Mind/Earth
It almost looks like a waste. If we were talking Fire control or Gravity control, those defense numbers would be really great.
FREEDOM
- Chemofrost lvl 50 Rad/Ice Defender
- Pushrod lvl 28 Nrg/Nrg Blaster
Not quite. The issue is that I feel Mind has so much good control that it doesn't need to build for defenses. If you want to wade into melee without a lot of control backing you up, then I can see the allure of high defenses, but Mind has such great controls it seems unnecessary here.
Defense is nice, I have softcapped S/L on my Mind Dom. However, I wouldn't build for it in exchange of not having Permadom like you did.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Sure - my plant/thorn has 32.5% s/l which is heaps, considering he's also permahasten.
A fire/fire I can imagine building for good defenses. But a mind/ just seems like a waste.
Just some things I noticed right off:
1) You didn't take Mesmerize. Mesmerize is an awesome power. Completely unslotted, it lasts 45 seconds, has a 6 second recharge, and will sleep a boss in a single application without Domination. For all those reasons, I would classify it as a must have. (Oh, and the PToD? They don't protect against sleep.)
2) You didn't take Mass Hypnosis. It's an AoE sleep that can be made permanent with just SO's, and it produces no aggro whatsoever. Its range is sufficient that you can sleep a spawn from outside normal aggro range. With this power my mind/fire dom routinely solos entire missions without taking a single point of damage. I'm serious.
3) You skipped Terrify. It's a really good power, and can provide nice damage mitigation when dealing with large numbers of mobs.
4) There are almost no recharge time bonuses in your build at all. You do have Hasten, which is good, but Dominators live and die by recharge time as most of our more potent abilities typically have hefty recharge numbers.
Honestly I wouldn't go for +Defense on a Dom. At least, not to the exclusion of recharge.
Beowulf -
Too many Alts, not enough 50's. Story of my life...
Agreed. Perma-Dom will trump Defense any day. Especially since Doms don't have any Defense DeBuff resistence. Don't get me wrong, I'll take defense any time I can get it but if I only get one, I'm taking Recharge first.
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Perma-Dom>Defense all day long. Especially with Mind/anything. Don't get me wrong. Building a Dom with some Defense or Resistance isn't a bad idea, but building for permanent Domination should be the highest priority for most Doms.
IF you decide to become a Villian and get the Villain power which allows you to fill your Domination bar whenever you want to, Perma-Dom might not be a priority. For eveyone else, it should be.
This build will maximize your recharge. You will get a 28 sec double dom and 10 sec double hasten. Thats 8 powers that avg 2 sec recharge. Power boost 15 sec on 17 off. This build will cost a lot of time and money. To be the best you have to have the best.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Villain Profile:
Level 1: Mesmerize -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(3), FtnHyp-Acc/Sleep/Rchg(3), FtnHyp-Acc/Rchg(5), FtnHyp-Sleep/EndRdx(5)
Level 1: Stone Spears -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(43), KinCrsh-Rchg/KB(45), KinCrsh-Rechg/EndRdx(45), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(46)
Level 2: Levitate -- Apoc-Dmg(A), Apoc-Dmg/Rchg(9), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43)
Level 4: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(11), Mlais-Acc/EndRdx(11), Mlais-Conf/Rng(13), Mlais-Acc/Conf/Rchg(13)
Level 8: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(15), CSndmn-Acc/EndRdx(15), CSndmn-Sleep/Rng(17), CSndmn-Acc/Sleep/Rchg(17)
Level 10: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(48), C'ngImp-Dmg/Rchg(50), C'ngImp-Acc/Dmg/Rchg(50), C'ngImp-Acc/Dmg/EndRdx(50)
Level 12: Tremor -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(40), KinCrsh-Rchg/KB(40), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(42), KinCrsh-Acc/Dmg/KB(45)
Level 14: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(36)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(21)
Level 20: Heavy Mallet -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Super Speed -- Clrty-Stlth(A)
Level 26: Terrify -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
Level 28: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34)
Level 35: Mud Pots -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(37)
Level 38: Fissure -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg(39), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Dmg/EndRdx(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48)
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Set Bonus Totals:
- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 4.5% Max End
- 2.75% Enhancement(Terrorized)
- 5% Enhancement(Confused)
- 76% Enhancement(Accuracy)
- 153.75% Enhancement(RechargeTime)
- 5% Enhancement(Sleep)
- 5% FlySpeed
- 110.64 HP (10.88%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -6)
- Knockup (Mag -6)
- MezResist(Immobilize) 4.95%
- 27% (0.451 End/sec) Recovery
- 28% (1.189 HP/sec) Regeneration
- 5% Resistance(Smashing)
- 10.08% Resistance(Fire)
- 10.08% Resistance(Cold)
- 11% RunSpeed
Trade all of that range defense for recharge... Earth is mainly melee attacks, anyway. If you were playing a secondary that was more ranged, I would say trade the s/l def for the recharge instead.
Moving on, Mesmerize can be skipped if you don't ever plan on pulling off sleep tactics such as on the LRSF. However, as others have said, it's an instant ST mez on pretty much anything that doesn't have specific sleep resistance (like robots).
Speaking of sleep tactics, Mass Hypnosis not only is great for this (rather the best for it) but it is also one of your quick AoE mitigation tools. You have T. Domination and M. Confusion, which is good, but you'll find yourself dead at some spawn when you've already used both of those and waiting on them to recharge.
The other part of this is Terrify - your other quick AoE mitigation. Frankly, I would skip TD before either of those powers.
You're more than welcome to go with whatever build you think you'll enjoy. We here on the forums are just advising you that you will most definitely have a better time playing as a permadom. Even with no defenses at all. My Mind/psi isn't build for defense. He's build for perma Drain psyche. So I have insane regen and rely on Terrify, confuse, dominate, and subdue (which has 2 hold procs) for mitigation. Of course I'll open up with MH, TD, or MC before doing anything else.
So, if you decide to revamp your build, drop all the range defense and build up global recharge to at least 90% and three slot hasten. Then you can cap your s/l defense.
OH! I just noticed your build uses legacy fitness... you don't need to physically choose the fitness pool anymore as it is available inherently at level 2. Soooo fix that too.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Please tell me if my build looks o.k. I have soft capped smashing/lethal/energy, and ranged damage.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Levitate
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Damage/Endurance/Recharge
- (7) Thunderstrike - Accuracy/Damage/Endurance
Level 1: Stone Spears- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
Level 2: Dominate- (A) Lockdown - Accuracy/Hold
- (13) Lockdown - Accuracy/Recharge
- (13) Lockdown - Recharge/Hold
- (15) Lockdown - Endurance/Recharge/Hold
- (15) Lockdown - Accuracy/Endurance/Recharge/Hold
- (17) Lockdown - Chance for +2 Mag Hold
Level 4: Stone Mallet- (A) Mako's Bite - Accuracy/Damage
- (33) Mako's Bite - Damage/Endurance
- (34) Mako's Bite - Damage/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (36) Mako's Bite - Chance of Damage(Lethal)
Level 6: Hasten- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
Level 8: Hurdle- (A) Jumping IO
Level 10: Confuse- (A) Coercive Persuasion - Confused
- (21) Coercive Persuasion - Confused/Recharge
- (21) Coercive Persuasion - Accuracy/Confused/Recharge
- (23) Coercive Persuasion - Accuracy/Recharge
- (23) Coercive Persuasion - Confused/Endurance
- (25) Coercive Persuasion - Contagious Confusion
Level 12: Hurl Boulder- (A) Thunderstrike - Accuracy/Damage
- (36) Thunderstrike - Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Endurance
- (39) Thunderstrike - Damage/Endurance/Recharge
Level 14: Super Speed- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (33) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Miracle - +Recovery
Level 18: Total Domination- (A) Lockdown - Accuracy/Hold
- (39) Lockdown - Accuracy/Recharge
- (39) Lockdown - Recharge/Hold
- (40) Lockdown - Endurance/Recharge/Hold
- (40) Lockdown - Chance for +2 Mag Hold
- (40) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 20: Stamina- (A) Endurance Modification IO
Level 22: Heavy Mallet- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
Level 24: Kick- (A) Kinetic Combat - Accuracy/Damage
- (46) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
Level 26: Tough- (A) Steadfast Protection - Resistance/+Def 3%
- (27) Reactive Armor - Resistance/Endurance
- (27) Reactive Armor - Resistance
- (29) Reactive Armor - Resistance/Recharge
- (29) Reactive Armor - Resistance/Endurance/Recharge
Level 28: Seismic Smash- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (48) Kinetic Combat - Damage/Endurance/Recharge
Level 30: Weave- (A) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Recharge
- (33) Luck of the Gambler - Defense/Endurance/Recharge
Level 32: Mass Confusion- (A) Malaise's Illusions - Accuracy/Recharge
- (43) Malaise's Illusions - Endurance/Confused
- (45) Malaise's Illusions - Accuracy/Endurance
- (45) Malaise's Illusions - Confused/Range
- (45) Malaise's Illusions - Accuracy/Confused/Recharge
- (46) Malaise's Illusions - Chance of Damage(Psionic)
Level 35: Combat Jumping- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense
Level 38: Power Boost- (A) Recharge Reduction IO
Level 41: Scorpion Shield- (A) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Recharge
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Defense
Level 44: [Empty]Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: DominationLevel 4: Ninja Run
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FREEDOM
- Chemofrost lvl 50 Rad/Ice Defender
- Pushrod lvl 28 Nrg/Nrg Blaster