How do I play dom?


anonymoose

 

Posted

So, early guides said Mental Blast was awful, but later comments suggest it may have gotten fixed. Any suggestions? I'm a bit unsure of what to be doing. (Level 15 and counting.)

Edit: 17 now, and about to start actually slotting enhancements and such. Any suggestions for a reasonably viable build? All I ask is that it include hover for my kismet proc. (I'd rather have hover than CJ on this character). Apart from that, I've been pretty happy with all the mind control powers prior to telekinesis (which I don't have yet), and the various psionic assault powers have been usable, at least.

I figure I'll use my fauxspec (second build) to correct any newbie mistakes I've made. Right now, my powers are:

mesmerize
levitate
dominate
confuse
mass hypnosis
psionic dart
mind probe
mental blast
psychic scream
hover

Spent quite a bit of time teamed, had fun, felt like I was useful -- if the three toughest things in a spawn are attacking the spawn, that makes our lives easier.


 

Posted

Mental Blast is fine. The biggest problem it had was lowish damage for a longish animation. After boosting the damage 64% that's no longer really an issue.

As a note, any guide written before I15 (June '09) is going to be completely worthless for dominator secondaries because of sweeping changes to every set except Electric Assault.

Your current build is fine. Of remaining powers, I'd say the must-haves are Terrify (which will be your every-spawn mass soft control but should probably be slotted as an attack), Mass Confusion, Drain Psyche, and Psychic Shockwave. Everything else is at least okay.

I never skip AoE holds, but some people do. I personally wouldn't bother with Subdue--too late and too similar to Mental Blast--but if you plan to seriously pursue permadom, then you should have enough recharge to use it and Mental Blast and drop Psionic Dart off your tray. Ordinarily this would be an excellent way to murder your endurance, but you will also have enough recharge to keep Drain Psyche up most of the time.

Telekinesis is a very powerful but very expensive, very fiddly tool with a ridiculous learning curve. Until you have mastered it, it is mostly an excellent way to piss off teammates and/or cause wipes. In six years I have seen it used well...I think three times. Somewhere there is a well-written guide on the mechanics and tactics of Telekinesis, but personally it is not worth the trouble.


 

Posted

I'm far from a Dom expert, but something I read in a long forgotten thread transformed my mid-teens plants/thorns from a frustrating wuss into a fun toon.

You've got a bunch of melee attacks, but you don't have the lovely defence/resists/regen that melee toons use to keep themselves alive. If you wade into crowds you won't last long.

Instead of passive survival powers, you have ACTIVE survival powers. If every critter in the crowd is confused or held or asleep, you're as safe as a granite tank.

I run superspeed so it's easy to position myself for surprise attacks. First attack is always seeds of confusion, it's the core of the set. If anything wasn't confused, hit them with the ST hold. Now you're safe, switch to attack mode and hit them hard, you want the mobs down before confuse wears off.

6-slot seeds of confusion ASAP. Frankenslot for acc/rech/confuse, those recipes are dirt cheap.

6-slot the ST hold, it's your plan B. (There is no plan C). Frankenslot for acc/rech/hold with lovely cheap recipes.

I'm only in the mid 30's now, quite frankly most nights I only have enough mental energy to play a brute... Duh... But the basic playstyle hasn't changed much. Priority one is preventing incoming attacks, but once I'm safe I now have more attacks to pick from.


 

Posted

Quote:
Originally Posted by anonymoose View Post
6-slot seeds of confusion ASAP. Frankenslot for acc/rech/confuse, those recipes are dirt cheap.

6-slot the ST hold, it's your plan B. (There is no plan C). Frankenslot for acc/rech/hold with lovely cheap recipes.
I have to disagree with this part - as much as these controls are the bread and butter of a plant dom, 6 slots in any power is WAY overkill when you can frankenslot cheap set IO's, unless you are going for IO set bonuses from the 6th slot or you are 5 slotting a set that has a gap in the enhancement values (like obliteration not giving much end redux).

Definitely get 5 slots in seeds as soon as possible - even with frankenslotting you want good accuracy and as much recharge as possible - but 2 Acc/rech/confuse triples, 1 acc/rech, and a couple other doubles will cover everything you need. If you are shooting for early perma-dom and want to put a malaise's illusion set in seeds it might be worth adding a 6th slot for extra recharge, but otherwise 5 is quite enough.

The single target hold really only needs 3-4 slots, since you should be using it as a control and not an attack and it has a 1.2 base accuracy. If you are trying for perma-dom and want set bonuses, put 4 Gaze of the Basilisk in it and call it good, otherwise slot a couple acc/rech/hold triples and 1-2 other dual or triple IO's to fill in the gaps.

All dominators are slot hungry - you need to slot up your attacks as well as your controls so overslotting anything is a bad idea - put just ENOUGH slots in all your powers, but no more. Frankenslotting is a godsend to low level dominators as it allows you to squeeze the maximum enhancement value out of just few slots in each power.


Globals: @Midnight Mystique/@Magik13

 

Posted

I 5 slot Seeds with The Contagious Confusion or whatever it's called. Cheap purple sets make me smile .



 

Posted

Quote:
Originally Posted by EricHough View Post
I have to disagree with this part - as much as these controls are the bread and butter of a plant dom, 6 slots in any power is WAY overkill when you can frankenslot cheap set IO's, unless you are going for IO set bonuses from the 6th slot or you are 5 slotting a set that has a gap in the enhancement values (like obliteration not giving much end redux).
At 50 you're totally correct, but in my teens/20s/30s I want every scrap of extra acc/rech/mez ASAP to keep myself alive.

I figure freespecs fall from the sky and the respec trials are plentiful, I personally frankenslot what makes sense today and don't even plan a final build until level 40-ish. The OP was having a hard time getting rolling with doms, let's not scrooge the slots

But for the endgame I expect you're totally correct.


 

Posted

When Going Rogue came out my first praetorian was built as an Electric/electric dominator because I wanted to prove to myself after 6 years I _could_ play a dominator. I played around with a lot of dom combinations, but I came back to my electric/electric because it just seemed more intuitive to me. I am also madly in love with static field.

My question is how does permadom work? How is it activated? I know you need a lot of recharge, but whenever my domination expires the dom bar falls back to nothing. Is it possible to build domination while using domination? There I said it. 78 months of experience and I admit I don't know how one of the successful villain ATs works, (cries).


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

As I understand it: If you have enough global recharge that dom comes up again before it ends, the bar is magically full. It only drops when dom ends. So if it comes back to fully recharged before the previous one expires, you can reactivate it for another 90 seconds.

Let's see. It's 200 seconds, we want recharge under 90, so 200/(1+x) = 90, so 200 = 90 + 90x, 110 = 90x, 11=9x, 1.222..., so 123% global recharge, probably plus a little for the activation time, so about 140% global recharge. At that point, you're sure looking like you might want to shoot for perma-hasten as well. As it happens, perma-hasten only requires about 110% global recharge. That seems really low, but:

1. You can 3-slot hasten, getting you about 95% recharge.
2. While hasten is up, you're getting a 70% recharge buff.

That gives you 165% already, you need about 275% total, so... 110% or so.

So if you have 110% global recharge, and take hasten, you now easily have permadom.


 

Posted

Ah, I think I see now. You fake out the domination power. The bar remains full while the power itself recharges and you hit Domination again before it has a chance to drop. I wonder who figured that one out.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

A couple of minor quibbles...

Quote:
Originally Posted by Wonderslug View Post
As a note, any guide written before I15 (June '09) is going to be completely worthless for dominator secondaries because of sweeping changes to every set except Electric Assault.
Electric Assault got reduced damage (and endurance and recharge) on the melee attacks; the one that had the fewest changes was Ice Assault iirc: the only change was a larger radius and recharge for Ice Sword Circle.

Quote:
Originally Posted by Wonderslug View Post
Telekinesis is a very powerful but very expensive, very fiddly tool with a ridiculous learning curve. Until you have mastered it, it is mostly an excellent way to piss off teammates and/or cause wipes. In six years I have seen it used well...I think three times.
I never found it very hard to use; I just treated it as I do Hurricane: toggle it on when you need something either moved or less problematic, and turn it off when the target is either dead, you're running low on endurance, or they're where you wanted them to go. Any corner works well, and I've used it to push mobs who fled out of the Sleet + Blizzard patch right back in.

Of course, I've since deleted the character that had it, and my Mind/Energy can use her secondary to push mobs where she wants them. It's not an every-fight sort of power, but I wouldn't say it's really all that hard to use.


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Posted

Quote:
Originally Posted by seebs View Post
As I understand it: If you have enough global recharge that dom comes up again before it ends, the bar is magically full. It only drops when dom ends. So if it comes back to fully recharged before the previous one expires, you can reactivate it for another 90 seconds.

Let's see. It's 200 seconds, we want recharge under 90, so 200/(1+x) = 90, so 200 = 90 + 90x, 110 = 90x, 11=9x, 1.222..., so 123% global recharge, probably plus a little for the activation time, so about 140% global recharge. At that point, you're sure looking like you might want to shoot for perma-hasten as well. As it happens, perma-hasten only requires about 110% global recharge. That seems really low, but:

1. You can 3-slot hasten, getting you about 95% recharge.
2. While hasten is up, you're getting a 70% recharge buff.

That gives you 165% already, you need about 275% total, so... 110% or so.

So if you have 110% global recharge, and take hasten, you now easily have permadom.
I read in the Domination guide they were trying for 70% global recharge bonus with hasten perma-hasten. Can someone confirm?


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Psylenz View Post
I read in the Domination guide they were trying for 70% global recharge bonus with hasten perma-hasten. Can someone confirm?
70% global recharge with 3 slotted Hasten is the bare minimum for permadom. While for permahasten, you need about 106% global recharge with 3 slotted Hasten. Finally, for permadom without Hasten, you need about 123% global recharge and at that point, only 2 slots are required for permahasten.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Quote:
Originally Posted by Fiery-Enforcer View Post
70% global recharge with 3 slotted Hasten is the bare minimum for permadom. While for permahasten, you need about 106% global recharge with 3 slotted Hasten. Finally, for permadom without Hasten, you need about 123% global recharge and at that point, only 2 slots are required for permahasten.
Thank you for the input, I do want permahasten, too.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

This is my goal build of my Electric/Electric Dominator. I am trying for max recharge. I am not sure the ramifications of spiritual alpha slotting on domination, but I seriously believe I will go to the musculature to make up for any damage shortcomings.


Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

TesIa Teen: Level 50 Natural Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(13)
Level 1: Charged Bolts -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(3), Entrpc-Acc/Dmg(5), Entrpc-Dmg/Rchg(5), Entrpc-Dmg/EndRdx/Rchg(46)
Level 2: Chain Fences -- Acc-I(A), Acc-I(7), Efficacy-EndMod/EndRdx(7)
Level 4: Lightning Bolt -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(9), Entrpc-Acc/Dmg(11), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(46)
Level 6: Jolting Chain -- Acc-I(A)
Level 8: Conductive Aura -- Acc-I(A), Acc-I(13), EndMod-I(15), EndMod-I(15), EndMod-I(17), Heal-I(17)
Level 10: Super Jump -- Jump-I(A)
Level 12: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/Rchg(21)
Level 14: Static Field -- Acc-I(A), Acc-I(23), EndMod-I(23), EndMod-I(25), P'ngTtl-EndRdx/Rchg/Slow(25)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 18: Paralyzing Blast -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Acc/Rchg(29), BasGaze-Acc/Hold(31)
Level 20: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-Rchg(45), AdjTgt-ToHit/EndRdx(45)
Level 22: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(43)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Synaptic Overload -- Bfdlng-Acc/EndRdx(A), Bfdlng-Acc/Conf/Rchg(34), Bfdlng-EndRdx/Conf(34), Bfdlng-Acc/Rchg(34), Bfdlng-Conf/Rng(48)
Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(46)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- ExRmnt-Dmg/EndRdx(A), EndMod-I(37), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(39)
Level 35: Thunder Strike -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Dmg(48)
Level 38: Voltaic Sentinel -- Acc-I(A), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Rchg(42), EndRdx-I(42)
Level 41: Link Minds -- S'dpty-Def/Rchg(A), Ksmt-Def/Rchg(43), Krma-Def/Rchg(43), LkGmblr-Rchg+(45)
Level 44: Maneuvers -- LkGmblr-Rchg+(A)
Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A)

I am putting this build in this post as an exercise in seeing how to permadom a more popular domination primary. I didn't mean to threadjack.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Actually, that's super handy, because I was just trying to figure out how to get that much global recharge.

The global recharge bonuses I know of are a few sets with 5%, 6.25%, or 7.5%. Rule of 5 says I can have:

5 * 7.5% set bonus
5 * 7.5% LotG bonus
5 * 6.25% set bonus
5 * 5% set bonus

... and that's 130%. But that's a LOT of very expensive bonuses to have. Are there other global recharge bonuses I'm missing? For that matter, most of the +recharge set bonuses are 5-piece, so that's 80 enhancements at least partially dicated by set bonuses (5 for each of the 15 set bonuses, plus 1 for each of the 5 lotg).


 

Posted

With Plant, Elec and Ice you can get 3, 10% global recharge bonuses from the cheaper purple sets of Confusion, Sleep, and Immob. The Grav Anchor Proc in your AoE immob turns it into a ghetto AoE hold.


-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 Fiery-Enforcer View Post
70% global recharge with 3 slotted Hasten is the bare minimum for permadom. While for permahasten, you need about 106% global recharge with 3 slotted Hasten. Finally, for permadom without Hasten, you need about 123% global recharge and at that point, only 2 slots are required for permahasten.
Quote:
Originally Posted by Psylenz View Post
Thank you for the input, I do want permahasten, too.

That 70% figure is definitely a bare minimum - if you are a few seconds late in firing off hasten when it recharges or get hit by any recharge debuffs you WILL lose perma-dom at some point. I found I was comfortable once I got around 90%+ global recharge, there was enough leeway at that point that missing hasten by 5-10 seconds wasn't a big deal and the occasional recharge debuff didn't drop perma hasten.

I am also not sure about that 106% global recharge for perma-hasten figure - my plant/fire dom has 107.5% global and hasten isn't quite perma (with 3 slotted rech), although I couldn't tell you how far off it is - its only a couple of seconds though. I do know my ill/rad controller with 100% global recharge +hasten + AM (for a total of 200% global recharge when everything is up) has both perma-hasten and perma-AM, so somewhere between 107.5% and 130% is the right number for perma-hasten(that doesn't help much, I know :-).

EDIT: I ran the numbers on hasten - it takes 275% total recharge to make it perma, -70% for hasten leaves 205%. 3 L30 common recharge IO's gives you 95.66% recharge after ED so you need about 109%-110% If you upgrade those to L50 recharge IO's you get 99.08% after ED, so you only need about 106%. This explains my dom, who hasn't upgraded her IO's in hasten yet and is only a couple of seconds off perma.


Globals: @Midnight Mystique/@Magik13

 

Posted

The build I posted has ~110% recharge bonus. I tried intentionally to build without purples. It's expensive enough but not totally out of sight. Seebs, with the A-merits, you can get a Lotg about every 4 days on one character. If you run 5 A-merit tips on 2 characters, 10 total tip missions a day, that isn't unreasonable. Then, you can have 2 LotG every 4 days or so.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by seebs View Post
Are there other global recharge bonuses I'm missing?
Well there's an odd 3.75% here or there, but mostly you're just missing purples. Doms can generally slot at least one or two of the cheaper sets, which makes perma-dom quite a bit easier to achieve.


 

Posted

Quote:
Originally Posted by Psylenz View Post
Ah, I think I see now. You fake out the domination power. The bar remains full while the power itself recharges and you hit Domination again before it has a chance to drop. I wonder who figured that one out.
ShrikeX figured it out. I remember the post. It was shortly after Domination's recharge got reduced from 300 to 200 seconds; he'd gotten it on a team full of /kins and /rads with SB and AM stacked on him. He noticed the button ready to click before the power wore off, clicked it, and discovered what we called at the time "Double Domination." The Dominator forums were ablaze with speculation. Half of us wondered when the devs were going to nerf it, then Posi came in and said he was surprised that we found it so quickly. It was before inventions, since I remember everyone talking about the idea of self-sustained permadom when set bonuses were revealed.

"You know you play Dominators too much when..."


 

Posted

Quote:
Originally Posted by Vidszhite View Post
ShrikeX figured it out. I remember the post. It was shortly after Domination's recharge got reduced from 300 to 200 seconds; he'd gotten it on a team full of /kins and /rads with SB and AM stacked on him. He noticed the button ready to click before the power wore off, clicked it, and discovered what we called at the time "Double Domination." The Dominator forums were ablaze with speculation. Half of us wondered when the devs were going to nerf it, then Posi came in and said he was surprised that we found it so quickly. It was before inventions, since I remember everyone talking about the idea of self-sustained permadom when set bonuses were revealed.

"You know you play Dominators too much when..."
Go Go Gadget Google


 

Posted

Interesting reading here. Any advice or builds for an Earth/Earth dom?

These early levels are soloing hell.


Captain Den'Rath 53* Merk/Traps MM, Rivona 50Energy Blast/Time Cor,Victoria Von Heilwig 53* Dual Pistols/Traps Cor, Crab Spider Webguard 53* SOA, Accela 53* Bot/FF MM,Valkyrie's Executor 53* Broadsword/Shield Def Scrap. On FREEDOM! @Knight Of Bronze
"Hypocrisy, the human inherent." "Let not this work be wasted, apply yourself always."

 

Posted

When I was teaching myself, reacquainting to dom play. I found solo play easier than team play in Praetoria where my EC/elec dom started. Certainly at level 10, say, you don't have the controls to handle the aggro of an 8-man team by yourself. With a tank, other dom or controller, life is easier. With 7 blasters or scrappers, you have a tough road.

In solo play, I tried to break it down group by group. Two groups aggroed usually means run for the door or out of aggro range. Toss an immobilize over your shoulder as you go.

In a single group situation, you usually have one hard guy, and two minions although some minions like the rocket launchers can be hell. This is the part I think most other doms wouldn't do. I throw out my best AoE whether it's a sleep or immobilize or confuse, and then back up. (An Aoe confuse is good in groups, but most other lowbie AoEs are not the first tool out of the box in team play.) At level 10 you won't usually mezz them all. Break line of sight from immobilized guys, so they can't shoot you, and then dogpile your assault powers on the first guy that you missed. Sometimes, two come, then you pull away from your first mezzed guy, round the corner behind the computer beside the box, you get the idea, HOLD one of the two. Dogpile the remaining guy. This process can be repeated as mezz powers duration expire.

If the hard guys is one of the ones you don't mezz right off, doesn't matter, hold mezz #2 and/or #3, stack your hard mezz again on Mr. Toughie, then dogpile first whoever can move then at least whoever is shooting. Held/confused tough guys don't hurt you. If it takes two holds to get him, keep reapplying and finish his lowbie buddies. You do NOT want to run in have your first hold with not enough mag on the Destroyer tough guy allow the toughie to get his best first melee shot on you.

Especially in praetoria, sometimes you will see a lone guy and think. Hey I can blast this guy in a hurry and move on. It's usually a trap, especially with ghouls. What my point is, if you don't want to use a ranged AoE on a lone target, only one, then use a ranged single shot in case you have ghoulies on the ceiling.

Holding the mobile attacking guy running into melee with you has a special advantage for EC doms since you can tap into his end with your conductive aura while finishing up his pals.

Since you are the earth dom, I would think you would do this same process, then when you determine who you are going to wail on, drop the quicksand at his feet. Quicksand won't mitigate the first strike from your foes, but it does help with how quickly you finish the task.

Good luck!


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Vidszhite View Post
ShrikeX figured it out. I remember the post. It was shortly after Domination's recharge got reduced from 300 to 200 seconds; he'd gotten it on a team full of /kins and /rads with SB and AM stacked on him. He noticed the button ready to click before the power wore off, clicked it, and discovered what we called at the time "Double Domination." The Dominator forums were ablaze with speculation. Half of us wondered when the devs were going to nerf it, then Posi came in and said he was surprised that we found it so quickly. It was before inventions, since I remember everyone talking about the idea of self-sustained permadom when set bonuses were revealed.

"You know you play Dominators too much when..."
Did I ever tell you my suspicion that Shrike was a Dev?


Please buff Ice Control.

 

Posted

On mind/, it's easy because you have more than one hard control -- sleep one, hold another. Or confuse one, hold another, and sleep a third but recognize the sleep will drop when the confused one attacks.

In general, with controllers or doms, I favor holding the toughest target I can hold ASAP, and then I have one less thing to deal with. On small groups, that's usually enough. Dom makes it a lot easier to burn through the other guys.

Just remember to refresh controls.

And if you have a confuse, well. Remember that you can choose to fight at most one thing if it really comes down to it, because you can always just keep confusing them until only one is left.