New Dom trying mind/fire/ice


evil_tim

 

Posted

Hello there, I normally play brutes and haven't got any doms higher than lvl 10. I decided to try this mind dom to try something new, and to lock down the freedom phalanx in the last LRSF mish.

I think it has a good mix of stuff but I'd appreciate any feedback because I've never used this stuff before. Also, does the spiritual incarnate slot increase domination recharge? Mid's doesn't show that it does.

I'm not sure what attack chain to use for this guy at end game. Obviously fire blast and blaze are good ones, but mesmerize, dominate, and levitate all do more damage than flares, plus they come with mitigation, so it seems like I might not need flares.

Anyway, the build gives me good recharge, and 30 some defense to S/L, E/N, and ranged, so I think he'll be pretty survivable.

I welcome any comments. Thanks.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

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cerebrum 2: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46)
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
Level 2: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(36)
Level 4: Levitate -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(15), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg(45)
Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(34), CoPers-Conf%(36)
Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(25), FtnHyp-Sleep/EndRdx(25)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(23)
Level 12: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 14: Fly -- Flight-I(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17)
Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(23)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Consume -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), RechRdx-I(34)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Hibernate -- Dct'dW-Heal(A), Dct'dW-Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-EndRdx/Rchg(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Ice Storm -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50), RechRdx-I(50)
Level 49: Sleet -- Slow-I(A)
Level 50: Spiritual Core Paragon
------------
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 -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), EndMod-I(46)



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Posted

Drop Levitate and get Terrify.

MH and Terrify are your bread and butter AoE controls because they recharge much quicker than TD and MC.


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

I would take Hoarfrost over Hibernate. The extra HP make a large difference when you take a stray hit from someone waking up that your trying to perma sleep. Odds are if you take a hit and need to pop into Hibernate your going to lose the sleep on someone and that will ruin your day.

You haven't take either of your AOE from Fiery Assault which is going to make solo'ing above x3 or so a really PITA and time waster. If your just going to team as a sleep bot for your friends or something then your not likely to be bothered by this.

Contrary to Infini I would never take Terrify. Hitting a spawn with Terrify seems like a great idea right up to the point that your team follows up your "control" with an AOE attack and the fear makes them run to the 4 winds. You have 0 imob to keep them in place, your team on the other hand is almost certain to have a metric ton of AOE flying around that wrecks your sleep and your terror.

An easy question to ask yourself is: Do the groups I tend to play with take less on average than 30 seconds to blow through a spawn? If the answer is no then the rechrage you have on MC and MD are enough to rotate each spawn.

Cast MD, 30 seconds to clear spawn, move to second spawn, cast MC, clear spawn and what do you know MD is back up and ready.

If your team is clearing faster than 30 seconds a spawn then you can always fall back to tossing a couple of plain confuse out there, with the Proc in there making it into a mini MC this isn't the worst thing in the World.

Odds are if your rolling spawns that fast your control wasn't really needed anyway and your adding more from your secondary than you were from your controls.


Global: @Kelig

 

Posted

Quote:
Originally Posted by joebartender View Post
Contrary to Infini I would never take Terrify. Hitting a spawn with Terrify seems like a great idea right up to the point that your team follows up your "control" with an AOE attack and the fear makes them run to the 4 winds. You have 0 imob to keep them in place, your team on the other hand is almost certain to have a metric ton of AOE flying around that wrecks your sleep and your terror.
Never had this problem on teams... minions are dead after the first team volley and LTs/Bosses are only able to attack every few seconds while feared and being damaged. I've never had runners being an issue on the teams I run with.

PUGs... that could be a different story.


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 joebartender View Post
Contrary to Infini I would never take Terrify.
That's a terrible thing to do.


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

 

Posted

Quote:
Originally Posted by Fiery-Enforcer View Post
That's a terrible thing to do.
That


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Which is a terrible thing to do; taking terrify or not taking terrify?

Thanks for the responses. That's a decent point about hibernate vs. hoarfrost. The problem with taking hoarfrost over hibernate is that it doesn't allow me to 6 slot ice storm and 3 slot ice armor.

Of course, perhaps I don't need to six-slot ice storm, and if I don't I can put another slot into stealth for a bit more defense.

Back to levitate vs terrify, I don't really NEED, levitate, I have enough ST blasts, so I could replace it with terrify and not really lose anything, and it would add some area control and damage.

Questions for me to ponder.


 

Posted

They mean that you SHOULD take Terrify.

As for your hoarfrost concern. Move Invis to the 40s and start Ice Mastery at level 35 with Sleet. After that you take Hoarfrost, then Ice Storm, and Frozen Armor last. Putting Invis at level 49.

so:
35 - Sleet
41 - Hoarfrost
44 - Ice Storm
47 - Frozen Armor
49 - Invisibilty.

That should allow you to maintain your slotting.


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)