Melee Dom Builds?


android33

 

Posted

Looking for some Melee Dom Builds, I have a Mind/Fire Dom that is fun as well as a Fire/Kin Corrupter so looking for something with some melee but still ranged(pure melee gets boring for me).

Thinking so far...

/thorn and /earth are great melee but looking for some options on Prim and if there are any other melee options.


 

Posted

Quote:
Originally Posted by Jakarr View Post
Looking for some Melee Dom Builds, I have a Mind/Fire Dom that is fun as well as a Fire/Kin Corrupter so looking for something with some melee but still ranged(pure melee gets boring for me).

Thinking so far...

/thorn and /earth are great melee but looking for some options on Prim and if there are any other melee options.
TBH, I don't know that there's a Dom assault set that isn't at its best in melee with perhaps the exception of /Energy, as Push is fantastic and Whirling Hands is terrible (though the rest of the set pans out evenly). /Fire is always a good one, but you already have one. /Psi only gets good with Shockwave. You already mentioned /Thorns and /Earth which are pretty good. /Ice really isn't bad at all; it's melee is better ST than AoE. /Elec is good due to having Build Up instead of Power Boost, though probably not as good as /Fire (and its AoE is a bit less straightforward).

Honestly, other than perhaps a Mind/Energy, I wouldn't play any Dom at range given the choice.


 

Posted

i'd say that /earth paired with maybe fire/ and /earth would be the best.

i have an earth/earth that's a beast. stoney adds great melee damage too.

fire would be nice because hotfeet plus the emps would be nice.

mud pots could be and option too


 

Posted

Quote:
Originally Posted by Failsight View Post
TBH, I don't know that there's a Dom assault set that isn't at its best in melee with perhaps the exception of /Energy, as Push is fantastic and Whirling Hands is terrible (though the rest of the set pans out evenly). /Fire is always a good one, but you already have one. /Psi only gets good with Shockwave. You already mentioned /Thorns and /Earth which are pretty good. /Ice really isn't bad at all; it's melee is better ST than AoE. /Elec is good due to having Build Up instead of Power Boost, though probably not as good as /Fire (and its AoE is a bit less straightforward).

Honestly, other than perhaps a Mind/Energy, I wouldn't play any Dom at range given the choice.
Whirling Hands isn't bad anymore, it's pretty smack dab in the middle as far as PBAoEs go. I can't for the life of me figure out why you're saying Energy is bad in melee compared to range. Sure, Push is amazing, but it's amazing because it's such a good all-purpose stand-by attack, and you still need more than a stand-by attack to be effective. It doesn't two-shot things like Bone Smasher > Power Blast does. /Energy is focused on neither just range nor just melee, it's a balanced set.

Now a ranged-focused set is something like /Fire, which has only one melee attack and its PBAoE.


 

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Originally Posted by Vidszhite View Post
Whirling Hands isn't bad anymore, it's pretty smack dab in the middle as far as PBAoEs go. I can't for the life of me figure out why you're saying Energy is bad in melee compared to range. Sure, Push is amazing, but it's amazing because it's such a good all-purpose stand-by attack, and you still need more than a stand-by attack to be effective. It doesn't two-shot things like Bone Smasher > Power Blast does. /Energy is focused on neither just range nor just melee, it's a balanced set.

Now a ranged-focused set is something like /Fire, which has only one melee attack and its PBAoE.
/Energy's one problem (in melee) is keeping a (non-Perma-Dom) attack chain that doesn't KB enemies. It's not a bad melee set damage-wise, but not the most effective, and is probably my top pick as top ranged assault set. Whirling Hands is pretty low on the scale when it comes to damage, though it is definitely more effective than it used to be. Just...not if you're aiming for a set with PbAoE, and AoE for Doms is really the Holy Grail to build for due the general effectiveness of Dom AoE mezzes. It's balanced but it's not burst. So maybe I should rephrase: it's not terrible, it's simply not the best choice when aiming for AoE.

As for /Energy in melee, it's really only effective when combined with immob and some hard mez so the enemies don't get knocked around, forcing you to chase. Its melee on its own is great, but not enough to be a top melee assault set (probably would put /Earth first), and combined with the potential for kb-and-chase (if your immob misses or your set's immob doesn't have -kb), it's not the best melee combo.

So if /Energy isn't particularly good at AoE or melee ST, but its inherent ability for ranged attacks is KB and it has some good damage ranged attacks...I'd say it's more of a ranged soft control set that can hit hard in melee, with caveats.

And /Fire's Combustion, combined with Embrace is one of the best when it comes to AoE damage on Doms, Breath is deadly at mid-to-close range due to solid damage and high accuracy, and its ranged attacks don't KB like /Energy's, so I'd say it's a more suitable melee set than /Energy by far. It's much better damage overall, just not as safe, which is balanced. However, the point of Doms is to mez first, then damage. Assuming the mezzes work, damage is far more important than the soft controls in the assault set when building for a top tier Dom (not that that's everyone's goal).

I like /Energy. It's a fun set. I just don't choose it to go melee, because there are better choices out there in that category. That's all there is to it.


 

Posted

The KB-and-chase can be a problem to who doesn't know a few tricks, but Power Push can chain into any of the melee attacks without an issue because it has such a fast animation time, so you can Total Focus a dude who's already landed 15 feet away. For the rest, take Combat Jumping. You'll be amazed at how fast you can get back in melee range just by tapping the spacebar. The most you'll lose once you get the hang of it is a fraction of a second, since you can catch up to a knocked-back target and be in the middle of an attack before either of you hits the ground. Really fun.

Of course, I may just be a ninja with awesome blapping skills (and as anyone who's teamed with me knows, that includes the knack for faceplanting). Also, I went //Primal Forces, so I have Energy Transfer to make my melee chain awesome.

I'm not saying you're wrong, either, but it's definitely not something to write off the list unless someone hates moving around during the fight.


 

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/elec's main endurance drains seem to be melee range. The only ranged powers you get are static/charged bolt and zapp.


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Quote:
Originally Posted by Pinny View Post
/elec's main endurance drains seem to be melee range. The only ranged powers you get are static/charged bolt and zapp.
Charged bolt (tier 1), Lightning bolt (tier 3), Zapp (snipe, tier6), and Static Discharge (cone, tier7) are the ranged attacks in elec.

And then there's Volty at tier 9 that attacks at range...tho he doesn't really qualify.


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I've just been leveling a Fire/Earth up (on the cusp of 48), and I've gotta say that is a great combo for melee. Fire has some close range oriented tools (pbaoe hold, which is a 10' bigger radius than other holds in comparison), and hot feet. Earth hits pretty damn hard as well, especially Seismic smash.

Quote:
Originally Posted by Vidszhite View Post
For the rest, take Combat Jumping. You'll be amazed at how fast you can get back in melee range just by tapping the spacebar. The most you'll lose once you get the hang of it is a fraction of a second, since you can catch up to a knocked-back target and be in the middle of an attack before either of you hits the ground. Really fun.
People look at me funny when I bunny-hop around either in combat or just moving through missions/outdoor areas. But damn, it is fast in comparison to just hoofing it. When it comes to meleeing dangerous things I can't stand in against (some AVs in LRSF/STF), I'll just bounce on through activating an attack and be out of harm's way if I time it right. I get a lot of questions on what the hell I am doing, though.


 

Posted

Elec/Earth/Primal Forces

1-shot minions
2-shot lieutenants
4-shot bosses


Please buff Ice Control.

 

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Quote:
Originally Posted by DarkCurrent View Post
Elec/Earth/Primal Forces

1-shot minions
2-shot lieutenants
4-shot bosses
I haven't gotten to epics yet, but I was also going to suggest elec/earth.
Mine's only at level 29 and she is a beast.


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Posted

Currently leveling an Elec/Earth myself and even at level 16 is doing remarkably well. Hopefully he'll be as good or nearly as good as my Earth/Earth dom.


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Originally Posted by YoumuKonpaku View Post
People look at me funny when I bunny-hop around either in combat or just moving through missions/outdoor areas. But damn, it is fast in comparison to just hoofing it. When it comes to meleeing dangerous things I can't stand in against (some AVs in LRSF/STF), I'll just bounce on through activating an attack and be out of harm's way if I time it right. I get a lot of questions on what the hell I am doing, though.
Pff, they've probably never played a Blaster before. I have never had someone ask me what I'm doing and I bunnyhop and Joust through everything just like that. o_o I think some people don't realize that Combat Jumping isn't just a power with an implied effect, you're actually meant to quickly jump in and out of combat with it, and it costs almost 0 end. It's the greatest combat mobility power ever. Would never make a melee-based character without it--you can turn Sprint off and still catch up to runners because Combat Jumping + Hurdle is as fast as Fly used to be, plus you don't have to get mad at the Energy Blasters.


 

Posted

Quote:
Originally Posted by Vidszhite View Post
Pff, they've probably never played a Blaster before. I have never had someone ask me what I'm doing and I bunnyhop and Joust through everything just like that. o_o I think some people don't realize that Combat Jumping isn't just a power with an implied effect, you're actually meant to quickly jump in and out of combat with it, and it costs almost 0 end. It's the greatest combat mobility power ever. Would never make a melee-based character without it--you can turn Sprint off and still catch up to runners because Combat Jumping + Hurdle is as fast as Fly used to be, plus you don't have to get mad at the Energy Blasters.
Hehe never going to stop the complainers. Most melee archetypes will probably argue against the bunny hop, but I'll agree that any normally non-melee AT that can benefit from fighting in melee (Blasters, Doms, some Corrs and Defs, some Stalkers, the rare others) can definitely benefit from constant bunny hopping in combat, and regular melee ATs can make use of it on occasion just to catch runners or quickly gain aggro if desired, though there will be other options for them as well.

It does tend to lower DPS, but it's a lot safer.


 

Posted

My Elec/NRG is a decent all-rounder and pretty melee friendly. Power Push is, as Vids says, decent for melee now because you can chain a melee attack to follow it up, and Whirling Hands is no longer dirt.

This lets you Power Push something nasty away and while they're flying through the air do Total Focus pretty safely without worrying about being smashed to bits mid-animation. I find myself doing Bone Smasher > PP > Total Focus > and then a following salvo of Blasts to finish the enemy off, the strong melee and single target ranged chains let you flip from one to the other happily.

It wouldn't be as melee orientated as Elec/Earth (Seismic Smash is easily the best melee attack available to Domis) but it's a solid meleer.

I've started an Ice/Thorns which is interesting as well. Lots of melee-friendly AOE early on (Thorns cone is great at short ranges) and coupled with Arctic Air you cause mayhem at melee range.