Fire or Ice APP
i came up with this one for the fire epic, but still havent decided if softcapping is worth losing that sweet sweet damage. also this one uses musculature instead of nerve, both are permadom without hasten but have it anyway. i might try making something with mace mastery as a happy medium since it gets a weaker debuff and weaker(imo) aoe attack but also a defense shield for softcapping s/l defense.
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bam. easier than i thought it would be. i figure since roots cancels knockback, the secondary effect wont be a negative(actually a positive because it lets you add another damage proc).
plant/psi/mace:
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Defenses are really not that useful for a dominator, imo. Let the melee toons concentrate on being able to suck up punches, your job is to make stuff stand still and die. I'd stick with the Fire APP.
Most of the analysis I've seen shows the -res from ice adds more to your total damage over time than the higehr base damage on fire.
If you team, even duo, this is even more true.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
i went with the fire epic, i'll just rely on buffs for support.
i'm probably going musculature or spiritual since the nerve i have is mostly useless with this build and cardiac has no point with permadom and perma drain psyche.
I disagree. Even with ridiculously strong controls, a good bit of damage can get through. Soft-capping on top of perma-dom has let my plant/psi do things she wasn't capable prior to that. Malta at x8 didn't even slow her down after capping.
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Which isn't really an issue when we're talking about Smash/Lethal DEF. Ranged DEF is a little harder to juggle with perma-Dom, but it can be done. If you do go for ranged DEF, then you can add significant RES (from APP/Patron shield) to the layer cake.
Dominator controls may make DEF less attractive to some players, but they also, oddly enough, increase the mechanical value of DEF. My Mind/Fire/Fire Dom is nowhere near as passively resilient as my Tanker is, but she's arguably more situationally resilient. What gets through her controls is likely to be deflected by her ranged DEF, and what gets through her DEF is likely to run into 50+% Smash/Lethal RES.
I basically have to be fighting something that absolutely cannot be controlled before the Tanker clearly pulls ahead in practical survivability.
Back when we got access to hero APPs I immediately went with fire on my plant/psi to maximize my aoe potential. now that we have harder, more rewarding content/ an endgame im torn between going for a softcap defense build and sleet or just stick with fireball and rain of fire. heres what i came up with to switch into, i already have most of this except psy scream and the ice epic. im only +1 with alpha atm but id like to earn t3 in all classes on this because it was one of my 1st toons. my main concern is if losing those two app attacks will significantly hurt my attack chain, its why i even included psy scream instead of spore burst for the cheap purple set.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(37), UbrkCons-Hold/Rchg(43), UbrkCons-Acc/Hold/Rchg(43), UbrkCons-Acc/Rchg(46)
Level 1: Psionic Dart -- Range-I(A)
Level 2: Roots -- Ragnrk-Knock%(A), Ragnrk-Dmg(3), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(5), TotHntr-Dam%(13)
Level 4: Mind Probe -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17)
Level 6: Maneuvers -- HO:Enzym(A), HO:Enzym(7), LkGmblr-Rchg+(7)
Level 8: Seeds of Confusion -- CoPers-Conf/EndRdx(A), CoPers-Conf%(9), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
Level 12: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 14: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15), HO:Cyto(46)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Weave -- HO:Enzym(A), HO:Enzym(21), LkGmblr-Rchg+(21)
Level 22: Super Speed -- Run-I(A)
Level 24: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Rchg(42), Acc-I(42)
Level 26: Carrion Creepers -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(27), KinCrsh-Rechg/EndRdx(27), KinCrsh-Rchg/KB(34), KinCrsh-Acc/KB(37), KinCrsh-Dmg/KB(40)
Level 28: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(34)
Level 30: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dam%(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34)
Level 32: Fly Trap -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Subdue -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(36), Decim-Dmg/Rchg(36), Decim-Dmg/EndRdx(36), Decim-Acc/Dmg(37)
Level 38: Psychic Shockwave -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Oblit-%Dam(40)
Level 41: Sleet -- LdyGrey-Rchg/EndRdx(A)
Level 44: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(46)
Level 47: Frozen Armor -- HO:Enzym(A), HO:Enzym(48), LkGmblr-Rchg+(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Nerve Radial Boost
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 0: Born In Battle
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod(43)