How do I play dom?


anonymoose

 

Posted

Altitis... this deadly disease can strike without warning, at any moment.

So, I have a plant/thorn and an elec/elec dom lying around, but neither is at all high level. I want to Try Out Dom. I don't know whether I should work on them or build Something Else.

My favorite control set so far is illusion, with gravity a fairly close second. Obviously, illusion isn't one of my dom options. I am a little confused by the blapper model of the Assault sets, because I tend to play control sets as more ranged, but I'm open to learning new tricks.

Suggestions as to fun sets or how to go about playing dom effectively welcome.


 

Posted

You know how Blasters get Ranged/Melee+Control? Well Dominators get Control/Ranged+Melee. Basically play them as you would a Blaster (or Blapper) but with better survivability.

If you want a melee focussed Dominator then you could try Electric/Earth. Ice/ and Fire/ can also be used well as a melee based control set so you could try that.


 

Posted

Really it depends on the primary and what you want to accomplish.

One thing that I have noticed is that with all the Doms I have played they are slot hungry and don't really blossom until the late 30s/early 40s.

If I'm going to solo a Dom I usually concentrate on single target powers and bypass the AoEs until the 30s (inherent stamina changes this in some cases).

If I'm going to be teaming regularly I'll take some of the AoE powers early.

Outside of domination all of my doms feel like a combination of an under powered controller plus an underpowered blaster. Most of the animation times on the cones and PBAoEs are long. My corruptors always felt like they were defeating mobs faster even though they have a much lower damage modifier.

Inside Domination the Dominator becomes a minor deity being able to affect bosses in a single application of a control power and for long enough to actually have a chance to defeat the mobs before they unmez and retaliate. Elite bosses can be affected in 2 applications making the Dom extremely fun to play.

Permadom isn't a way to play..... It's the only way to play.

The easiest primaries to perma are Mind, Elec, and Plant


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

First rule for playing dom - if you've played a controller, forget almost everything you do there.

You do damage.
You don't need to set up containment. You've got a whole secondary to do that damage with.
AOE Immobs are easier to put off. (At least for me.) You'll find other powers being more (or less) useful, or want them earlier (or later) than a controller.

Run the plant/thorn. I was - given the proper environment (when they stop on the ramps near Vince Dubrowski, bunching them up nicely) and a few purples - soloing the Scrapyarder spawns at 24-26. It's a blast. And more fun when you have your vines. That and my mind/fire (mostly ranged, there) are among my top "fun" characters to play.

And I'm not sure what miladys_knight is doing. Permadom is useful, sure, but I have exactly zero. Don't forget our damage got moved *out* of domination, we've got that all the time.


 

Posted

Okay, looks fun. I'll see whether I can get my plant/thorn a little enhanced -- no enhancements at all will be rough, even at 13.

I'm a bit unsure about the ranged/melee thing. Are the melee attacks enough better than the ranged that I should be staying in melee range to use them?


 

Posted

Yes. Basically you lead with any hard control you have up (confuse, hold, stun, etc) then head into melee and pound some face. In the event your hard control isn't up, you can kite/pull with your ranged attacks, and get mobs into melee range, then pound on their face


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
...And I'm not sure what miladys_knight is doing. Permadom is useful, sure, but I have exactly zero. Don't forget our damage got moved *out* of domination, we've got that all the time.
While Memphis_Bill is technically correct, the difference between Permadom and non Perma is HUGE. Holding Bosses with 1 application and EBs with a couple is devastating. That and the mez protection while in Domination is priceless.

To me, another thing that makes Permadom a no brainer is that there really isn't anything else you can build for with IO sets that will be as helpful as Permadom would be. Faster recharge=More Holds and more damage.

At high enough levels, Doms with the right powersets can neutralize and eliminate spawns without being touched. It is truly an awesome sight.


 

Posted

as someone mentioned, having a controller mindset doesn't work with dom's.
melee attacks have higher damage modifiers than ranged, and tend to be your strongest attacks.
If your having problems thinking in terms of playing a blapper with controls, another good example are debuff defenders/ corrupter
When playing a debuff type, you lay down your debuff/ controls and then start attacking, likewise if I were to hop on my plant/thorn dom, I would throw out seeds of confusion first, let off with my cone, hold the first target I plan to attack, and then attack. Note on melee vs. range, ranged attacks can be used in melee, but melee attacks can't be used at range, its only the Cone attacks that you do really get the most out of by being range, so you will be using a damage chain mixed with ranged and melee attacks. And you will be much more safer in melee than your average blapper when solo. Furthermore some sets actually have specific powers that encourage you to be in melee depending on what sets you take.
There are some foes obviously you might want to keep at range, but those tend to be the exception rather than the rule.

Illusion as you mentioned isn't available to doms, although many long term doms, really do hope they give it to doms one day

gravity for doms is interesting, in its current form, its much better at lower levels to controllers than dominators, that is until you reach higher levels. Dom's really don't need either lift or propel for damage, since they tend to have better attacks available in the assault sets, and w/o a secondary that provides some damage mitigation like controllers do, that wait to get wormhole and sing and to get them properly slotted does hurt.


 

Posted

Quote:
Originally Posted by JulioThom70 View Post
While Memphis_Bill is technically correct, the difference between Permadom and non Perma is HUGE. Holding Bosses with 1 application and EBs with a couple is devastating. That and the mez protection while in Domination is priceless.

To me, another thing that makes Permadom a no brainer is that there really isn't anything else you can build for with IO sets that will be as helpful as Permadom would be. Faster recharge=More Holds and more damage.

At high enough levels, Doms with the right powersets can neutralize and eliminate spawns without being touched. It is truly an awesome sight.
This.

I tried several dom combinations and ran them up to varying levels. I was never satisfied with their performance until level 39 or higher and then only marginally. Then I got perma on my Mind/Ice/Fire......

It is an entirely different world and the view is breath taking. I would say that it's more OP than an Elec/Shield Brute.

All of the negatives - gone.

*2 shotted by a boss from range (before you can get the second control down) - gone
*Gaps in the attack chain (because you can't min/max much of anything on a Dom it's max or nothing) - gone
*Long animating (PB)AoE powers (because of all the extra recharge) - gone, unneeded because you can use the fast activating ones in your Epic instead.
*Being a non-mez protected squishy (at least half of the time) and being forced into melee to get both the extra damage from melee attacks and to have a complete attack chain - gone (if you want it to be)
*The "range dance" bouncing back and forth in and out of melee to maximize your cone attack and then back in to use your PBAoE. Tabbing like a dervish to get the right mob targetted. - gone

All the positives there all the time.

*Mez protection for a character that is designed to spend time in melee - Perma
*Eliminating boss damage by one shot controlling them - Perma
*Controls that last long enough for you to cycle your AoE chain before they expire - Always
*A full bar of endurance - every 70 seconds

I've tried a soft-capped S/L Dom and it pales in comparison.

The difference is like comparing a Prius on city streets to a Lamborghini on the Audubon.

Once you go perma you'll never go back.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Played the plants/thorn a bit. Was level 13, so I decided to get a bunch of level 15 IOs, and WOW does that make a difference. Went around on a team a bit, made 14, had fun.

While I was doing this, I was chatting with friends, and as a result I now also have a mind/psi, who's all of level five or so. I'm quite liking mind/psi; with the first three powers from mind/, I can keep two enemies permanently locked down and repeatedly mitigate a third by throwing it in the air. This leads to a question:

The mind/psi guides say that mesmerize can stop a boss without domination. It's listed as a 3.5 mag sleep in Real Numbers. I thought bosses had 4 points of mez protection. So, is sleep an exception, or did it get nerfed, or what?


 

Posted

yes, mesmerize will sleep a boss in one application... so you could do a dominate->mesmerize->dominate chain to hold them without risk (if you don't have domination up).

i'll also agree with the others that say perma-dom is almost required to have. that said, you no longer need to build up so much recharge in order to get it to stack since the +damage buff was removed. THAT being said, having enough global recharge to get domination back in a little over a minute is still awesome because it means you should never run out of endurance.

otherwise, just build up enough global recharge to get it perma (i like ~90% without hasten) and build up other set bonuses like hp, acc, and damage. my mind/psi is perma dom and perma hasten and i wouldn't have him any other way


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Posted

since the legitimate responses are out of the way...

Quote:
How do I play dom?
So many inappropriate responses, so little desire to be banned providing them...


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Posted

Quote:
Originally Posted by seebs View Post
The mind/psi guides say that mesmerize can stop a boss without domination. It's listed as a 3.5 mag sleep in Real Numbers. I thought bosses had 4 points of mez protection. So, is sleep an exception, or did it get nerfed, or what?
Saying a boss requires mag 4 to be mezzed is a convenient shorthand. Technically any value over 3 will do the job, but mez magnitudes as a rule are integer values so it is very seldom relevant. What exactly a 3.5 magnitude sleep was supposed to accomplish is anyone's guess--geko (the original powers guy) did many strange and often regrettable things, the reasoning for which may never be known.

On a technical level, everything has an inherent value for each mez type, which is a negative number. For bosses it's -3, for lieutenants -2, and for most other things -1. Mezzes take effect whenever the value rises above 0. Theoretically, you could hold a boss with mag 3.00001 (-3 + 3.00001 = 0.00001 > 0)--it's just that aside from knockback and intangibility, mez magnitudes pretty much only come in whole numbers.

Except Mezmerize.

For some reason.


 

Posted

Despite their shared power category, controllers and dominators are very little alike. The controller, as the name implies, controls a fight: through combinations of layered active control and support powers, they tip the balance of a fight toward a point where they will survive and their enemies will not. While there are notable exceptions, the general method is to guide enemies along a path toward helplessness. Controllers tend to favor longer fights where their cumulative effect is devastating, although their instantaneous damage tends to be low.

Dominators don't generally have the support powers to layer on top of active control. This changes the dynamic from a spiral downwards to a race against time. The dominator gets an early edge with crowd control abilities, and then needs to quickly press this advantage while it lasts. To this end, dominators have a vastly greater capacity for instantaneous damage. Control is used as a means to set up enemies for attacks, both at the single-target and area level. In the early game, where unenhanced area controls and attacks are relatively weak, the dominator is better off fighting a few enemies at a time, using controls to keep stronger enemies out of the fight while taking out weaker enemies with burst damage. In the later game, especially with high levels of recharge, the same general principle applies at the whole-spawn level: incapacitate with area control, then quickly kill with area damage.

It's possible to play a fully-ranged dominator, but it's neither necessary nor particularly advantageous. The mitigative benefit of staying at range is obviated in the short term by the much stronger mitigation of active control, and in the long term by the much stronger mitigation of defeating enemies.

If I were to compare a Dominator to another archetype, I would compare with a Blaster, particularly those sets that mix some control with burst damage. The Blaster has more upfront damage, but the Dominator doesn't need to kill as quickly because their initial incoming damage is much lower. Personally, I think that Dominators got the better end of the deal, but opinions vary. Both, however, rely exclusively on disabling enemies quickly for their survival: you must do unto them before they do unto you.


@SPTrashcan
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Posted

Ahh, okay, that's two of the great mysteries resolved.

In most control sets, the third power is an AoE immobilize with some damage. My experience has been that in theory this is very nice, but in practice at low levels it means everything shoots me and I faceplant. I'm sorta liking Mind's different tradeoff, where I can shut more things up completely. At least so far.

While I'm at it: There are many guide threads where at least one person says to skip the ST immob because the ST hold is better, and another person says the ST immob is really useful. This doesn't really apply as much to mind, but I'm curious about why some people seem to like the ST immob and others seem to think it's useless.

(... and as to the "so many bannable answers", I've already discovered that an lft message which exploits the ambiguity gets more responses.)


 

Posted

Quote:
Originally Posted by seebs View Post
This doesn't really apply as much to mind, but I'm curious about why some people seem to like the ST immob and others seem to think it's useless.

It immobs AVs. Especially useful for soloing them.


 

Posted

Quote:
Originally Posted by seebs View Post
Okay, looks fun. I'll see whether I can get my plant/thorn a little enhanced -- no enhancements at all will be rough, even at 13.

I'm a bit unsure about the ranged/melee thing. Are the melee attacks enough better than the ranged that I should be staying in melee range to use them?
Before anything else, Dominator Melee attacks have a higher damage modifier, so their base damage is 10% higher, all things being equal. Then, as icing on the cake, they tend to have very high damage scale numbers as well, especially for the level you get them. To put it in perspective, we get our equivalent ranged attacks much, much later than even Defenders do (Defenders get Power Blast at 2, we at 10; Power Burst at 10, we at 38), but we get equivalent melee attacks at the same levels that Scrappers and Brutes would, only ours have better damage numbers than theirs to make up for the fact that we only get one or two of them. They're that good.

At your level, the strongest ranged attack you have is a 2.20 Damage Scale power, Impale. You get this at level 10. Skewer is the first melee attack you have access to. It's a 2.28 Damage Scale power. It has higher damage before even adding modifiers. You get this at level 2. It also has a very quick animation time.

The only reason not to take your melee attacks is build space at level 50, if you're sure you have enough attacks of equivalent power to make up for the loss, and even then I would never advocate skipping more than one.

The reason you're confused about the blapper powers is you're using a Controller mindset. Don't do that. Doms are a dual-nature AT, not a support AT; our DPS isn't nominal like Defenders, it's meant to be used and used often. The melee attacks are good choices because if we're doing our job right, it's safe to use them.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
It immobs AVs. Especially useful for soloing them.
Okay, newbie question time: Why is immobilizing them useful for soloing them? If I'm supposed to be meleeing, it's not because it keeps them at range while I plink away.


 

Posted

Quote:
Originally Posted by seebs View Post
Okay, newbie question time: Why is immobilizing them useful for soloing them? If I'm supposed to be meleeing, it's not because it keeps them at range while I plink away.
Because the failure mode of a Dominator confronted by purple triangles is a Blaster. Stay at range, stack defense, deal damage. At least, that's how I handle EBs; I don't solo AVs with Dominators.

For Controllers, of course, the ST immob is a bread-and-butter attack.


@SPTrashcan
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Why MA ratings should be changed from stars to "like" or "dislike"
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Posted

Quote:
Originally Posted by Miladys_Knight View Post

The difference is like comparing a Prius on city streets to a Lamborghini on the Audubon.

Once you go perma you'll never go back.


Wait. Which is better? I love my Prius.


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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Because the failure mode of a Dominator confronted by purple triangles is a Blaster. Stay at range, stack defense, deal damage. At least, that's how I handle EBs; I don't solo AVs with Dominators.
I am shocked to hear that there's something with which you don't solo AVs. Say it ain't so!

Quote:
For Controllers, of course, the ST immob is a bread-and-butter attack.
I apparently should not have trusted the guides which told me not to bother with it. I suppose, given containment, it'd be noticable extra damage, and it's probably cheap.


 

Posted

Quote:
Originally Posted by Profanation View Post
Wait. Which is better? I love my Prius.
You should expand your horizons.....


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Because the failure mode of a Dominator confronted by purple triangles is a Blaster. Stay at range, stack defense, deal damage. At least, that's how I handle EBs; I don't solo AVs with Dominators.

For Controllers, of course, the ST immob is a bread-and-butter attack.
for a Dom, the only possible uses for an immobilize
-As mentioned above, against critters with Purple Triangles, use immobilize to keep the critter at range, and approach the problem the same way a blaster would
-Ground flying foes
-to control knockback on some attacks( looks at energy assault and TK Burst in Psi)
-Use an AE immobilize with either a AE Confuse or Disorient to produce a getto hold( this is the only reason for a dom to use an AE immobilize, otherwise using them can be hazardess for your health)
-A nice place to fit a purple set

What not to use immobilizes for
Damage


 

Posted

Quote:
Originally Posted by Wooden_Replica View Post
Illusion as you mentioned isn't available to doms, although many long term doms, really do hope they give it to doms one day
I'm going to put this out there.
Aren't Doms amazing enough.

Yes, Permadom is "all that".

Mind/Psi is fun.

Quote:
-Use an AE immobilize with either a AE Confuse or Disorient to produce a getto hold( this is the only reason for a dom to use an AE immobilize, otherwise using them can be hazardess for your health)
I love Flashfire + Fire Cages.

"Wow! I have two AoE holds!"


 

Posted

mind/psi is now 10. I can confuse one, sleep one, hold one, and then do interpretive dance while they eventually fall down.