Best Witch/Ghost chasin' Dom?


FrostyG

 

Posted

Hello all.
I am not sure how to best phrase this question....I know I want to play a Dom, but I am not sure I will be able to get it past 32..I am a scrapper/brute melee type of player.

I solo.

I do, and will, frankenslot.

Happily, Croatoa opens up in the middle 20s and extends into the very early 30s, a place I love.

So, what kind of Dom will thrive happily in Croatoa? My favorite thing to do there is hunt the witches and ghosts for the badges..and sometimes I just hunt them for the fun of it

I do have some Doms.

Redside I have a Plant/Energy at level 32 (So I know I can make it that far), a Fire/Fire at level 28 and a Mind/Fire at level 27. They have not gone to the Blueside so I don't know how they would fare.

Blueside, I have a level 27 elec/ice whom I am not fond of as her damage is a joke...but I do understand that I have not gotten to her real damaging powers yet.

I also have a blueside bound level 19 Mind/Thorns who is almost out of Praetoria and has been a joy to play with.

Is the Mind/Thorns a good candidate for gleefully Witch/Ghost chasing in Croatoa, or is there another Dom combo which would be better?

Thanks in advance.

Lisa.


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Yeah mind/thorn would be great for confusion and poison dmg.


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
Yeah mind/thorn would be great for confusion and poison dmg.
I would think that /Thorns would be exceptionally BAD for Ghost Hunting. It deals primarily Lethal damage, with the rest being Toxic, both of which Ghosts should be highly resistant to.

Ghosts are generally strongly resistant to Smashing/Lethal/Negative/Toxic and weak to Psi/Energy.

The Witches though I can't recall having any particularly strong resistance to anything.


@Oathbound & @Oathbound Too

 

Posted

Fiery Assault and w/e primary you think you will enjoy the most.

The answer is always fiery assault. The damage it does is head and shoulders above any other assault set so even if you are facing a spawn with fire res (pretty uncommon) and a weakness do some other damage type fiery assault will still be killing them faster.

Plant and Earth are both tremendously enjoyable dominator primaries. Though plant is at a disadvantage in Croatoa as many enemies fly so you need to down them first. It is slipping my mind but I don't think you can use the plant aoe immob on fliers while you can with earth. So while many earth powers only work against grounded enemies it has no issue getting them there.


 

Posted

Quote:
Originally Posted by FrostyG View Post
Fiery Assault and w/e primary you think you will enjoy the most.

Plant and Earth are both tremendously enjoyable dominator primaries. Though plant is at a disadvantage in Croatoa as many enemies fly so you need to down them first. It is slipping my mind but I don't think you can use the plant aoe immob on fliers while you can with earth. So while many earth powers only work against grounded enemies it has no issue getting them there.
Hmm. I have read here that Earth/Fire is a good solid combo, and I do not have a Earth/ dom...does it solo well?

Thank you so much for the food for thought.

Lisa-Pondering


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by Oathbound View Post
I would think that /Thorns would be exceptionally BAD for Ghost Hunting. It deals primarily Lethal damage, with the rest being Toxic, both of which Ghosts should be highly resistant to.

Ghosts are generally strongly resistant to Smashing/Lethal/Negative/Toxic and weak to Psi/Energy.

The Witches though I can't recall having any particularly strong resistance to anything.
Oathbound, thanks so much for this info. Ooooh, ghosts are weak to Psi/Energy???? They must absolutely hate the Mind/Energy,and Mind/Psi Doms then....and this explains why my Broadsword and Katana kids had more difficulty with them then my other scrappers did.

Thanks so very much....I am going to write this down in my notebook of "Things nice to know"

Lisa-Adding something more to ponder about


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by FrostyG View Post
Plant and Earth are both tremendously enjoyable dominator primaries. Though plant is at a disadvantage in Croatoa as many enemies fly so you need to down them first. It is slipping my mind but I don't think you can use the plant aoe immob on fliers while you can with earth. So while many earth powers only work against grounded enemies it has no issue getting them there.
Back to this answer....I was indeed thinking of using the AOE immob to keep them on the ground. Granted I will be the target of all their wrath this way, but since I am solo I would be the target anyway.

So what you are saying is the Plant immob won't drop fliers out of the sky while the Earth Immob will?

I got the AOE Immob on my Plant Dom rather late and never tried to bring any flying critter down.

Hmmmm....

Lisa.


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by _Klaw_ View Post
Yeah mind/thorn would be great for confusion and poison dmg.
It is. It is wicked bad fun

Lisa.


So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try

***Dennis DeYoung

 

Posted

Quote:
Originally Posted by Oathbound View Post
I would think that /Thorns would be exceptionally BAD for Ghost Hunting. It deals primarily Lethal damage, with the rest being Toxic, both of which Ghosts should be highly resistant to.

Ghosts are generally strongly resistant to Smashing/Lethal/Negative/Toxic and weak to Psi/Energy.

The Witches though I can't recall having any particularly strong resistance to anything.
The Cabal.

Ghosts.

I don't see toxic mentioned anywhere. You'd think wiki would say if they were strongly resistant to it.


 

Posted

Quote:
Originally Posted by McCharraigin View Post
Hmm. I have read here that Earth/Fire is a good solid combo, and I do not have a Earth/ dom...does it solo well?
Oh, definitely. The main disadvantage Earth has, low damage, is nicely averted with a Dominator. And all the -Def from /Earth helps in the lower levels where slots are scarce for Dominators since you can skimp on accuracy.

Earth/Fire is an excellent combo; I also like Earth/Psi.


Arc #40529 : The Furies of the Earth

 

Posted

Quote:
Originally Posted by McCharraigin View Post
Back to this answer....I was indeed thinking of using the AOE immob to keep them on the ground. Granted I will be the target of all their wrath this way, but since I am solo I would be the target anyway.

So what you are saying is the Plant immob won't drop fliers out of the sky while the Earth Immob will?

I got the AOE Immob on my Plant Dom rather late and never tried to bring any flying critter down.

Hmmmm....

Lisa.
IIRC you simply can't activate roots on targets that are off the ground, so a plant dom often has no way of getting them down there. Many of earths powers only affect ground based targets as well, but stone cages can be used on airborne targets and will then ground them.

Earth/fire is a very strong dominator. It was my first 50 dom and still remains my favorite combo for them.

People will often cite that many of the earth powers don't benefit from domination, but that is fine by me because if you flip that statment it just means they don't rely on domination to excel. And excel they do. That isn't to say that domination mode doesn't benefit earth cause stalagmites is great with it. You just happen to still excel at control even when domination is down, which is great while leveling a toon imo.

Earth benefits tremendously from the difficulty slider option. Increasing spawn sizes was a great change for the set while solo because the powers tend to be large AOE's and aren't all on rapid fire recharges. So fighting bigger spawns is the way to go. Fire assault gets solid aoe damage by lvl 20 (well lvl 4 with firebreath really) so tackling big spawns is easy.

One more benefit to earth for doms is that they are very reliant upon their powers actually hitting. Once they mature they have ample tools to fall back on in the event things go wrong, but up until you start throwing lots of recharge at them they are very susceptible to getting whomped on if they miss with key powers. Earth solves that at lvl 6 with quicksand. Additionally QS keeps them bunched up and away from you should you happen to miss whereas most other doms would be surrounded and getting punched in the face at that point.

Earth/fire was a very easy leveling experience and only continues getting stronger as the game progresses. If you can fit the two res procs in animate stone the thing becomes an unstoppable beast too.


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
The Cabal.

Ghosts.

I don't see toxic mentioned anywhere. You'd think wiki would say if they were strongly resistant to it.
Going by Culex's compiled database of mob resistance and mez protection, Croatoa's Ghosts have 20% resistance to Cold and Toxic, and 20-25% weakness to Energy and Negative. Admittedly I did expect them to be more resistant because I was basing my observation mostly on Circle of Thorns ghosts since I don't get to croatoa much. (CoT ghosts are 40% resistant to Smashing/Lethal and 30% resistant to Negative/Toxic.)

Cabal have 1 of 3 resistance sets: 20% resistant to cold/energy and 20% weak to Negative/psi OR 20% resistant to Cold/Negative and 20% weak to energy/psi OR 33% resistant to cold/energy and 20% weak to negative/psi.

(Took me awhile to hunt down that spreadsheet. Seems no matter how many times I save it I end up losing it and having to find it all over again.)


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by FrostyG View Post
IIRC you simply can't activate roots on targets that are off the ground, so a plant dom often has no way of getting them down there.
While this is true, I believe if you have a single target on the ground you can use them as the target for roots, and nearby enemies will be affected and grounded. In practice I didn't find this to be much of an issue because you will typically have at least one enemy landing, often to move into melee with you if you have aggro. You can always take air superiority also as a backup.


Dark Armor/Stone Melee Tank Guide [I12]

 

Posted

Quote:
Originally Posted by Oathbound View Post
Going by Culex's compiled database of mob resistance and mez protection, Croatoa's Ghosts have 20% resistance to Cold and Toxic, and 20-25% weakness to Energy and Negative. Admittedly I did expect them to be more resistant because I was basing my observation mostly on Circle of Thorns ghosts since I don't get to croatoa much. (CoT ghosts are 40% resistant to Smashing/Lethal and 30% resistant to Negative/Toxic.)

Cabal have 1 of 3 resistance sets: 20% resistant to cold/energy and 20% weak to Negative/psi OR 20% resistant to Cold/Negative and 20% weak to energy/psi OR 33% resistant to cold/energy and 20% weak to negative/psi.

(Took me awhile to hunt down that spreadsheet. Seems no matter how many times I save it I end up losing it and having to find it all over again.)
OK fair enough it's slow (but still safe).


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
OK fair enough it's slow (but still safe).
Since looking at the spreadsheet I don't think it'd even be all that slow.

For whatever reason Croatoa Ghosts aren't resistant to Lethal at all, and Thorns is about 2/3lethal 1/3toxic so really it works out to about 6-7% overall resistance.

"Ghost" type mobs in general = bad news for mundane damage sets.
Croatoa Ghosts in particular = No big deal, apparently.


@Oathbound & @Oathbound Too

 

Posted

Another argument in favor of /Fiery Assault is that Consume grants Endurance Drain Resist, at VERY high levels (starts I think at 50% and goes pretty much to 95 fully slotted) which is an absolute lifesaver against the electric end-draining magics of the witches. of course you get it a bit late, but damn is it useful on a Katie Hannon TF.


 

Posted

I'd also go for a Mind/Fire Dom. They're one of the most powerful dominator power combos in the game, if not THE most powerful.

I love my Elec/Ice/Cold to death, especially since he's gone permadom and fixed his damage issues with Incarnate powers. It's my current red side main, eclipsing an awesome Fire/Kin/Psy Corr simply by its sheer versatility and how COOL it looks.

A Mind/Fire, however, probably has much higher damage and comparable, if not stronger, control.

You might want to try an Elec/Psy Dominator. It's got a lot of control, great mezzes, very solid damage, and you can use both Conductive Aura AND Drain Psyche to keep yourself going.


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