least in terms of under slotting) - and I will tell you why. If you check the OP at the top, you will see that at level 50 I permanently retire my characters. Therefor it's not that important what my level 50 choices are, as at that point I won't be playing the character anyways. I only got it as a what-the-heck power for 49 - after all, I gotta pick something.

Now on the other hand, if you think that Melt Armor picked at level 47 and slotted well could make a difference to my overall damage output, you might be right - if that's your argument.

Let's examine a fully slotted Melt Armor and see what it brings to the table. It would last for 40 seconds, and be up every 64 seconds, so that's a 2/3 uptime. It would have a 165% accuracy. It would subtract 12 from the groups Defense, which makes them easier to hit, but doesn't increase damage - and I think I can already hit pretty well. However, it does a few more things that look intriguing:

-11.3 Resistance *may* wind up helping me do more damage - but check me on this. If the tarrget already has ZERO fire resistance, this will have zero effect, right? And while some things have Fire resistance, most don't, correct? So this could be of limited usefulness in general.

If I six slotted with Analyze Weakness, I get three more benefits.

A three percent global damage buff is very good. If I wind up fitting in Assault, that could up my damage buff to 28.5 + 11.3 + 3 = 42.8 global damage buff.

It also adds a crazy 11 percent global accuracy buff, getting my global Acc to 47%. That could be overkill, but could be nice vs purple baddies.

Finally, it has a Proc that gives a 10% chance for a 17% ToHit buff for 10 seconds. As I understand it, it rolls that 10% chance once for each Baddies Melt Armor hits, meaning that the more baddies I hit, the more chance for me to get the proc to fire.

On the other hand, with all the Global Accuracy plus Melt Armor's -Def, getting a To Hit bonus might be entirely pointless, but it is only one of many reasons to possibly seriously take and slot Melt Armor.

Another option is to 5 slot the Analyze Weakness and add in the -Rex proc from Achilles (20% chance of -20% Res for 10 seconds) However, if this proc did fire, it would only fire on the baddie it was rolling on, not the whole group right? So I could Melt Armor a group of 10, and only 2 of them might get hit with the Achilles proc, right? And again, if they have no Fire resistance to begin with, an additional -20 Res DeBuff is not going to make them have negative Res, right? It won't in that case make me do any more damage, right?

Anyways, are these idea what you meant?

Finally, about the extra Rech in Hasten, that was just me taking the 9 seconds of non Perma and shaving it to 7. If I can find a better use for that slot, I am happy to do so.

I thought Embrace of Fire would be a very different matter, but running through the numbers, it doesn't seem to be. Dropping one recharge slot add 3 seconds to it recharge - so even with that, if I can find I use that is better, I am open to it.

Thanks for your ideas Parabol, I look forward to your responses.


For Great Justice!

 

Posted

Quote:
Originally Posted by StratoNexus View Post
I think I would recommend slotting Terrify as an attack, maybe Posi's Blasts? That lets you keep the recharge bonus.
Hmmm. Posi also lets me keep the global acc, always a good thing. Plus, assuming I am going to be using Terrify semi-regularly, making it NOT be a part of my attack chain that *doesn't* do damage (if you follow my double negative) is theoretically a good thing.

I am going o compare two slottings of Terrify:
- 5 slotting Terrify with Glimpse (leaving out the Proc), and a generic damage IO
- 5 slotting Terrify with PosiBlast (not the Proc), and a generic Fear IO.

The first way (Glimpse) I get:
13.2 second Recharge
40 second Fear duration
141% Acc
70 foot Range
90.3 Damage

The second way (Posi) I get:
14.1 second Recharge
32 second Fear duration
124% Acc
70 foot Range
120.2 Damage

So doing it the second way, I get 30 more damage per baddie I hit, but slightly less Acc and 8 seconds less Fear.

It's not a huge change either way, but the extra damage seems to be where I would lean, I guess.

Thanks for the idea!


For Great Justice!

 

Posted

Quote:
Originally Posted by Metatron_NA View Post
Now, as to Melt Accuracy, don't worry about that power (at least in terms of under slotting) - and I will tell you why. If you check the OP at the top, you will see that at level 50 I permanently retire my characters. Therefor it's not that important what my level 50 choices are, as at that point I won't be playing the character anyways. I only got it as a what-the-heck power for 49 - after all, I gotta pick something.

Now on the other hand, if you think that Melt Armor picked at level 47 and slotted well could make a difference to my overall damage output, you might be right - if that's your argument.

Let's examine a fully slotted Melt Armor and see what it brings to the table. It would last for 40 seconds, and be up every 64 seconds, so that's a 2/3 uptime. It would have a 165% accuracy. It would subtract 12 from the groups Defense, which makes them easier to hit, but doesn't increase damage - and I think I can already hit pretty well. However, it does a few more things that look intriguing:

-11.3 Resistance *may* wind up helping me do more damage - but check me on this. If the tarrget already has ZERO fire resistance, this will have zero effect, right? And while some things have Fire resistance, most don't, correct? So this could be of limited usefulness in general.

If I six slotted with Analyze Weakness, I get three more benefits.

A three percent global damage buff is very good. If I wind up fitting in Assault, that could up my damage buff to 28.5 + 11.3 + 3 = 42.8 global damage buff.

It also adds a crazy 11 percent global accuracy buff, getting my global Acc to 47%. That could be overkill, but could be nice vs purple baddies.

Finally, it has a Proc that gives a 10% chance for a 17% ToHit buff for 10 seconds. As I understand it, it rolls that 10% chance once for each Baddies Melt Armor hits, meaning that the more baddies I hit, the more chance for me to get the proc to fire.

On the other hand, with all the Global Accuracy plus Melt Armor's -Def, getting a To Hit bonus might be entirely pointless, but it is only one of many reasons to possibly seriously take and slot Melt Armor.

Another option is to 5 slot the Analyze Weakness and add in the -Rex proc from Achilles (20% chance of -20% Res for 10 seconds) However, if this proc did fire, it would only fire on the baddie it was rolling on, not the whole group right? So I could Melt Armor a group of 10, and only 2 of them might get hit with the Achilles proc, right? And again, if they have no Fire resistance to begin with, an additional -20 Res DeBuff is not going to make them have negative Res, right? It won't in that case make me do any more damage, right?
The -res will work regardless. The fact that a mob isn't resistant to fire or psy makes it even better.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

I spoke too soon, it would appear, as far as either Terrify or Melt Armor is concerned. I can fully slot one of them or the other, but not both - unless I deslot something else, and quite frankly, I can't see what to deslot. Obviously my mezzes and my attacks cannot lose slots. Stamina needs at least 4 slots - 1 PerfShifter Proc and 3 EndMods, so I may as well add in the fifth slot to get me +2.5 Global Damage.

I've already reduced the slots in Hasten to 3 and in Embrace of Fire to 2.

The only possible place to steal slots left are the Red Fortunes. I have 3 Red Fortune Slots in play, and each gives me +2% Damage Buff and +5% Recharge. That's two great Globals in one set. If I drop a Red Fortune to add an Analyze Weakness to Melt Armor, this is what happens:

I lose 5% Recharge. Boo.
I lose 2% damage, but gain 3%. Slight increase.
I gain 11% Acc. Not that critical.

Now, I am *probably* going to be losing one of my LotG's, I think, when I ditch CombatJumping for Assault. So I will be down 7.5% Recharge already, I can't also be down another 5%.

The problem is that none of the sets I could put into Melt Armor have any good Global Rechage, so any set I deslot to get the slots for Melt Armor, if it provided Recharge, would screw me.

Long story short, I don't think I can afford to fully slot up Melt Armor. I have no slots to give it that wouldn't lower my recharge - waitasec, I just thought of something - it may or may not help.

If I *add* one slot to both of my confuses, going from four to five, I can five slot Malaise's Illusions, each would them give me +6.25 recharge. That puts me over the cap (I would have 6 +6.25's) meaning that I would have to deslot a Posi Blast. So I drop Posi out of Terrify. Now I have 5 Slots to spread between Terrify and Melt Armor.

So perhaps I put 3 of those slots into Melt Armor, which including its built in slot, allows me to four-slot Analyze Weakness for the 3% global damage buff.

Then I add two slots to the Terrify power, giving it a total of three. Nothing fancy here: An AccDam, a generic Damage IO, and a Generic Fear IO.

So Terrify's final numbers become:
15.8 seconds Recharge
31.8 Seconds Duration
110.2 Damage
103% Accuracy

And Melt Armor gets:
67.5 seconds Recharge
40 second Duration
-12% Defense
131% Accuracy
+3% Global Damage Buff

With all these changes, the characters global buffs are now at:

OK, shot myself in the foot again. I see as I look at the numbers that the 3% Global Damage buff in Melt Armor is not counting, as it is the SIXTH global Damage of 3% that I have. Grrr...

Question: Is it possible to get and slot in PvP IOs through the market? Or are each like 1 Billion each?

I *could* keep Melt Armor as is and replace a four slotted Devastation set with a four slotted Gladiators Javelin, without changing the effectiveness of the attack much at all. This would result in a net gain of 2.5 global damage.

Let's pretend that's feasible for now. (I will log on and check the auction house for the PvP IO and have my hopes crushed later.) Then my character's global buffs would be:

Effective Global Recharge: 153.7% (83.7% Global base recharge buff plus 70% Hasten = 153.7%, most of the time. Hasten would be down only around 8-10 seconds)

Effective Global Damage: 42.3% 1/3 of the time, 127.3% 2/3 of the time via Fire Attacks. (31% Global Damage buff plus 11.3% from Assault = 42.3%, plus for 30 seconds out of every 53, Embrace of Fire will add another 85% to all fire attacks.)

+27% Effective Global Accuracy. Cool. (If I could free up ONE more slot, I could raise that to 38% Accuracy by adding one slot to Melt Armor and five-slotting Analyze Weakness. However, I have no idea where to get this extra slot from! I won't run Hasten at less than 3 slots. So I think five-slotting Melt Armor is probably not possible, unless I am willing to run Terrify with just two slots - a generic Damage and a generic Fear. This would lower the Accuracy of Terrify from 103% to 93% and the damage from 111 to 98 - is that compromise worth +11% global accuracy? I have no idea. You guys tell me. And yes, the 93% Accuracy factors in the extra 11% global buff.)

So, here is the mids for the current build proposal. The only thing that should not be taken as accurate are the slotting levels - meaning that if this build gets a thumbs up, I will go back through it and determine the optimum order in which to slot up this character.

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Mesmerize -- Acc-I:50(A)
Level 1: Flares -- GJ-Acc/Dmg:50(A), GJ-Dam/Rech:50(5), GJ-Dam/End/Rech:50(7), GJ-Acc/Dmg/End/Rech:50(7)
Level 2: Dominate -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5), Lock-Rchg/Hold:50(19), Lock-Acc/EndRdx/Rchg/Hold:50(29)
Level 4: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(34)
Level 6: Super Speed -- Clrty-Stlth:50(A)
Level 8: Confuse -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(9), Mlais-Conf/Rng:50(9), Mlais-Acc/Conf/Rchg:50(11), Mlais-Dam%:50(17)
Level 10: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(11), Dev'n-Dmg/Rchg:50(15), Dev'n-Acc/Dmg/Rchg:50(15)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Embrace of Fire -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(23), P'Shift-EndMod/Acc/Rchg:50(29)
Level 22: Total Domination -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(23), BasGaze-EndRdx/Rchg/Hold:30(25), BasGaze-Acc/EndRdx/Rchg/Hold:30(25), Lock-Rchg/Hold:50(27), Lock-Acc/EndRdx/Rchg/Hold:50(27)
Level 24: Assault -- EndRdx-I:50(A)
Level 26: Stealth -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def/EndRdx:50(37), RedFtn-Def/Rchg:50(37), RedFtn-EndRdx/Rchg:50(37), RedFtn-Def:50(50)
Level 28: Grant Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(40), RedFtn-Def/Rchg:50(43), RedFtn-EndRdx/Rchg:50(43), RedFtn-Def/EndRdx/Rchg:50(46), RedFtn-Def:50(46)
Level 30: Terrify -- Fear-I:50(A), Dmg-I:50(50), Posi-Acc/Dmg:50(50)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(33), Mlais-Conf/Rng:50(33), Mlais-Acc/Conf/Rchg:50(33), Mlais-Dam%:50(34)
Level 35: Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(36), RedFtn-Def/Rchg:50(36), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-Def:50(40)
Level 38: Blaze -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(39), Dev'n-Dmg/Rchg:50(39), Dev'n-Acc/Dmg/Rchg:50(39)
Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Melt Armor -- AnWeak-DefDeb:50(A), AnWeak-Acc/DefDeb:50(48), AnWeak-DefDeb/EndRdx/Rchg:50(48), AnWeak-Acc/Rchg/EndRdx:50(48)
Level 49: Fire Shield -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run

More thoughts? Keep 'em coming.


For Great Justice!

 

Posted

I want to echo your own sentiment on global damage. I find it is a great thing to have after you have taken your recharge to already high levels.

Without regard to using Melt Armor as a mule, Melt Armor is a terrible power. I did not bother saying anything earlier, because you took it at 49 and I knew you would use it twice and then shelve the character.

IMO, you would be better off taking anything else at 47. I mean anything. Flurry, Jump Kick, and Blazing Bolt are all better choices. Of course you could also take good things like Tactics, Maneuvers (and get your LotG back, even if you never turn Maneuvers on), Fire Shield sooner, maybe phase shift (if you like oh crap buttons).


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
I want to echo your own sentiment on global damage. I find it is a great thing to have after you have taken your recharge to already high levels.

Without regard to using Melt Armor as a mule, Melt Armor is a terrible power. I did not bother saying anything earlier, because you took it at 49 and I knew you would use it twice and then shelve the character.

IMO, you would be better off taking anything else at 47. I mean anything. Flurry, Jump Kick, and Blazing Bolt are all better choices. Of course you could also take good things like Tactics, Maneuvers (and get your LotG back, even if you never turn Maneuvers on), Fire Shield sooner, maybe phase shift (if you like oh crap buttons).
Well, taking Maneuvers to mule a LotG is a doable alternative, and it would also give me 3 slots to put elsewhere, as well s make buying a Gladiator set unnecessary, saving me probably a billion inf.

However that also loses me 2.5 damage.

Can you think of a way for me to retain the current global damage (or even improve it) while swapping out a four slotted Melt Armor for a one slotted Maneuvers?

What if I shifted all three slots from Melt Armor to Terrify. I then slot Terrify thusly:
2x Generic Fear IOs.
One Acc/Dam IO (any set)
One Generic Damage IO
2x Dampened Spirits Recharge, ToHitDebuff/Recharge (2 slotting this set gives 2% Damage Global)

So, I lose Melt Armor, plus I lose the 3% Damage Buff, but I gain a lot:
- No need to buy a PvP set.
- 2% Global Damage (a net loss of 1%)
- 7.5 Global Recharge boost via Manuevers/LotG

Terrify winds up with the following numbers:
- 12 second recharge
- 41 second duration (important if it is suposed to hold the confused folk in place, Mass Confusion lasts 53 sec.)
- 68% Damage
- 103.6% Accuracy.

Here it is:

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Mesmerize -- Acc-I:50(A)
Level 1: Flares -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(5), Dev'n-Dmg/Rchg:50(7), Dev'n-Acc/Dmg/Rchg:50(7)
Level 2: Dominate -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5), Lock-Rchg/Hold:50(19), Lock-Acc/EndRdx/Rchg/Hold:50(29)
Level 4: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(34)
Level 6: Super Speed -- Clrty-Stlth:50(A)
Level 8: Confuse -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(9), Mlais-Conf/Rng:50(9), Mlais-Acc/Conf/Rchg:50(11), Mlais-Dam%:50(17)
Level 10: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(11), Dev'n-Dmg/Rchg:50(15), Dev'n-Acc/Dmg/Rchg:50(15)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Embrace of Fire -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(23), P'Shift-EndMod/Acc/Rchg:50(29)
Level 22: Total Domination -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(23), BasGaze-EndRdx/Rchg/Hold:30(25), BasGaze-Acc/EndRdx/Rchg/Hold:30(25), Lock-Rchg/Hold:50(27), Lock-Acc/EndRdx/Rchg/Hold:50(27)
Level 24: Assault -- EndRdx-I:50(A)
Level 26: Stealth -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def/EndRdx:50(37), RedFtn-Def/Rchg:50(37), RedFtn-EndRdx/Rchg:50(37), RedFtn-Def:50(50)
Level 28: Grant Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(40), RedFtn-Def/Rchg:50(43), RedFtn-EndRdx/Rchg:50(43), RedFtn-Def/EndRdx/Rchg:50(46), RedFtn-Def:50(46)
Level 30: Terrify -- Posi-Acc/Dmg:50(A), Fear-I:50(48), Fear-I:50(48), Dmg-I:50(48), DampS-Rchg:50(50), DampS-Rchg/EndRdx:50(50)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(33), Mlais-Conf/Rng:50(33), Mlais-Acc/Conf/Rchg:50(33), Mlais-Dam%:50(34)
Level 35: Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(36), RedFtn-Def/Rchg:50(36), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-Def:50(40)
Level 38: Blaze -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(39), Dev'n-Dmg/Rchg:50(39), Dev'n-Acc/Dmg/Rchg:50(39)
Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 49: Fire Shield -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run


For Great Justice!

 

Posted

Quote:
Originally Posted by Metatron_NA View Post
Terrify winds up with the following numbers:
- 12 second recharge
- 41 second duration (important if it is suposed to hold the confused folk in place, Mass Confusion lasts 53 sec.)
- 68% Damage
- 103.6% Accuracy.
At that slotting, vs +2s, the fear will last ~33 seconds. Are spawns generally lasting that long?

I'd consider dropping one of the Fear IOs and slotting a Detonation or Air Burst Acc/Dam. That will reduce the Fear Duration to 32 seconds, which drops down to 25 seconds vs. +2s. After 25 seconds, most of what had been Terrified should be dead anyway. Not that it matters all that much since all of these slots are coming as you retire the character anyway.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

That'll work. I make that edit.

I guess everything else is a go.


For Great Justice!

 

Posted

Yeah I was mostly getting at the accuracy in some of your powers, specifically Mass Confusion. I've found the 110 % (2 SO-ish) accuracy on AE controls to be not quite enough to overcome their inherent penalty when fighting higher level mobs.

I would have also recommended adding Mass Hypnosis. It's a great tool for the LRSF. I'm not sure how much you'd be interested in running that at once you reach higher levels, but if you won't be playing anymore at 50 you wouldn't need it.

My initial thoughts on Melt Armor were that if you were putting it in your build, it's awfully useless with just the default slot. Even slotted its pretty underwhelming. The AE radius and debuff numbers are pretty bad for dominators. I tried it briefly on my Fire/Fire/Fire dominator, and I have the same feelings StratoNexus has about the power.

Adding Assault with your desire to stack the damage bonuses makes good sense. Have fun!


Powerchord, Elec/Elec Dominator, Virtue

 

Posted

OK, now you have me worried about my Mass Confusion accuracy.

Maybe I should reduce Terrify to 5 slots and add the slot I took out to MassConf, generic Acc?

This leaves Terrify with Acc/Dam, Acc/Dam, Fear, and 2x Dampened Spirits for he 2% Global DamBuff. My Terrify Damage goes from 123 to 103.

On the other hand, my MassConf Accuracy goes from 105% to 129%.

Giving that I will probably need my MassConf to hit reliably more than I need an extra 20 points of damage from Terrify when my Fireball will do a little more than 400, I think that's a good call.

Strato, you good with this?


For Great Justice!

 

Posted

Quote:
Originally Posted by Parabol View Post
I would have also recommended adding Mass Hypnosis. It's a great tool for the LRSF. I'm not sure how much you'd be interested in running that at once you reach higher levels, but if you won't be playing anymore at 50 you wouldn't need it.
One other followup thought regarding Mass Hypnosis... If there's a chance it could come in handy WITHOUT adding slots to it, then I would be happy to trade out Fire Shield - it's not like anything should be hitting me in the first place, and whatever power I get @ 49 isn't going to be in play for me for long anyways.

However, I don't mind leaving the character in a state that makes him multi-useful for other things, should I ever need him.

Slotted with one enhancement (Acc, I would assume) that makes it a power with:

127% Acc
17.9 sec sleep duration
17.2 sec Recharge

Is this enough to take it for possible (though unlikely) LRSF style usability? Also keep in mind I still have Mesmerize as well.


For Great Justice!

 

Posted

Quote:
Originally Posted by Metatron_NA View Post
Is this enough to take it for possible (though unlikely) LRSF style usability? Also keep in mind I still have Mesmerize as well.
The reason Mass Hyp is good for LRSF is for the last mission where large group of heroes (the Freedom Phalanx) waiting to pound you. Sleep isnt affected by the purple triagels of doom but is by the purple patch. So the idea is to have high acc and high recharge with perma domination to keep the whole mob sleep and not draw aggro while someone pulls one hero at a time and the rest of the team jump that one hero while the mind dom keeps the rest of them sleeping like babies. Mesmerize would be dangerous in this situation.

Some people roll mind doms for the sole purpose of being able to do this. Its THAT big of a deal.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Quote:
Originally Posted by Rieze View Post
The reason Mass Hyp is good for LRSF is for the last mission where large group of heroes (the Freedom Phalanx) waiting to pound you. Sleep isnt affected by the purple triagels of doom but is by the purple patch. So the idea is to have high acc and high recharge with perma domination to keep the whole mob sleep and not draw aggro while someone pulls one hero at a time and the rest of the team jump that one hero while the mind dom keeps the rest of them sleeping like babies. Mesmerize would be dangerous in this situation.

Some people roll mind doms for the sole purpose of being able to do this. Its THAT big of a deal.
OK, hows this sound:
MassHyp:
127% Acc
17.9 sec sleep duration
17.2 sec Recharge

Or is there some other aspect I am not getting?


For Great Justice!

 

Posted

Quote:
Originally Posted by Metatron_NA View Post
OK, hows this sound:
MassHyp:
127% Acc
17.9 sec sleep duration
17.2 sec Recharge

Or is there some other aspect I am not getting?
The recharge is fine, ACC is a little low, and the sleep duration is way too low. what are the numbers for it in domination? You are gonna want to make the sleep stack. We are talking about the purple patch for lvl 54 heroes.
something like
ACC 194%
Rech 14.3 seconds
Sleep 32.9 seconds 49.3 seconds with domination

that may be enough but still cutting it close.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

I'm seeing why you've always disliked Dominators. Dominators require a specific mindset on the part of the person sitting at the keyboard. You seem to want a high-DPS Fire blaster rather than an AT with a Control Primary. Granted, a /Fire Dom IS high-DPS, but you're gimping your potential by ignoring the sheer awesome villainy that is Mind. Doms are incredibly aggressive, using both sets to full effect.

Take and use liberally:
Dominate
Mezmerize
Mass Hypnosis
Terrorize
Mass Confusion

Slot them for full effect.

[Edit] PS. Mind/Fire pwnz in PVP.


 

Posted

Well, first of all, I simply don't PvP, so there's that.

As to the rest, I think I am slotting and using my two Dominates and Confuses pretty well, even Terrify should be decent.

The Sleeps seem less useful, especially on a PUG where certainly someone is using AoEs. So I didn't bother overslotting them. Not sure how they could be all that useful. If I'm solo, I'm not fighting that many mobs, my ST mezzes are fine. If I'm grouping, player AoEs kill my sleep. Either way sleep seems to have very narrow use.

PS: If I could invert the Primary and Secondary (ie, Fire Blast Primary with Mind Control Secondary) while keeping Domination, I would.

However, I love Domination - I love not being able to be mezzed while being able to lockdown bosses in a single click.

My only wish really would be for Fireball to be in the Fire Blast set. Maybe RoF too. We could lose the melee attacks from /Fire easy to my druthers.


For Great Justice!

 

Posted

Quote:
Originally Posted by Metatron_NA View Post
Well, first of all, I simply don't PvP, so there's that.

As to the rest, I think I am slotting and using my two Dominates and Confuses pretty well, even Terrify should be decent.

The Sleeps seem less useful, especially on a PUG where certainly someone is using AoEs. So I didn't bother overslotting them. Not sure how they could be all that useful. If I'm solo, I'm not fighting that many mobs, my ST mezzes are fine. If I'm grouping, player AoEs kill my sleep. Either way sleep seems to have very narrow use.

PS: If I could invert the Primary and Secondary (ie, Fire Blast Primary with Mind Control Secondary) while keeping Domination, I would.

However, I love Domination - I love not being able to be mezzed while being able to lockdown bosses in a single click.

My only wish really would be for Fireball to be in the Fire Blast set. Maybe RoF too. We could lose the melee attacks from /Fire easy to my druthers.
I don't PVP neither so I feel you there. But you breaking my heart over here with everything else. You seem to be looking for a fire/MM/fire or fire/ice/fire blaster. It has some control, fireball, rotf, and defiance let's you use your tier 1 attacks while you are held.

P.S. Yes, I too would be all over an AT with assault sets as the prime. I would just perfer the 2ndary be defense.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.