Just made a new build, mental/nrg dominator.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Stack Deck Harpy: Level 50 Mutation Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Mesmerize
- (A) Accuracy IO
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (39) Thunderstrike - Accuracy/Damage
- (43) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (A) Lockdown - Chance for +2 Mag Hold
- (3) Lockdown - Accuracy/Endurance/Recharge/Hold
- (3) Lockdown - Accuracy/Hold
- (5) Lockdown - Accuracy/Recharge
- (5) Lockdown - Endurance/Recharge/Hold
- (34) Lockdown - Recharge/Hold
- (A) Thunderstrike - Accuracy/Damage
- (37) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Malaise's Illusions - Endurance/Confused
- (7) Malaise's Illusions - Accuracy/Recharge
- (7) Malaise's Illusions - Accuracy/Endurance
- (9) Malaise's Illusions - Confused/Range
- (9) Malaise's Illusions - Accuracy/Confused/Recharge
- (11) Malaise's Illusions - Chance of Damage(Psionic)
- (A) Fortunata Hypnosis - Chance for Placate
- (13) Fortunata Hypnosis - Sleep
- (15) Fortunata Hypnosis - Sleep/Recharge
- (15) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (19) Fortunata Hypnosis - Accuracy/Recharge
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Empty
- (A) Empty
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Lockdown - Chance for +2 Mag Hold
- (19) Lockdown - Accuracy/Endurance/Recharge/Hold
- (21) Lockdown - Accuracy/Hold
- (21) Lockdown - Accuracy/Recharge
- (23) Lockdown - Recharge/Hold
- (23) Lockdown - Endurance/Recharge/Hold
- (A) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (31) Performance Shifter - EndMod
- (31) Endurance Modification IO
- (A) Armageddon - Damage
- (25) Armageddon - Damage/Recharge
- (25) Armageddon - Accuracy/Damage/Recharge
- (29) Armageddon - Accuracy/Recharge
- (31) Armageddon - Damage/Endurance
- (A) Nightmare - Accuracy/Recharge
- (27) Nightmare - Fear/Range
- (27) Nightmare - Accuracy/Fear/Recharge
- (29) Nightmare - Accuracy/Fear
- (A) Touch of Death - Accuracy/Damage
- (36) Touch of Death - Damage/Endurance
- (36) Touch of Death - Damage/Recharge
- (36) Touch of Death - Accuracy/Damage/Endurance
- (37) Touch of Death - Damage/Endurance/Recharge
- (37) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (A) Coercive Persuasion - Confused
- (33) Coercive Persuasion - Confused/Recharge
- (33) Coercive Persuasion - Accuracy/Confused/Recharge
- (33) Coercive Persuasion - Accuracy/Recharge
- (34) Coercive Persuasion - Confused/Endurance
- (34) Coercive Persuasion - Contagious Confusion
- (A) Empty
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (39) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (42) Shield Wall - +Res (Teleportation), +3% Res (All)
- (42) Luck of the Gambler - Defense
- (42) Kismet - Accuracy +6%
- (43) Luck of the Gambler - Defense/Endurance
- (A) Thunderstrike - Accuracy/Damage/Recharge
- (45) Thunderstrike - Damage/Recharge
- (45) Thunderstrike - Damage/Endurance
- (45) Thunderstrike - Accuracy/Damage/Endurance
- (46) Thunderstrike - Damage/Endurance/Recharge
- (46) Thunderstrike - Accuracy/Damage
- (A) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (A) Eradication - Accuracy/Recharge
- (50) Eradication - Accuracy/Damage/Recharge
- (50) Eradication - Damage/Recharge
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Another build, with Psi mastery. This is a Post-i19 build.
I just reworked this one, and take a look at your defenses when you hit Link Minds and Power Boost at the same time, which you can do every 40 seconds with this build (Assuming hasten happens to be active during that entire 40 seconds. I tend to leave hasten on autocast on most toons.) All capped, with ranged at an unnecessary 62. But it's so high because it's about soft capped during the rest of the fight. This gives you 15 seconds of near invincibility. And during that, hopefully your fighting gives you domination, which will help you when that 15 seconds of fun wears off. And in any case, mental's holds should keep you in the clear anyway. When that 15 seconds is over, you still have 75 seconds of Link Minds, which keeps you at 35/49/33. A purple should boost you back to soft capped if you need it. I'd like to fit some more recharge in here, but I'd rather not give up the defense for the purple recharge bonuses. I'm still wondering how World of Confusion will play out. Does the target cap link to Mass Confusion? As in, if I'm standing in a mob with my toggle, and I'm shooting the next mob with my target AoE, will I confuse 30 enemies total? If so, all i can say is wow. And yes, I realize the toggle isn't strickly a confuse. It's also an aggro drawing damage aura, but once again, I'm soft capped through alot of this, and I have an AoE hold to get me through the alpha until the PBaoe toggle starts to make a difference. And my single target controls can keep the bosses off my back. Yes, I realize I have mez overslotted, and that's for the defense bonus, since I can't think of a place I really need those slots. And yeah, I realize I haven't chosen my last power yet. Those two slots in 22 are standing in for the ones that will go into stamina when it's enherent. Which leaves me with nothing, just a single power that will be one slotted. Probably hover. Can TK be useful with one slot? I'm kinda too lazy to put that in my build as of now, since it probably won't be used.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Stack Deck Harpy: Level 50 Mutation Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Mesmerize -- LgcRps-Acc/EndRdx(A), LgcRps-EndRdx/Sleep(25), LgcRps-Acc/Rchg(25), LgcRps-Sleep/Rng(29), LgcRps-Acc/Sleep(31), LgcRps-Acc/Sleep/Rchg(39)
Level 1: Power Bolt -- Acc-I(A)
Level 2: Dominate -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(3), Lock-Acc/Hold(3), Lock-Acc/Rchg(5), Lock-EndRdx/Rchg/Hold(5), Lock-Rchg/Hold(34)
Level 4: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(48)
Level 6: Confuse -- Mlais-EndRdx/Conf(A), Mlais-Acc/Rchg(7), Mlais-Acc/EndRdx(7), Mlais-Conf/Rng(9), Mlais-Acc/Conf/Rchg(9), Mlais-Dam%(11)
Level 8: Mass Hypnosis -- FtnHyp-Plct%(A), FtnHyp-Sleep(13), FtnHyp-Sleep/Rchg(15), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 12: Levitate -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43)
Level 14: Super Speed -- Empty(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Total Domination -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-Acc/Hold(21), Lock-Acc/Rchg(21), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(23)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(46)
Level 22: [Empty] -- P'Shift-End%(A), P'Shift-EndMod(31)
Level 24: Super Jump -- Jump-I(A)
Level 26: Terrify -- N'mare-Acc/Rchg(A), N'mare-Fear/Rng(27), N'mare-Acc/Fear/Rchg(27), N'mare-Acc/Fear(29)
Level 28: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(43)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
Level 35: Kick -- Empty(A)
Level 38: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), Ksmt-ToHit+(42), LkGmblr-Def/EndRdx(43)
Level 44: Power Burst -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg(46)
Level 47: Link Minds -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: World of Confusion -- Conf-I(A), Conf-I(50), Acc-I(50), Acc-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
I realize what I've made here is essentially another scrappy squishy. "Why didn't you make a scrapper?" But I should ask this. If I'm actually trying to play like a dom, does this build work for that as well? Is the recharge high enough to hit Domination often enough? Are my important controls slotted well enough? Will I be able to lock down the really high end enemies as well as a mental that is build just for that? Did I get all the secondaries I need? How's my end use (notice I don't toggle tough)? And last but not least, after that surge of awesome, and I'm back to normal dom ability, will I be able to overcome my Leeroy Jenkins syndrome and go back to managing my holds?
I think so. The super defense will be nice, and let me go a little lax on my holds if I need to and start pounding away. This is great for a team that can handle the aggro all on their own and doesn't need me for holds. But for a team that does need more control, all I need to accomplish this playstyle is click of two powers before I enter the fight. After that, I can play as normal and focus on holds if need be, I just happen to be safer behind my super dodginess. I'm not an experienced dom, but this build looks, to me, to be versatile, soloable, teamable, survivable, slotted for holds, slotted for damage, and fairly light on the toggles........ all that being said...... your thoughts?
This build phailed. For anyone curious as to why, I'll explain two things. Link minds isn't affected by power boost. So that drops the defense. The second this is a personal preference.
I'm a firm believer in building your toons however you like, however it's fun for you, as long as they're "good." But in my opinion, this build defeats the purpose..... no, not purpose. It defeats the nearly godlike potential a mind dominator has (or any dom really)
I have just enough recharge for perma-dom in this build. But after playing with this build for a while, it became clear that with more recharge, I could lock down more mobs faster. This become necessary both because this build doesn't really soft cap you, and because it defeats the purpose of soft capping. If one mob is swinging away at each other, and the next is totally held helpless, and your mass confuse is recharged by the time you're ready for the 3rd, well, you won't even be getting swung at much. And you're more useful as a team build. Also, I learned more about controlling AV's and have even gone so far as to start a guide on the subject. And knowing what I know now, going for recharge on a dom is much better. My new build has almost no defense, but has 188 global recharge. Basically, I can stack over mag 90 confuses, without PB or Megalo activated. No way to even do the math on those two powers affects. But it's staggering what they can do, especially together. So, that being said, I went for virtually no defense, and ridiculous recharge.
Mind/nrg doms are great. Considering I've seen em mentioned a lot I'd even say its becoming somewhat of a Fotm. Do a search of this forum there are a lot of helpful posts
perma mind/nrg doms are great for 2 reasons 1 pvp =tk someone in a corner , 2 the TF/SF's can mass sleep the heroes in the LRSF , perma confuse GW in the STF for example. makes things stay put when you want them toand the best part is never running out of end so you dont really need stamina at all. I personally love my mind/nrg Dom got her to 3x dom. very fun to make short work out of anything with a PB hold/TF while under Dom. have fun with whichever Dom you end up playing.
Talos Maltalomar lvl 50 Rad/Rad Corrupter - Triumph Server
Arack BloodThrall lvl 50 BS/SR Scrapper - Triumph Server
Rose's Kiss Lvl 50 Mind/Nrg/Ice PermaDom - Triumph Server
Wait..... dom stacks?
Elimist uses wall of text! Wall of text crits you for over 9000 damage!
Yeah, I do type too well for my own good, I end up with a half a page of stuff before I have been writing for too long to stay interested. Especially when I start ranting.
This dom has gone a different direction since phailing, and I went for pure recharge. now I've got s/l capped as well as the same recharge I had. New post here.
http://boards.cityofheroes.com/showt...=1#post3333180
Still gonna mess with the build Mael proposed. See if I can squeeze more out of it.
I'm really liking the looks of this. Was originally going to be a controller, but I saw that Dom's have blaster primaries for secondaries (don't use villains much). Got hover for staying out of reach. Think I'd like to keep it, and maybe fit fly in after i19. I've got 6 attacks fully slotted, including a PBaoe, a targeted AoE (fireball), and a few good melees with knockback for mitigation. I know energy isn't the best, but hey, Dom's aren't scrappers anyway. Just making a team player with survivability. This build is rough, and I haven't messed with it much, but the ranged defense is pretty high, considering how control-heavy mental seems to be. I can't see any other powers I'd need aside from a few defense pools, I.E. maneuvers/stealth, for the bonuses themselves, and for mules. But I really don't see this toon needing that much recharge anyway. With 6 attacks, an AoE confuse and fear, and decent defense, I should be fine. And the occasional boss can get hit with my single target controls. And if all else fails, I've got rise. Slotted for some accuracy, so the stun hits more of the mob, and with a defense bonus in the set to boot. I might not need that much endurance. That'll be something I have to test out. Terrify isn't very well slotted, but I figure, it's just a last ditch power anyway for the occasional boss headed my way. It'd be nice to have it a bit more slotted, but it won't hurt. All in all, alot of attacks, alot of controls, decent recharge, and okay defense.
-Changes. Just did some research, and I know a few things I should change. Switching power push with bonesmasher. Getting rid of Whirling Hands entirely. Tough will only be for the defense proc, since the resist will still be so low as not to matter. This power will not be toggled. I'll probably get combat jumping instead of weave, and pick up combat jumping as well. Either that, or I'll pick up fly. Either way, I'll have a good travel for redside. For health, I'll only worry about recovery procs. Mez will only have two slots, accuracy IOs. I'd like some more recharge after all, since I'd like to get Dom up as often as possible. So I'll fit some more lucks in. With these changes, I should have maybe a half dozen more slots to work with. I'll rework the build after my shower but figured I'd post this before anyone critiqued the build.