Dark/Dark Permadom and Haunt Perma


Blue_Fenix

 

Posted

Here is my current level 44 build for those wanting permadom or perma haunt. Also, it should come up in search with those terms. I don't have the exact numbers on the power recharges and some of it may be overkill, but that's all I could do without Mids, was overcompensate. I am only posting because people keep looking for/discussing haunt. Sorry if this is a double post from some other solution, but I figured no one was going to post builds till Mids came around. This will have to do for now. This build was built while playing and is perma at 30 while exemplared. Hasten currently has (45+5)(40+5)(40+5) recharges in it--again overkill. This lands 100+ recharge in it even exemplared down to level 30 numbers. Haunt has a (40+5) in addition to the Call to Arms Set.

The level 38 build had 90% recharge and was close to perma hasten, using three (40+5) enhancements. It was probably REALLY not necessary to use all the boosters like that, but I had like 100 something boosters. Again, this build is just a playing build that was built along the way. Some slots are overkill, others are not needed or may not fit your playstyle. It's not optimal from a min/max standpoint, but it works for now. I hope this is useful to someone out there.




This is the updated level 50 build. All recharge except 5% is available at level 30 and has just a little ranged defense.

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Ultimate Illusionist: Level 50 Magic Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Dark Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Dark Grasp

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 1: Dark Blast
  • (A) Empty
Level 2: Living Shadows
  • (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
  • (5) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
  • (7) Superior Ascendency of the Dominator - Endurance/Recharge
  • (7) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
  • (9) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
  • (9) Superior Ascendency of the Dominator - Recharge/Chance for +Damage
Level 4: Smite
  • (A) Crushing Impact - Accuracy/Damage
  • (11) Crushing Impact - Accuracy/Damage/Endurance
  • (11) Crushing Impact - Damage/Endurance
  • (13) Crushing Impact - Accuracy/Damage/Recharge
  • (13) Crushing Impact - Damage/Endurance/Recharge
Level 6: Gloom
  • (A) Decimation - Accuracy/Damage
  • (15) Decimation - Damage/Endurance
  • (15) Decimation - Accuracy/Damage/Recharge
  • (17) Decimation - Damage/Recharge
  • (17) Decimation - Accuracy/Endurance/Recharge
Level 8: Possess
  • (A) Accuracy IO
Level 10: Fearsome Stare
  • (A) Unspeakable Terror - Accuracy/Recharge
  • (19) Unspeakable Terror - Accuracy/Fear/Recharge
  • (19) Unspeakable Terror - Accuracy/Endurance
  • (21) Unspeakable Terror - Endurance/Fear
  • (21) Unspeakable Terror - Fear/Range
Level 12: Night Fall
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (50) Positron's Blast - Damage/Recharge
  • (50) Positron's Blast - Accuracy/Damage/Endurance
  • (50) Positron's Blast - Damage/Range
Level 14: Heart of Darkness
  • (A) Stupefy - Accuracy/Recharge
  • (23) Stupefy - Endurance/Stun
  • (23) Stupefy - Accuracy/Endurance
  • (25) Stupefy - Stun/Range
  • (25) Stupefy - Accuracy/Stun/Recharge
  • (27) Stupefy - Chance of Knockback
Level 16: Gather Shadows
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 18: Haunt
  • (A) Unspeakable Terror - Accuracy/Recharge
  • (27) Unspeakable Terror - Endurance/Fear
  • (29) Unspeakable Terror - Accuracy/Endurance
  • (29) Unspeakable Terror - Fear/Range
  • (31) Unspeakable Terror - Accuracy/Fear/Recharge
Level 20: Engulfing Darkness
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (33) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (34) Recharge Reduction IO
Level 24: Stealth
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Karma - Knockback Protection
Level 26: Shadow Field
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (34) Basilisk's Gaze - Accuracy/Recharge
  • (36) Basilisk's Gaze - Recharge/Hold
  • (36) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (36) Lockdown - Chance for +2 Mag Hold
Level 28: Life Drain
  • (A) Decimation - Accuracy/Damage
  • (37) Decimation - Damage/Endurance
  • (37) Decimation - Damage/Recharge
  • (37) Decimation - Accuracy/Endurance/Recharge
  • (39) Decimation - Accuracy/Damage/Recharge
Level 30: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Umbra Beast
  • (A) Call to Arms - Accuracy/Recharge
  • (39) Call to Arms - Accuracy/Damage
  • (39) Call to Arms - Damage/Endurance
  • (40) Call to Arms - Accuracy/Damage/Recharge
  • (40) Damage Increase IO
  • (40) Sovereign Right - Resistance Bonus
Level 35: Rain of Fire
  • (A) Accuracy IO
  • (42) Damage Increase IO
  • (42) Damage Increase IO
  • (42) Recharge Reduction IO
Level 38: Midnight Grasp
  • (A) Crushing Impact - Accuracy/Damage
  • (43) Crushing Impact - Accuracy/Damage/Endurance
  • (43) Crushing Impact - Damage/Endurance
  • (43) Crushing Impact - Accuracy/Damage/Recharge
  • (45) Crushing Impact - Damage/Endurance/Recharge
Level 41: Fire Ball
  • (A) Accuracy IO
  • (45) Damage Increase IO
  • (45) Damage Increase IO
  • (46) Recharge Reduction IO
Level 44: Fire Shield
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 47: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 49: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (46) Endurance Modification IO
  • (46) Endurance Modification IO
  • (48) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Domination
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 12.06% Defense(Energy)
  • 12.06% Defense(Negative)
  • 3% Defense(Psionic)
  • 13.63% Defense(Ranged)
  • 3% Defense(AoE)
  • 4.5% Max End
  • 4% Enhancement(Confused)
  • 4% Enhancement(Held)
  • 111.3% Enhancement(RechargeTime)
  • 7% Enhancement(Stun)
  • 8% Enhancement(Immobilize)
  • 47% Enhancement(Accuracy)
  • 8% Enhancement(Sleep)
  • 8.8% Enhancement(Terrorized)
  • 80.12 HP (7.88%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 9.9%
  • MezResist(Stun) 2.2%
  • 11.5% (0.19 End/sec) Recovery
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 11.58% Resistance(Fire)
  • 11.58% Resistance(Cold)
  • 10% Resistance(Energy)
  • 15% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 3% XPDebtProtection



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Posted

oh this is great......funny thing is, since double xp just started and i am going to level up my dark/dark dom like a ****...i was thinking i needed to sit down and grind out a build without mids....i can use yours now though for the interim, till i figure out how i wanna play this guy....thanks!


 

Posted

Edit: GAH. Anyway, this sort of tinkering actually puts you at -4% rech, but actually gives you 2.5% range def (slotting 2 sets of 3 tstrikes). In any case, since I don't have mids here and have no way to really tinker properly with this, its possible to get A LOT more ranged def out of your build at the cost of -4% rech (or a net gain of 1% if you wanted to keep your melee slotted for 5% rech instead of mako's). Tinker tinker.
done edit
---
This is pretty good. However, I think you could utilize other sets for +range def and 6.25 rech, such as Cloud Senses.

For instance, slotting ATO into fear (garunteed 100% proc each time it hits) with 6 slots gets you the ranged def. Slotting 4 slots into living shadows gets you 6.25 rech.

That is more rech than you currently have by 1.25%, with more use from -tohit (dom ato does not boost -tohit iirc), and a garunteed proc each time you fire off the fear.

Drop 1 slot off of grasp (will cost you 5% rech), and put 1 slot onto HoD, slot it with stupefy (it significantly underperforms for damage), and gain 6.25% rech and 3.13% ranged def, for a net gain of 3.13 range def and 1.25% rech over your current slot. I would consider slotting all 4 into the confuse to prepare for 6 slotting purple confuse, for a net gain of 12.5 rech, (3.13 def + def from ATO) and 6.some range def, or 14% rech and 8some% range def once you purple the ATO at 50.

This doesnt account for the slots and powers you get from 45-50, so figure you can significantly boost the rech you have if you wanted to, but would have the above probably 14 rech 8 def at lower than 44 (figuring 2 levels of slots that went into mg). You still have the opportunity to fully slot mg, and I would probably recommend shoving mako's bites into there for 3.75% range def, since you have already covered your missing rech by slotting differently.

Just an idea.

This leaves you with 2.5% more rech than you currently have, 3 slots from grasp to move elsewhere

Quote:
Originally Posted by Live_Wyre View Post
Here is my current level 44 build for those wanting permadom or perma haunt.
The level 38 build had 90% recharge and was close to perma hasten, using three (40+5) enhancements. It was probably REALLY not necessary to use all the boosters like that, but I had like 100 something boosters. Again, this build is just a playing build that was built along the way. Some slots are overkill, others are not needed or may not fit your playstyle. It's not optimal from a min/max standpoint, but it works for now. I hope this is useful to someone out there.


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Hew in drag baby

 

Posted

Yeah. There is more I could do with planning. I just did this as I was leveling, because the set was such a blast to level and turned out to be a beast early on. I generally don't slot purples because of losing their bonuses and the overall expense. Also, I did ponder the idea of going for ranged defense also. The problem was limited slots. Like I said, this was literally a leveling build and I just knew what it took to get recharge in and could not afford to put 6 slots in some powers at those levels. This build was perma by like 37 I think, built on the fly. I knew it had nowhere to go but up after that. Lacking the ranged defense has not hurt me, as anythign that hit me, I probably deserved. I will swap some stuff around at 50, but the goal was still to have perma by 30 in the end.


 

Posted

I can't do it at work, but my build provides 103.75% rech, 35.51% ranged def, and all 4 pet procs. This unfortunately assumes you have a purple ATO and the purple confuse set, but the purple confuse I have multiple sets of from having bought them when they were cheaper than they are now, and the catalysts I have from packs here and there and the occasional kill.

I am not sure what you have for ranged def, but from the looks of it, definitely less than 30. That is before maneuvers and hover, which puts me over 40, but also not including perma-veng either. In any case, raw 35% range should be enough to survive when you lead off with dom-stare or dom-aoehold and just blast away with whatever else you have. Certainly not the worlds fastest killing machine, but definitely steady and straight. I am pretty sure I will slot 3 and 3 into the pbaoe for 4% ranged def, which will push me over softcap range, but at 44 I would not have enough slots for that.


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Hew in drag baby

 

Posted

Quote:
Originally Posted by Live_Wyre View Post
I generally don't slot purples because of losing their bonuses and the overall expense.
Er... purples dont loose their bonus no matter what level you are.

http://wiki.cohtitan.com/wiki/Invent...Purple.22_Sets

The Set Bonuses of Purple Sets never shut off due to exemplaring more than three levels lower than the level of the IOs (which are level 50).


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Hew in drag baby

 

Posted

Quote:
Originally Posted by OneFrigidWitch View Post
Er... purples dont loose their bonus no matter what level you are.

http://wiki.cohtitan.com/wiki/Invent...Purple.22_Sets

The Set Bonuses of Purple Sets never shut off due to exemplaring more than three levels lower than the level of the IOs (which are level 50).
Now, that is very useful. I just never put much thought behind it, as I usually have to build on a budget. For the cost of one purpled toon, I have built many more toons in his place.


 

Posted

Quote:
Originally Posted by Live_Wyre View Post
Now, that is very useful. I just never put much thought behind it, as I usually have to build on a budget. For the cost of one purpled toon, I have built many more toons in his place.
Thankfully, (for the moment) you can still get a purple dom set for not that much. Maybe 240mil or less depending on the set. That will change FAST with enh converters.

disclaimer: Hew has only 2 purpled toons, both of which are doms, one of which is elec/psi and one is dark/dark. The tw/da scrapper is all non-purps, but runs a lot of level 32 enhs, which werent cheap. :|


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Hew in drag baby

 

Posted

If you built a ranged toon, are you giving up the Dark Assault footstomp clone? Isn't that AoE one of the best reasons to take Dark Assault?


 

Posted

Quote:
Originally Posted by Granite Agent View Post
If you built a ranged toon, are you giving up the Dark Assault footstomp clone? Isn't that AoE one of the best reasons to take Dark Assault?
Im keeping that. But why would I move into melee until everything is well and good locked down? My biggest threat is dealing with agro at range when I open up and have to deal with the alpha. Right now it goes:

fear -> lt or boss hold -> immob -> nightfall -> gloom -> (jump in) stun -> engulfing darkness -> fireball

By then anything that isnt dead I can smash with grasp or lifedrain.


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Hew in drag baby

 

Posted

Cool beans. I am also building a permadom-at-40 Dark/Dark. Perhaps I will post mine when it's done.

I STRONGLY recommend Engulfing Darkness (the PBAoE) either in addition to or instead of Night Fall. The DPA is higher, it's easier to aim, and overall it's one of the best powers in Dark Assault.


 

Posted

I just dropped Engulfing Darkness, because I usually stay at range. That's where that set of attuned Oblit came from in Heart of Darkness. I figured unnecessary damage in a power that I use is better than useful damage in a power I don't. I had a stupefy in there at first, but the 6.25% bonuses were all around, so I tried to make room for the 5s. I am probably gonna go with Witch's plan of ranged defense when I get some more slots or better think the build through. As is, this one cost me too many unslotters and enhancement boosters, but it's been well worth it.


 

Posted

Quote:
Originally Posted by Live_Wyre View Post
I just dropped Engulfing Darkness, because I usually stay at range. That's where that set of attuned Oblit came from in Heart of Darkness. I figured unnecessary damage in a power that I use is better than useful damage in a power I don't. I had a stupefy in there at first, but the 6.25% bonuses were all around, so I tried to make room for the 5s. I am probably gonna go with Witch's plan of ranged defense when I get some more slots or better think the build through. As is, this one cost me too many unslotters and enhancement boosters, but it's been well worth it.
Huh. I'm really surprised how many doms I've been seeing lately who "prefer to stay at range" so much that they miss out on good powers.

Why not activate Engulfing Darkness immediately after Heart of Darkness? You're already in melee range anyway, and you've just Stunned everything around you, so how dangerous could an extra 2 seconds be?


 

Posted

Quote:
Originally Posted by Blue_Fenix View Post
Huh. I'm really surprised how many doms I've been seeing lately who "prefer to stay at range" so much that they miss out on good powers.

Why not activate Engulfing Darkness immediately after Heart of Darkness? You're already in melee range anyway, and you've just Stunned everything around you, so how dangerous could an extra 2 seconds be?
How about the alpha? Opening with fear to stop the alpha under dom makes heart pointless as an immediate follow-up. Trying to stop the alpha with heart is.... dangerous. You would have to slot for melee instead of range, which is plenty possible. You just don't get much bang for buck when you consider you end up with useless range def from the ATO.

I think us range-people are looking at the bonus for 6 from the ATO and comparing what we have with ranged powers to see if it goes well together or not. Elec/ is just built for melee; so is /psi. But dark/ and /dark both have great support ranged attacks. Sure grasp/smite are frickin awesome attacks. But if I am mixing it up with a bunch of stunned mobs, I want aoe immob. And aoe immob in direct melee range isnt a slam dunk. From range, it pretty much is.


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Hew in drag baby

 

Posted

Quote:
Originally Posted by OneFrigidWitch View Post
How about the alpha? Opening with fear to stop the alpha under dom makes heart pointless as an immediate follow-up. Trying to stop the alpha with heart is.... dangerous. You would have to slot for melee instead of range, which is plenty possible. You just don't get much bang for buck when you consider you end up with useless range def from the ATO.

I think us range-people are looking at the bonus for 6 from the ATO and comparing what we have with ranged powers to see if it goes well together or not. Elec/ is just built for melee; so is /psi. But dark/ and /dark both have great support ranged attacks. Sure grasp/smite are frickin awesome attacks. But if I am mixing it up with a bunch of stunned mobs, I want aoe immob. And aoe immob in direct melee range isnt a slam dunk. From range, it pretty much is.
I guess I just have a different playstyle. I'm not ranged. I'm not melee. I'm both.

I jump in and out of range all the time (Combat Jumping + Hurdle) to line up cones or use my PBAoE powers. I don't care about stun wandering, so I didn't even take the AoE immobilize cone.

Plus, I'm considering putting the ATO proc in Midnight Grasp and the rest of the set in my Stun.