Plant/Thorn DomBuild and Questions!


Deacon_NA

 

Posted

I've made my very first Dom and I am noobish with this toon. I cannot quite grasp the concept of it but I think I may have an idea now. It's like a blaster in some ways but with Control.

Also because it is my first Dom, what is Domination and how does perma-domination benefit? I see on Mid's that it offers some great resistance due to status protection but what else does it do? Id it that its so great that I can stack Holds on AV's or ...? When it comes to Controllers, I must say I am a beast at it ... rather its a fire/kin, ill/rad or any other because each and different controller AT
has a different playstyle in ways of the game mechanics, I do understand Controllers, the way they play and their purpose rather solo/team support. Thanks!

Here is a build I've worked on and, I am not sure of it. I will greatly appreciate any ideas and/or critique on it.

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Love Me Love Me Not 3: Level 50 Science Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Psionic Mastery

Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(15), BasGaze-Rchg/Hold:30(34), BasGaze-EndRdx/Rchg/Hold:30(37)
Level 1: Thorny Darts -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(13), Dev'n-Dmg/Rchg:50(13), Dev'n-Acc/Dmg/Rchg:50(31), AnWeak-Acc/DefDeb:50(50)
Level 2: Roots -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(46), GravAnch-Acc/Rchg:50(46), GravAnch-Immob/EndRdx:50(46), GravAnch-Hold%:50(50)
Level 4: Fling Thorns -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(43), Posi-Dam%:50(45)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg:50(A), CoPers-Acc/Conf/Rchg:50(9), CoPers-Acc/Rchg:50(9), CoPers-Conf/EndRdx:50(42), CoPers-Conf%:50(43)
Level 10: Impale -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(11), Dev'n-Acc/Dmg/Rchg:50(11), Dev'n-Acc/Dmg/EndRdx/Rchg:50(15), AnWeak-Acc/DefDeb:50(40)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel:50(50)
Level 16: Aim -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(17), AdjTgt-EndRdx/Rchg:50(17), AdjTgt-ToHit/EndRdx:50(21), AdjTgt-Rchg:50(37)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(19), BasGaze-Rchg/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(21)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(23), Aegis-ResDam:50(23)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(25)
Level 26: Carrion Creepers -- RechRdx-I:50(A), Posi-Dmg/Rchg:50(27), Posi-Dam%:50(27), TotHntr-Dam%:50(34), ImpSwft-Dam%:30(34), ExStrk-Dam%:20(37)
Level 28: Thorntrops -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(29), Posi-Dmg/Rng:50(29), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(31)
Level 30: Stealth -- LkGmblr-Def/EndRdx:50(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33)
Level 35: Ripper -- Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-%Dam:50(36), Oblit-Dmg:50(40)
Level 38: Thorn Barrage -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(39), Decim-Build%:40(40)
Level 41: Link Minds -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(42)
Level 44: Indomitable Will -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Rchg+:50(45)
Level 47: Mind Over Body -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/EndRdx/Rchg:50(48), Aegis-ResDam:50(48), S'fstPrt-ResDam/Def+:30(48)
Level 49: Super Jump -- Zephyr-ResKB:50(A)
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(5)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(3), P'Shift-EndMod/Acc:50(3), P'Shift-End%:50(5)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 18% DamageBuff(Smashing)
  • 18% DamageBuff(Lethal)
  • 18% DamageBuff(Fire)
  • 18% DamageBuff(Cold)
  • 18% DamageBuff(Energy)
  • 18% DamageBuff(Negative)
  • 18% DamageBuff(Toxic)
  • 18% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 8.63% Defense(Energy)
  • 8.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Ranged)
  • 6.13% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Confused)
  • 100% Enhancement(RechargeTime)
  • 51% Enhancement(Accuracy)
  • 5% FlySpeed
  • 110.6 HP (10.88%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 5.25%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 2.5%
  • 22% (0.37 End/sec) Recovery
  • 54% (2.29 HP/sec) Regeneration
  • 5.67% Resistance(Fire)
  • 5.67% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 15% RunSpeed
------------
Set Bonuses:
Basilisk's Gaze
(Strangler)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Devastation
(Thorny Darts)
  • 12% (0.51 HP/sec) Regeneration
  • 22.89 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Gravitational Anchor
(Roots)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Positron's Blast
(Fling Thorns)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Coercive Persuasion
(Seeds of Confusion)
  • 4% (0.07 End/sec) Recovery
  • 4% Enhancement(Confused)
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Devastation
(Impale)
  • 12% (0.51 HP/sec) Regeneration
  • 22.89 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Speed)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • Knockback (Mag -4), Knockup (Mag -4)
Adjusted Targeting
(Aim)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Basilisk's Gaze
(Vines)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Luck of the Gambler
(Weave)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Carrion Creepers)
  • 2.5% (0.04 End/sec) Recovery
Positron's Blast
(Thorntrops)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Expedient Reinforcement
(Fly Trap)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Obliteration
(Ripper)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Decimation
(Thorn Barrage)
  • MezResist(Immobilize) 2.75%
  • 11.45 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Link Minds)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Indomitable Will)
  • 10% (0.42 HP/sec) Regeneration
  • 11.45 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Aegis
(Mind Over Body)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Steadfast Protection
(Mind Over Body)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Blessing of the Zephyr
(Super Jump)
  • Knockback (Mag -4), Knockup (Mag -4)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery



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Posted

I dunno. You don't have any defense to speak of. If you cant manage agro with creepers/plant/seeds, you would be in for a world of hurt.


-------
Hew in drag baby

 

Posted

Doms are more like Blappers who have Control rather than any form of Defense. Your armor is holding, sleeping, or confusing mobs so they don't attack you. Domination gives you status protection, plus it refills your END bar, plus it more than doubles the effectiveness of your controls. Strangler is a Mag 3 Hold (holds Lieutenants) that lasts for about 17 seconds. With Domination it stacks another Mag 3 Hold (which makes it enough to hold bosses) for about 27 seconds. Permadoms with a fast animating hold can hold AVs even through the purple triangles. Unfortunately Strangler is one of the slow animating Holds.

Domination is a click that is enabled when you hit 90% on your Domination bar, which builds like Fury when the Dom attacks. You click it and it lasts for a while, then your bar goes back down to 0 and you have to build it up again and maybe wait for the click to recharge. If you get enough global recharge, then the click recharges while Domination is still up, so you can keep it going without having to refill the bar. That means non-stop mezz protection, frequent END refills, and really long powerful controls all the time. It's hard to be a parmadom when exemping since you can lose a lot of set bonuses.

Your build sucks for soloing at low levels due to your power choice and slotting. Your most effective damage comes from your Secondary. Thorny Darts costs about half as much END as Strangler, and does about the same base damage. But since you slot Thorny Darts for damage, it'll end up doing about twice as much damage for half the END. Skewer has a faster animation than Impale even though they do about the same damage, so it has higher DPS (Damage Per Second), but it also costs a bit more END. But you get Skewer at 4, which really helps the low levels. You'll also need to rely on Strangler early on, so slot it up early too.

Roots cycles in 10 seconds and the base Immob duration is 22 seconds, so you don't need to slot it for that. Only do it if you want the cheap purple set, though that is a very good reason. If you're rolling in Inf, go for Ragnaroks. Regardless, slot it for damage below 50.

I'd put an LotG: +Recharge in Stealth as a mule power and never use it unless stealthing a mission.

Domination includes KB protection, so you shouldn't need 2 BotZ: KB IOs. A single KB is enough for leveling up, or when exemping when you don't have permadom. And personally I prefer Karma or Steadfast Protections because I can get those at low levels cheap. I generally put a really low level Karma: KB in Combat Jumping and leave it there forever.

With +51% Accuracy, you don't need to slot anything with extra Defense Debuff. Plus the Defense debuffs in Thorns are pretty huge already.

I generally take all 6 slots for Coercive Persuasion for the 5% Ranged Def.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Seeds + Creepers go pretty far for managing aggro. Defense is nice, but not necessary. Also he has at least 10% from Weave + Link Minds

I am not a fan of of /psi as an APP on a permadom. Indomitable Will is just plain redundant with Domination, and the other powers you took provide only modest defensive boosts which won't really add up to much.

To answer your original question, the big benefit to Permadom is that it means your powers are always at double magnitude, so you always affect bosses and your mezzes always last 50% longer. Without Permadom, to engage a mob with a boss in it, you would either drop seeds of confusion and then double-stack strangler on the boss to hold it, or drop vines and then strangler on the boss (a pain because vines doesn't last very long and takes a long time to recharge). With Domination up you can just throw out Seeds, Roots, and then go to town, and being able to do that for every mob is awesome. It also provides great mez and knockback protection and having that up all the time is sweet. Finally, you get the benefit of refilling your endurance bar every time it's up which is nice.


 

Posted

Thank you all for a fast response, esspecially you, TopDoc for putting that in a very comprehensive detail. So far, I am really diggin the Dominator, I have more attack buttons than any other toon/AT I have played at my controls which is spoiling me like a baby with so many options to sweep a mob first.


 

Posted

Glad you found my post useful. Now I'm going to change it a lot...

I've been reading up a bit more on the various Dom threads, and the one about Defense made me think. I currently have a 38 Plant/Thorns, and I wanted to see if I could get soft capped S/L Defense and permadom. Inf is not an issue. So I put together a build that comes surprisingly close to both goals, and slotted it last night. I'll see how it plays over this weekend. Unfortunately the build is at home and I'm at work, so I'll describe what I can.

I have about 91% global Recharge, and Hasten with 3 level 35 IOs says it recharges in under 126 seconds. I think that means it has about 8 seconds of downtime. I should be a permadom as long as I'm quick to hit Hasten when it recharges (Domination is on auto). I started with 5 LotGs at 7.5% each (3 real Defense powers plus Stealth and Grant Invis), added 2 Bas Gaze at 7.5% in Strangler and Vines, added 5 other sets at 6.25%, and 2 more at 3.75%. I'll probably use the Increase Attack Speed Empowerment buff for +20% to give me some breathing room.

The biggest problem I had is that so many of the sets I'm using provide 6.25% Recharge. I'm using Malaise's Illusion in Seeds, Decimation in Thorny Darts and Impale, and Posi's Blast in Fling Thorns and Thorntrops. I'd like to use Posi's Blast in Root and Creepers too, but instead I'm using Enfeebled Op for the S/L Defense and lower Recharge.

For Defense I have well slotted Scorpion Shield, Combat Jumping and Weave with only an LotG, Steadfast Res/Def in Tough, Kinetic Combat in Boxing, Rectified Reticle in Aim, and the first 5 Enfeebled Op in Roots and Creepers. Next level I'll have enough slots to load up Skewer (which I took at 38) with Kinetic Combat. (In retrospect I should have slotted up Skewer before Boxing, and swapped Skewer with Grant Invis, oh well.) I won't quite be soft capped, but I'll be really close. At 40 I'll finish Roots and Creepers, and I'll be capped.

This build does have several drawbacks. I had to skip a travel power for now, so I'll rely on Ninja Run and jetpacks. The damage is a bit lacking due to slotting Immob in Roots and Creepers, and I'll likely have END issues. But I plan to make up for both using AoEs and Inspirations. I'll probably be able to play at x6, so I'll have lots of Inspirations dropping. And the Damage/End ratio for AoEs usually is based on hitting 3 mobs, so I'll be spending my END efficiently by using AoEs on large spawns. If I could fine a Kin to team with, we could probably steamroll missions at +1/x8.

At 50 I'll probably switch to Ice Mastery for Sleet, Frozen Armor, and Hoarfrost. I'll replace several of the 6.25% Recharge sets with purples so I can use Posi's Blast in Roots and Creepers. I'll need to get Kick with Kinetic Combats and a Glad Armor proc to stay capped. And I'll use the rest of the slots to improve END usage.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Plant/Thorn happens to be one of my current leveling characters (I always have 2 at a time). Right now I'm at 30 and my planned build is for extreme offense, with Fire Mastery for RoF and Fireball. So there's no defense to speak of. I'm fine with that.

Now that I look at that build, I think it may well be too offensive. All the -def from Thorns makes enemies hit each other substantially more and fights are done with Seeds > Fling > Roots > Trops > Burst plus whatever Creepers do. I'm actually not sure the 2 fire aoes would end fights any quicker.

Just for reference, this is what I'm building to now, but that's subject to change. I'm hoping to NOT follow a cookie cutter soft-capped s/l build this time around. I might shoot for ranged def though.


Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Bad Salad: Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(17), HO:Perox(46)
Level 1: Thorny Darts -- Decim-Build%(A), Decim-Acc/Dmg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(36), Decim-Dmg/EndRdx(36)
Level 2: Roots -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(3), GravAnch-Immob/EndRdx(13), GravAnch-Hold%(13)
Level 4: Fling Thorns -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dam%(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(7)
Level 6: Super Speed -- Zephyr-ResKB(A)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
Level 10: Impale -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(37)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(50), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Thorn Burst -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Dmg(23)
Level 22: Fly -- Winter-ResSlow(A)
Level 24: Afterburner -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- Posi-Dam%(A), TotHntr-Dam%(27), ImpSwft-Dam%(27), ExStrk-Dam%(31), Ragnrk-Acc/Dmg/Rchg(31), Ragnrk-Acc/Rchg(37)
Level 28: Thorntrops -- Posi-Dam%(A), ImpSwft-Dam%(29), JavVoll-Dam%(29), JavVoll-Dam/End/Rech(31)
Level 30: Vines -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(19), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(33)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Thorn Barrage -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Dmg/EndRdx(39)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Global = Hedgefund (or some derivation thereof)

 

Posted

Okay, I've been tweaking & tweaking, building and rebuilding this AT. Now its time to go ahead and build into it. THis is what I have come up with. It's S/L Def is soft-cap to 45.6% with the help of Nerve Radial Paragon. 156.25% Haste with Hasten activated, and 47% Accuracy.

Tell me what ya guys & gals think for this build. Failure or Workable?

It is a melee'er type style of Dominator (IMO) so I think the S/L Def is a necessity incase some situational control powers misses.

http://www.cohplanner.com/mids/downl...4DE5BF0DDE04EC


 

Posted

@Deacon_NA

It looks like a very good, very damaging build but one thing, I know we are entitled to choose what ever travel power we want but why "Fly, Hover & Afterburner"? It seems so much like a melee range kinda toon, you know what I mean?


 

Posted

Quote:
Originally Posted by Helluva_Goon View Post
@Deacon_NA

It looks like a very good, very damaging build but one thing, I know we are entitled to choose what ever travel power we want but why "Fly, Hover & Afterburner"? It seems so much like a melee range kinda toon, you know what I mean?
Because hover scrapping RULES! It rules best of all when you have a bit of ranged, especially short ranged damage in the mix, and then it shines like nobody's business.


 

Posted

Quote:
Originally Posted by Helluva_Goon View Post
Okay, I've been tweaking & tweaking, building and rebuilding this AT. Now its time to go ahead and build into it. THis is what I have come up with. It's S/L Def is soft-cap to 45.6% with the help of Nerve Radial Paragon. 156.25% Haste with Hasten activated, and 47% Accuracy.

Tell me what ya guys & gals think for this build. Failure or Workable?

It is a melee'er type style of Dominator (IMO) so I think the S/L Def is a necessity incase some situational control powers misses.

http://www.cohplanner.com/mids/downl...4DE5BF0DDE04EC
Your not S/L capped.

Your forgetting about Stealth suppression. If you look at the info for Stealth the 3% you get is the true number you should be using as it is the value you will get when Stealth is suppressed.

End results your at 42%.

I would also get rid of phase shift and pick up Thorn burst personally. Even one slotted I think you will find more use for it then PFF.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

This is a build I was mulling over. My Thorn Plant build has been stuck at 38 since it first came out as I just didn't have the understanding over Dominators and such.

I went more range defense. Just before posting I had spore burst in the build 3 slotted for range defense, but removed it and replaced it with spirit tree. I lost 1 point of range defense but I think spirit tree is just gonna benefit me a bit more then spore burst.

My thought is go Alpha Incarnate and get the defense bonus and just be a few points shy of range defense cap with the aid of one purple inspiration. I think its decent protection to start a fight.

I went cold for extra hit point boost when needed from Hoarfrost and for sleet and ice storm. Just 2 other AOE to combine with Seed of confusion, Carrion Creepers and every other AOE mess.

I'm not to fond of Carrion Creepers slotting and I guess you could franklenslot it for procs. I know many say its a great power to do that with so I might just drop again my range defense a bit more and put all the procs into it.

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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

A few more modifications and fire instead.
I also added 10 enhancers to endurance so 2 of the IOs are at 55.


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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by Helluva_Goon View Post
@Deacon_NA

It looks like a very good, very damaging build but one thing, I know we are entitled to choose what ever travel power we want but why "Fly, Hover & Afterburner"? It seems so much like a melee range kinda toon, you know what I mean?
To be honest... it was because I hadn't used Afterburner yet and I wanted to give it a whirl. Plus it was a LOTG mule. Also I needed 1-slot wonders. I may rethink those choices later, maybe for some Leadership.

I did get my guy to 50 a couple of weeks ago. At level 40 I had perma dom but it was the type of perma dom that, if I activated a long animating power, I could miss the nanosecond the dom button was on. Now I have the purples in the build and all is well. This character offered a different leveling experience in that fights ended quicker (and rewards earned correspondingly faster) the higher the number of mobs. Except for Nems, who stayed at 0/1, not fun for Plant. More mobs meant more aoes for them to attack with. The challenge then becomes to find the mob(s) you missed with Seeds asap.

Anyway, looking back, I loved leveling up this combo, I give it 9/10, with -1 due to it not being great at dealing with tertiary threats. After Seeds and Vines all you can do is hope Creepers and Trops can buy you some time.


Global = Hedgefund (or some derivation thereof)