Power Pools


Dr Harmony

 

Posted

I have started building a Fire/Fire Dominator and I'm enjoying the control and damage potential. Now, as I'm leveling, I'm looking at which power pools to consider when building for perm-Dom, soft capping Def or which pools are used just for IO slotting.

Are there some stock pools or type of sets your looking from them when you making the choices in the builds?

What pools tend to be dump power for IO slotting?

I haven't made a lot of posts but any advise on picking the pools or what you should look for in them e.g reduce recharge or an IO slot pick would be great. I have read guides about them but I'm more interested on the mechanic side to reach performance benchmarks, for example, Perm-Dom or soft capping def.


 

Posted

Quote:
Originally Posted by MassivThot View Post
I have started building a Fire/Fire Dominator and I'm enjoying the control and damage potential. Now, as I'm leveling, I'm looking at which power pools to consider when building for perm-Dom, soft capping Def or which pools are used just for IO slotting.

Are there some stock pools or type of sets your looking from them when you making the choices in the builds?

What pools tend to be dump power for IO slotting?

I haven't made a lot of posts but any advise on picking the pools or what you should look for in them e.g reduce recharge or an IO slot pick would be great. I have read guides about them but I'm more interested on the mechanic side to reach performance benchmarks, for example, Perm-Dom or soft capping def.
Hasten is a must while leveling. When you get to the endgame you 'can' make a hastenless build and still maintain permadom, but you might not be able to do much else.

Leadership and the fighting pool are good for defense and/or IO muling. Easiest defense to get will be s/l so you'll also want to take the shield from Mace or Ice epics. Mace will help you get a good amount of energy defense, too.

Concealment is basically IO muling LotGs.

CJ and Hover are great for combat mobility and can hold a LotG.

Medicine would be ok for Aid Self since you have no other means to heal yourself.

Presence will be useless for you.

Whatever pools I left out, they're probably not as useful or just to taste.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

For my Earth/Energy namesake I'm going for Hasten-assisted perma-dom and decent defence, enough to simulate mid-level invulnerability:

Hasten - for so many reasons. More frequent domination, and more frequent use of my best powers is a must.

Hover/Fly - Hover takes a Luck of the Gambler, and I like to Fly as a travel power.

Combat Jumping - more defence, another Luck of the Gambler, and immobilise protection fro when Domination isn't up. This combines well with Hover and Ranged Defence bonuses for keeping me safe.

Fighting - Tough to hold a Steadfast unique and Weave to give me more defence, plus a Red Fortune/Luck of the Gambler combo for 12.5% Recharge in a single power.

Building defence like this is a bit inefficient, and I'd might be better served with the Medicine pool, but it has stood me in fairly good stead in those difficult first few seconds of a fight when the enemy are actually moving.


 

Posted

Quote:
Originally Posted by Infini View Post
Hasten is a must while leveling. When you get to the endgame you 'can' make a hastenless build and still maintain permadom, but you might not be able to do much else.
I have taken Hasten to speed my recharge rate up an did some early IO sets in Char and Flashfire to +10%Rech. I am slowly building my global recharge with the boost from Hasten.

Quote:
Originally Posted by Infini View Post
Leadership and the fighting pool are good for defense and/or IO muling. Easiest defense to get will be s/l so you'll also want to take the shield from Mace or Ice epics. Mace will help you get a good amount of energy defense, too.
Would Leadership play a better dual role for defense and boosting my imps damage output (and of course my team mates) and for muling IOs?

The logic stands to optimizing picks, if possible. Cj and Maneuvers would be near same as Hover and CJ for LotG and for def bonuses it seems.

Stealth would be a slot mule, more or less...am reading into that right?

I partially ruled out Medicine. The long activation time and having to stay on top of controlling and damaging mobs while using this pool would seem to sideline me too long. An alternative could be to slot Health for the -%Rech set, if that bonus is needed to reach the global -135%Rech.


 

Posted

The power, Stealth, can be slotted up a bit like Maneuvers or Weave could to boost your defense, but it gets halved when you attack/are attacked. However, you can just get a +Stealth IO to get the same level of stealth without the movement penalties. Typically I see the concealment pool as a mule but the powers would have their uses, too. Grant Invis you can use on your pets/team to stealth missions, for instance.

For defense, it really depends on how much defense you want and how much of your IOs you plan to invest towards that end. The leadership pool is a good pool because you can get 2 LotG mules in there and have assault/tactics to help out you and your imps/team. Maneuvers doesn't give as much defense as Weave does, but you don't have to get 2 other powers to get it, like Weave.

Personally, I wouldn't worry too much about the defense right away. You primary goal when you start your final build is perma-dom and for that I recommend ~90% global recharge to do it comfortably (not having to use dom/hasten as soon as they're recharged is what I mean by this). That isn't including Hasten's 70%, mind you.

When you get around to it, use Mids to assemble and post a build here and we can take a look at it, with you.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Dr Harmony View Post
For my Earth/Energy namesake I'm going for Hasten-assisted perma-dom and decent defence, enough to simulate mid-level invulnerability:

...

Combat Jumping - more defence, another Luck of the Gambler, and immobilise protection fro when Domination isn't up. This combines well with Hover and Ranged Defence bonuses for keeping me safe.

Fighting - Tough to hold a Steadfast unique and Weave to give me more defence, plus a Red Fortune/Luck of the Gambler combo for 12.5% Recharge in a single power.

Building defence like this is a bit inefficient, and I'd might be better served with the Medicine pool, but it has stood me in fairly good stead in those difficult first few seconds of a fight when the enemy are actually moving.
When you're building defenses would Range be your primary goal? Thinking that your controls should be enough to lock down everything in melee range, especially if you pop Domination on them. I know Fire/ doesn't have as many hard controls as Earth does but Range seems to be more a nuisance than Melee range (being more clustered mobs to effect than smaller clusters that use range attacks).

I will need to do another /search on the forums for any guides on building defenses for Dominators. See what options are out there.


 

Posted

Quote:
Originally Posted by Infini View Post
The power, Stealth, can be slotted up a bit like Maneuvers or Weave could to boost your defense, but it gets halved when you attack/are attacked. However, you can just get a +Stealth IO to get the same level of stealth without the movement penalties. Typically I see the concealment pool as a mule but the powers would have their uses, too. Grant Invis you can use on your pets/team to stealth missions, for instance.

For defense, it really depends on how much defense you want and how much of your IOs you plan to invest towards that end. The leadership pool is a good pool because you can get 2 LotG mules in there and have assault/tactics to help out you and your imps/team. Maneuvers doesn't give as much defense as Weave does, but you don't have to get 2 other powers to get it, like Weave.

Personally, I wouldn't worry too much about the defense right away. You primary goal when you start your final build is perma-dom and for that I recommend ~90% global recharge to do it comfortably (not having to use dom/hasten as soon as they're recharged is what I mean by this). That isn't including Hasten's 70%, mind you.

When you get around to it, use Mids to assemble and post a build here and we can take a look at it, with you.
You made an excellent point on using Grant Invis on my imps to stealth missions. That didn't dawn on me till you mentioned it. Good point.

Thank you Infini for the replies. They have helped me quite a bit.

My son asked me to make a character to play with him. So I am doing my part to learn more and figure things out. I got hung up on the power pools and what's good or bad, which ones are just IO mules, etc. so I don't gimp my build and be forced to respec over every blunder.

I did plan on getting my global -%Recharge up there first than look on how to tailor my build with decent defenses.


 

Posted

Quote:
Originally Posted by MassivThot View Post
You made an excellent point on using Grant Invis on my imps to stealth missions. That didn't dawn on me till you mentioned it. Good point.

Thank you Infini for the replies. They have helped me quite a bit.

My son asked me to make a character to play with him. So I am doing my part to learn more and figure things out. I got hung up on the power pools and what's good or bad, which ones are just IO mules, etc. so I don't gimp my build and be forced to respec over every blunder.

I did plan on getting my global -%Recharge up there first than look on how to tailor my build with decent defenses.
Happy to help. Welcome to the game/forums by the way

Quote:
Originally Posted by MassivThot View Post
When you're building defenses would Range be your primary goal? Thinking that your controls should be enough to lock down everything in melee range, especially if you pop Domination on them. I know Fire/ doesn't have as many hard controls as Earth does but Range seems to be more a nuisance than Melee range (being more clustered mobs to effect than smaller clusters that use range attacks).

I will need to do another /search on the forums for any guides on building defenses for Dominators. See what options are out there.
I haven't really played Fire/Fire in any combination with other sets but looking at the powers you could probably get away with a range defense+Hover build. Hot Feet and Incinerate are the only 2 powers that wouldn't get a lot of use (or taken at all) with that type of build.

My mind/psi is actually build for pure recharge, which is another viable build. Might not be quite as good for fire/fire because it wouldn't have Drain Psyche to leverage for survival. Getting some defense in there would be good for you, then. Positional defense is a bit more slot intensive compared to typed defense, but going for a range+hover build would be harder to kill, imo.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)