Damage potential


Carnifax_NA

 

Posted

I was looking into proccing a Fire/Earth/Fire Dom for running Fire maps in the AE, I would like something other than a brute for this and I feel a dom has a little more style about it...
But does this AT posses the damage potential to make it viable?

I would 4 proc Hot feet and Mud pots giving 8procs per tick, and Incarnate powers would also be appliable, so T4 Muscular, Reactive Interface and Pyronic Judgement etc.

I would want to be fighting +4's but with a level shift they would con at +3.

Hoping someone that's good with numbers and calculation will pick up on this Q. :P

Thanks


Consciousness: that annoying time between naps.

 

Posted

Quote:
Originally Posted by Donna_ View Post
I was looking into proccing a Fire/Earth/Fire Dom for running Fire maps in the AE, I would like something other than a brute for this and I feel a dom has a little more style about it...
But does this AT posses the damage potential to make it viable?

I would 4 proc Hot feet and Mud pots giving 8procs per tick, and Incarnate powers would also be appliable, so T4 Muscular, Reactive Interface and Pyronic Judgement etc.

I would want to be fighting +4's but with a level shift they would con at +3.

Hoping someone that's good with numbers and calculation will pick up on this Q. :P

Thanks
Procs in Hot Feet and Mud Pots proc once every 10 seconds, not once per tick. A normal proc in a toggle adds 1.4 DPS (which isn't very much) : That is 20% chance of 70 damage every 10 seconds. Incarnate Interfaces now follow the same logic.

The Proc Monster of Dominators is Plant thanks to Roots (big AOE, best damage of any AOE Immob and quick recharge) and especially Carrion Creepers (lots and lots of pseudopets making individual attacks: Posi Blast and the Slow Set one are gold here). Fly Trap can take a few -Defence ones as well and proc with them on 3 of her 4 attacks.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Procs in Hot Feet and Mud Pots proc once every 10 seconds, not once per tick. A normal proc in a toggle adds 1.4 DPS (which isn't very much) : That is 20% chance of 70 damage every 10 seconds. Incarnate Interfaces now follow the same logic.

The Proc Monster of Dominators is Plant thanks to Roots (big AOE, best damage of any AOE Immob and quick recharge) and especially Carrion Creepers (lots and lots of pseudopets making individual attacks: Posi Blast and the Slow Set one are gold here). Fly Trap can take a few -Defence ones as well and proc with them on 3 of her 4 attacks.
~Hey Carnifax, I was hoping you would see this

So I have a Plant/Psi/Fire already at 50 so this would save me some time.... but does this AT posses the potential to out damage or at least keep up with a brute?

ps. How would you slot Creepers? atm I have 1x Acc 5x Procs


Consciousness: that annoying time between naps.

 

Posted

Quote:
Originally Posted by Donna_ View Post
~Hey Carnifax, I was hoping you would see this

So I have a Plant/Psi/Fire already at 50 so this would save me some time.... but does this AT posses the potential to out damage or at least keep up with a brute?

ps. How would you slot Creepers? atm I have 1x Acc 5x Procs
I've done loads of testing on the procs on Creepers (there's a post somewhere about it all). Basically the Slow and Posi onces proc about 10 times more often than the others because they chain down to all the different attacks the various Creeper components use. The Immob and Knockdown procs are only used by one or two sub-attacks.

I think I slotted with Posi and the Slow proc, a Nucleolus Exposure HO, 2 Damage/Recharge IOs and a Recharge IO (although I replaced that during my tests with various of the other PROCs).

Because the Vine Spawn can take up to 10 or 15 seconds to happen when the invisible creeper is following you it's often best to recast it in the middle of a spawn so you get an insta-batch of Vines, which is why I have Recharge maxed out.

In terms of "does this have the ability to keep up with a Brute" I dunno really.

However one thing to maybe consider is taking Ice over Fire as the -Resist from Sleet will bolster Creepers and all the procs as well. Dunno if it'd be worth sacrificing Fire Ball and RoF for Sleet and Ice Storm but it might be, overall.


 

Posted

I'll post a build soon if you wouldnt mind taking a look


Consciousness: that annoying time between naps.

 

Posted

ok have a rough build using Ice as an App.

Villain Plan by Mids' Villain Designer 1.95
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: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Roots -- HO:Nucle(A), HO:Nucle(5), HO:Nucle(7), TotHntr-Dam%(7), JavVoll-Dam%(9), Posi-Dam%(9)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Plct%(15)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(19), CoPers-Conf%(21)
Level 10: Stealth -- LkGmblr-Rchg+(A)
Level 12: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 14: Invisibility -- LkGmblr-Rchg+(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(48)
Level 20: Drain Psyche -- Dct'dW-Rchg(A), Dct'dW-Heal(21), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25)
Level 22: Weave -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(25), RedFtn-Def(34), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(40)
Level 26: Carrion Creepers -- HO:Endo(A), Posi-Dmg/Rchg(27), Det'tn-Dmg/Rchg(27), RechRdx-I(29), ImpSwft-Dam%(29), Posi-Dam%(31)
Level 28: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33)
Level 30: Subdue -- GravAnch-Immob(A), GravAnch-Immob/Rchg(33), GravAnch-Acc/Immob/Rchg(33), GravAnch-Acc/Rchg(34), GravAnch-Hold%(34)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(50), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Dmg/Rchg(50)
Level 35: Sleet -- Ragnrk-Knock%(A), Ragnrk-Dmg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Achilles-ResDeb%(37)
Level 38: Psychic Shockwave -- Amaze-Acc/Rchg(A), Armgdn-Dmg(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dam%(40)
Level 41: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(42), RedFtn-Def(42), RedFtn-EndRdx(42), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
Level 44: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Super Speed -- EndRdx-I(A)
Level 49: Burnout -- RechRdx-I(A)
------------
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), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46)



Code:
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Consciousness: that annoying time between naps.

 

Posted

Just a couple quick comments on the build posted. I'm assuming this build is purely for farming, since you don't have any kind of a single target attack chain.

First thing is that you are better off taking some slots out of tough and moving them to weave. You get more defense, and to all, by slotting up weave then you get from reactive armor. If you still want to run tough, leave a couple slots, and stick level 50 Res/End or just Res I guess depending on your endurance worries.

Second comment, Hasten only needs 2 level 50 IOs, especially with the level of global recharge you have. That frees up another slot, to use wherever. One place for it would be drain psyche, an accuracy would be useful there, though it's not completely required due to global accuracy, but it's one thought.

Another idea, if you move things around, take the 4 slots from tough, and one from hasten, You can stick 2 more slots in weave, adding LOTG:defense, and LOTG:def/end, then you can drop burnout and shuffle powers around to pick up hoarfrost, which is another ice power I like. With the amount of recharge I generally run on my doms, it's almost perma. The slots we have left are enough to get 4 slots into it, slotting 2 pair level 50 heal/rech and heal/rech/end gives a recharge of 137s in your build, so 17s downtime. Hoarfrost is an ok heal, plus the hp boost works well with the regen boost from drain psyche. Not sure if you want to fit in more defense or not. I would rather have a well slotted Hoarfrost, and just not use tough, then slot and run tough, however it does require giving up burnout, not sure how much you want that.

Last thing, Not sure which you prefer, but a thought is to switch Ragnarok from Sleet to Ice storm. Current config recharge is 23s sleet, and 37 ice storm, with Posi and Ragnarok swapped, you have 27s sleet and 30s Ice storm. I normally want sleet up more then Ice storm, but I also very much like pairing them, and the second config would make that easier. It's up to you though.

Hm, ended up with more then a couple comments . Hope they are helpful.