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Posts
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Joined
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I liked it!
Different from those every day bland guides you see. *looks at sig*
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I'm not sure if I told you this lilicae, but I love you. Can I call you lili now?
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[u]Invention Origin Enhancements[u]
As you all know, with IOs you can do a lot of different things with your character to make it much stronger. For a plant/thorn dom there are a few unique IOs and bonuses that you would want to focus on. The bonuses I would recommend are:
<ul type="square">[*]Recharge[*]Accuracy[*]Recovery[/list]
Recharge allows both your secondary powers and primary powers to come up more often. One annoying thing that I've found out in later levels is that Aim's recharge is slightly longer than seeds of confusion making it hard to always use together. This problem could be eliminated with just a few recharge bonuses.
Certain IOs offer a certain level of recharge. I'll just steal a part of _Brev_'s excellent guide...
From _Brev_:
[ QUOTE ]
<font class="small">Code:[/color]<hr /><pre>Set # enhs Rech %
-------------------------------------------------
Confuse.Befuddling Aura 5 2.5
Confuse.Malaises Illusions 5 6.25
Defense.Kismet 5 3.75
Defense.Luck of the Gambler 1 7.5
Defense.Red Fortune 5 5
Fear.Glimpse of the Abyss 5 6.25
Fear.Horror 5 2.5
Fear.Unspeakable Terror 5 5
Heal.Doctored Wounds 5 5
Heal.Regenerative Tissue 5 5
Immobilize.Enfeebled Operation 5 3.75
Immobilize.Rooting Grasp 5 2.5
Melee.Crushing Impact 5 5
Ranged AoE.Positrons Blast 5 6.25
Ranged.Decimation 5 6.25
Ranged.Entropic Chaos 5 6.25
Resistance.Impervious Skin 5 5
Sleep.Call of the Sandman 5 6.25
Sleep.Hibernation 5 2.5
Slow.Curtail Speed 5 2.5
Slow.Tempered Readiness 5 3.75
Sniper.Calibrated Accuracy 5 3.75
Sniper.Sting of the Manticore 5 7.5
Stun.Stagger 5 2.5
Stun.Stupefy 5 6.25</pre><hr />
[/ QUOTE ]
All of the Very Rare Purple sets offer 10% recharge at the 5th slot. You can only slot these IOs at level 50.
[u]Procs[u]
A proc is simply an Invention origin enhancement that has a certain chance of activating in an attack. For toggle and rain powers it checks the proc every 10 seconds. For normal attacks it checks on every activation even in pets. Used correctly they can be quite a buff. Procs are usually placed best in an AoE or a quick recharging attack so that they are more likely to trigger. There are a few really good procs that I should mention.
*Touch of Lady Gray: XX% Chance for Negative Damage
*Achilles' Heel: 20% Chance for 20% Resistance Debuff
*Positron's Blast: 20% Chance for Energy Damage
*Armageddon: 33% Chance for Fire Damage (Very Rare)
*Scirroco's Dervish: 20% Chance for Lethal Damage
They can be very costly, but I recommend getting at least one of them for Fling Thorns, Thorn Burst, and Twitchy (Fly Trap). Achilles' Heel is currently bugged and will debuff YOU until you DIE OR ZONE. I still believe it is worth it, because it should soon be fixed and is a large damage increase on teams. Also, it is not only bugged for you, but for the enemy. It never goes away.
[u]Miscellaneous IOs[u]
Kismet: +Tohit
I slotted this in Scorpion Shield. I've noticed quite an improvement in accuracy. It was worth every million.
Rectified Recticle: +Perception
I hate not being able to see. At higher levels there are many enemies with stealth/-perception (longbow spec ops and all types of Bane Spiders, Tarantula Mistresses, Night Widows, etc.)
I've changed some things in my build. This is my current build up to level 44.
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Azucar with no IOs: Level 50 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Strangler <ul type="square">[*] (A) Accuracy IO[*] (7) Hold Duration IO[*] (7) Hold Duration IO[*] (11) Recharge Reduction IO[*] (13) Recharge Reduction IO[/list]Level 1: Thorny Darts <ul type="square">[*] (A) Accuracy IO[/list]Level 2: Skewer <ul type="square">[*] (A) Accuracy IO[*] (3) Damage Increase IO[*] (3) Damage Increase IO[/list]Level 4: Fling Thorns <ul type="square">[*] (A) Accuracy IO[*] (5) Damage Increase IO[*] (5) Damage Increase IO[*] (13) Recharge Reduction IO[*] (37) Recharge Reduction IO[*] (42) Achilles' Heel - Chance for Res Debuff[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (23) Recharge Reduction IO[*] (31) Recharge Reduction IO[/list]Level 8: Seeds of Confusion <ul type="square">[*] (A) Accuracy IO[*] (9) Confuse Duration IO[*] (9) Confuse Duration IO[*] (15) Recharge Reduction IO[*] (15) Recharge Reduction IO[*] (21) Range IO[/list]Level 10: Hurdle <ul type="square">[*] (A) Jumping IO[*] (11) Jumping IO[/list]Level 12: Spirit Tree <ul type="square">[*] (A) Healing IO[*] (19) Healing IO[*] (29) Miracle - +Recovery[*] (40) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 14: Health <ul type="square">[*] (A) Healing IO[/list]Level 16: Aim <ul type="square">[*] (A) Recharge Reduction IO[*] (17) Recharge Reduction IO[*] (17) Rectified Reticle - Increased Perception[/list]Level 18: Vines <ul type="square">[*] (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge[*] (19) Essence of Curare - Accuracy/Hold/Recharge[*] (21) Neuronic Shutdown - Accuracy/Hold/Recharge[*] (25) Paralytic - Accuracy/Hold/Recharge[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (25) Endurance Modification IO[/list]Level 22: Thorn Burst <ul type="square">[*] (A) Accuracy IO[*] (23) Damage Increase IO[*] (27) Damage Increase IO[*] (29) Recharge Reduction IO[*] (31) Recharge Reduction IO[*] (39) Achilles' Heel - Chance for Res Debuff[/list]Level 24: Super Speed <ul type="square">[*] (A) Endurance Reduction IO[*] (33) Endurance Reduction IO[*] (42) Celerity - +Stealth[/list]Level 26: Carrion Creepers <ul type="square">[*] (A) Accuracy IO[*] (27) Recharge Reduction IO[*] (40) Recharge Reduction IO[*] (46) Damage Increase IO[*] (50) Damage Increase IO[/list]Level 28: Aid Other <ul type="square">[*] (A) Healing IO[*] (34) Healing IO[*] (34) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 30: Aid Self <ul type="square">[*] (A) Healing IO[*] (31) Healing IO[*] (33) Recharge Reduction IO[*] (36) Recharge Reduction IO[/list]Level 32: Fly Trap <ul type="square">[*] (A) Accuracy IO[*] (33) Damage Increase IO[*] (43) Damage Increase IO[*] (43) Achilles' Heel - Chance for Res Debuff[*] (46) Touch of Lady Grey - Chance for Negative Damage[/list]Level 35: Ripper <ul type="square">[*] (A) Accuracy IO[*] (36) Damage Increase IO[*] (36) Damage Increase IO[*] (37) Recharge Reduction IO[*] (37) Recharge Reduction IO[/list]Level 38: Thorn Barrage <ul type="square">[*] (A) Accuracy IO[*] (39) Damage Increase IO[*] (39) Damage Increase IO[/list]Level 41: Scorpion Shield <ul type="square">[*] (A) Defense Buff IO[*] (42) Defense Buff IO[*] (43) Endurance Reduction IO[*] (45) Endurance Reduction IO[*] (46) Kismet - Accuracy +6%[/list]Level 44: Poisonous Ray <ul type="square">[*] (A) Accuracy IO[*] (45) Recharge Reduction IO[*] (45) Recharge Reduction IO[/list]Level 47: Summon Tarantula <ul type="square">[*] (A) Accuracy IO[*] (48) Recharge Reduction IO[*] (48) Recharge Reduction IO[*] (48) Damage Increase IO[*] (50) Damage Increase IO[*] (50) Touch of Lady Grey - Chance for Negative Damage[/list]Level 49: Stimulant <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO[/list]Level 1: Sprint <ul type="square">[*] (A) Jumping IO[/list]Level 2: Rest <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 1: Domination
------------
[u]Set Bonus Totals:[u]
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</pre><hr />
The only difference in my build and the one posted is that I haven't gotten the acc/rech/hold IOs for Vines yet, so I had to take 2 from carrion (which would've been damage).
Brev's Guide to Permadomination with IOs -
Used to make those posts? They still do. Anyways, gratz Ultimas!
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Anything you all think I should add for the next version? I was thinking of taking photos of the powers.
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Those changes are due to thorn barrage doing more damage in a smaller time than impale, the -resistance in the pets have a chance for every attack they do and it counts for each person in the AoE giving very nice -resistance bonuses. The interrupts really aren't necessary, you won't lose too much endurance with 2x slotted stamina. And with the defense shield and controls you aren't likely to be interrupted. Damage in carrion allow them to absorb aggro better (and they do quite a lot of damage, mid's says 123.3 damage). Your pets take care of movement issues (both would have immobs) so you wouldn't need impale anymore. I thought about disruptor blast, but the damage is too low, and causes kb, which I can't stop when I want (I can't control attacks fly trap uses). Also, root's damage is quite low too. I suspect it might take another 2 weeks or so until I can make the new version of the guide.
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Yeah...I'm working on an update, I've changed some of my views. I've been considering switching to this build:
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Azucar with no IOs: Level 50 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Thorny Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Strangler -- Acc-I(A), Hold-I(7), Hold-I(7), RechRdx-I(11), RechRdx-I(13)
Level 1: Thorny Darts -- Acc-I(A)
Level 2: Skewer -- Acc-I(A), Dmg-I(3), Dmg-I(3), RechRdx-I(15), RechRdx-I(17)
Level 4: Fling Thorns -- Acc-I(A), Dmg-I(5), Dmg-I(5), RechRdx-I(13), RechRdx-I(37), ResDeb%(42)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(31)
Level 8: Seeds of Confusion -- Acc-I(A), Conf-I(9), Conf-I(9), RechRdx-I(15), RechRdx-I(21)
Level 10: Hurdle -- Jump-I(A), Jump-I(11)
Level 12: Spirit Tree -- Heal-I(A), Heal-I(19), RechRdx-I(40), RechRdx-I(40)
Level 14: Health -- Heal-I(A)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(17)
Level 18: Vines -- Acc-I(A), Acc-I(19), RechRdx-I(21), RechRdx-I(25), Hold-I(25), Hold-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(42)
Level 22: Thorn Burst -- Acc-I(A), Dmg-I(23), Dmg-I(27), RechRdx-I(29), RechRdx-I(31), ResDeb%(39)
Level 24: Super Speed -- EndRdx-I(A), EndRdx-I(42)
Level 26: Carrion Creepers -- Acc-I(A), RechRdx-I(27), RechRdx-I(40), Dmg-I(43), Dmg-I(43)
Level 28: Aid Other -- Heal-I(A), Heal-I(34), RechRdx-I(34), RechRdx-I(34)
Level 30: Aid Self -- Heal-I(A), Heal-I(31), RechRdx-I(33), RechRdx-I(36)
Level 32: Fly Trap -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(43), ResDeb%(46)
Level 35: Ripper -- Acc-I(A), Dmg-I(36), Dmg-I(36), RechRdx-I(37), RechRdx-I(37)
Level 38: Thorn Barrage -- Acc-I(A), Dmg-I(39), Dmg-I(39)
Level 41: Poisonous Ray -- Acc-I(A), RechRdx-I(45), RechRdx-I(46)
Level 44: Scorpion Shield -- DefBuff-I(A), DefBuff-I(45), EndRdx-I(45), EndRdx-I(46)
Level 47: Summon Tarantula -- Acc-I(A), RechRdx-I(48), RechRdx-I(48), Dmg-I(48), Dmg-I(50), ResDeb%(50)
Level 49: Resuscitate -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]
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</pre><hr />
I'm still working on the I11 Guide, I want to test out impale vs. thorn barrage. -
Mid's lists it as +119.2% while dominators are +149%. If it truly is that high (+186%) then it would be WAY unbalanced. Also, Twitchy (Audrey) is quite easy to kill and likes to compete with me for aggro (large number of AoEs). I know that the patron pets are the same for all villains, and I think that they should all be reduced. And your imps seriously don't die often? Sometimes it seems like Twitchy is way too squishy. Against some groups he is good (I feed him rikti monkey spawns) but others will destroy him (DE granites).
*Stupid mid's...anyways, you were right Kane1. I don't think Mid's took into account the AT modifiers. It is that high, but its an APP and I expect APPs to be very good. As for PPPs, they seem so pale in comparison.
*Back to the PPP vs. EPP thread!
*Some more editing... -
I feel that pet recharges are too long for dominators since they don't have any good ways of buffing their pet's survivability. You put the recharge part in pvp, but I see it as a pve issue too. Also, you said, "Power Boost recharge feels too long, and does not seem to follow standard rules when compared to Blaster and Controller versions." I disagree, the recharge seems just fine when compared to other similar buffs. Blasters can't make as much use of power boost as a dominator can so their recharge and power boost magnitude is lower. Controllers also, don't get as high of a power boost magnitude, but they don't need it since BOTH their primaries and secondaries can take advantage of it while in use. It seems to be balanced IMO.
(for pets I'm including patron pets)
*Also, wasn't there a thread about Carrion's problem's with IOs? I think that should be included. Also, do other pets besides fly trap wake up enemies? -
[ QUOTE ]
I am not that thrilled by this guide.
First of all the slotting... The slotting suggestions for many powers are far from max efficiency even without looking at HOs and IOs (and 3-slotting for acc is only one point). I think it would be best to ignore the slotting suggestions altogether.
Concerning primary powers I would only object against the AoE immob since earth/ is not one of those sets that profit much from something like that, especially since it has this combination of Quicksand and Earthquake.
But now for the real problem: the part about kinetics.
Siphon Speed - How comes that the single most important part of this power is so often negected? It's nothing to use instead of or additional to SS, it's something you want to use every time it's up and stack it as many times as possible. Who doesn't love +20% recharge per buff? Together with Hasten this enables you to spam your best powers (and burn your endurance fast). And because you want to stack it anyway taking Hover is a good idea. Hover at the fly speed cap is probably the best combat maneuvarbility one can have.
Siphon Power - Instead of taking Fly and SS as travel powers you might probably want to keep this power for the late game. It's not only a buff, but also a debuff and -20% damage against a heavy-hitting opponent is nothing to sniff at.
And finally... Speed Boost - The OP says scrappers will bow to you. Don't believe it. In fact scrappers will be the first to reject it, because they have a tight attack chain anyway and the additional speed makes some of them (those with clumsy fingers or slow machines) overshoot their targets. Most others will love it, though. And please, don't just SB one or two team members but everybody who wants it. Use Numpad-keybinds if you like, but please do make it one of your primary objectives to keep everyone SBed. Few things are more annoying than a lackluster SB-buffer.
[/ QUOTE ]
I have to disagree with hover. You can't use a lot of your powers in the air...some very important powers too. I sometimes die because I was trying to jump over a conveyor belt in the factory layout missions and couldn't activate stalagmites. Earth/ belongs on the ground. -
[ QUOTE ]
Does anyone have an updated Merc/traps guide? The last one posted is from I6. Thanks
[/ QUOTE ]
Merc/traps is oldschool, NOW IS THE TIME FOR MERC/TA!!! -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
I cant believe there is no Earth/Kin guide. Someone hurry up and get one to 50, or PL mine to 50. He's only 26 or 27 right now
[/ QUOTE ]
My new guide is half way there!
[/ QUOTE ]
I'm cheering you on, Local!
I've never really played an Earth controller to fruition and thought I'd like to try an Earth/Kin... I'm quite surprised nobody has made one to date.
[/ QUOTE ]
Well, I have an Earth/Kin up to level 29 so far. He is fun to play but man, does he need teams. I'd make a guide but i dont believe in making a guide to something until I've actually played it to the end
suffice to say though, the debuffs kinetics give plus the holds and slows Earth gives our very nice.
I too am surprised there is no Earth/Kin guide
[/ QUOTE ]
Someone made an earth/kin guide in the player guide section, but it isn't that great... -
I don't think anyone should 3 slot accuracy, especially if they are IOs and are earth/. Earth/ can easily hit foes because of quicksand. I also, wouldn't suggest 2 slotting Speed Boost for end redux. It barely uses any endurance. I would slot it for end MOD and then I could skip transference and save a power. I don't understand why you are taking 6 powers related to travel (hasten, ss, IR, siphon speed, hover, fly), most of them won't do much good. You should also mention that stone cages has an accuracy penalty. Stalagmites is defnitely awesome. Earthquake and gases cannot be up all the time, so this fills in the gap. ID also gives +resistance which can be quite useful. Stone prison can be quite useful also, it is easier to immob larger targets and uses less endurance and has a higher accuracy. Slot siphon speed for some recharges also. 2 IOs is the most of any type you should put in anything unless it is the single most important power in your character.
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I think that all of the immobs should be brought up to where roots are since it doesn't benefit a dominator as much. Also, carrion should be showed in the pet window (which should automatically pop up when you summon your pet...) because sometimes I might want to stealth a group only to find that carrion pop up and aggro... Also, can you dismiss carrion? I've never tried. Its hard to click on them.
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[ QUOTE ]
Just a quick comment on Spores; it can be very useful to sleep mobs. I regularly use spores in two cases:
1) another group has been aggro'd before the current group is done. In that case, sleeping the new guys is like keeping XP in the freezer
2) in a large fight, with lots of bosses, you can sleep everyone but bosses, and then focus on them. With full Domination, you might be able to sleep everything, and let your team get a fresh bite at them.
I agree spores are not in the main attack chain, but I would rate them a B in a build that went for control.
[/ QUOTE ]
You can keep 3 groups busy without spores. Spores is so utterly bad IMO. You have vines, seeds of confusion, and carrion creepers, do you really need more? If you are getting more than 3 groups at a time you're going to die anyways (or don't need control at all). -
[ QUOTE ]
Imho, Plant is the best Dominator Set. I just can't get over the Plant Theme so I only took one to 10.
In my limited experience nothing is lacking from Plant. It has all the requisite Hard Control, some Damage, but more importantly some serious Soft Control including a Mass Confuse up regularly and a damaging/aggro drawing Tier 8 power. Enough Soft Control to make up for the lack of a Buff/Debuffing Secondary that Controllers have and enough to make up for the lack of Debuffing Secondary Effects in the set itself.
It makes sense to me that it was introduced new with Doms and is likely more balanced around the AT than the sets copied from controllers.
[/ QUOTE ]
I find that to be 100% true. Other primaries work, just not as well for dominators in normal PvE (I guess mind/ does too). And some sets are obviously made for controllers due to the attacks in the primaries. -
Plant doesn't have secondary effects. There is only 1 portion of plant improved, which is the control durations. Neither does a lot of primaries. Grav/ and its slows do benefit nicely.
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You forgot to add in the recharges. Aim has 90/120 or 3/4 of the recharge of power boost so its available more often. And fiery embrace last 2x as long as powerboost but doesn't have the same recharge. And what about primaries/secondaries without effects that are boosted by powerboost (excluding the hold aspect) like plant/?
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I think all the ranged attacks should have a boost in damage (I don't have the 2 melee ones so no comment).
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You've skipped your most damaging attacks, of course you feel that your damage is weak. Take the melee attacks and use them, then reconsider your stance on the ranged attacks.
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I never said I thought my damage was weak, I just wanted a buff. With the good controls I have plenty of time to kill my foes even if I only could use my holds.
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Ok, but you'll need a much stronger justification to get it into the issues list.
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Yeah, I can't think of a reason, since its a risk vs. reward thing. I see why blasters have it, because sometimes they can't choose if they want to be in melee or not while we can (immobs). -
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on powerboost.
i think it's a too hard punition for those who did not take it. i don't see why only those who took ice or energie assault should be rewarded.
it boost the slow, AoE hold become interesting (even unslotted it last longer than a non powerboosted but boosted AoE hold), make vengence a godly power, and aidself a reliable heal (i will stop here the list)
only /psi with drain psyche good a similary very strong tool but honneslty i find the gap between PB and FE/aim being too vast.
must admit i do not see how that would be fixed
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I think it depends on what you want. I find aim to be quite good. And I don't just through out controls on my grav/nrg so its really only boosting one thing (ok, I enjoy the +flight spd too, but I already have hover 2 slotted). It doesn't boost my attacks at all which is what I usually use to follow up with. And I love aim on my /thorns it allows me to easily hit purples even with my horrible slotting (respeced recently) and it gives nice damage. It recharges faster than PB also I believe, so I can use it on nearly every group (the melting mob strategy with aim, SoC, fling thorns, and thorn burst). I find drain psyche to actually be one of the worst IMO (though it still rocks, no stamina!). I think you are underestimating the +damage and +accuracy. I can have about 10 dark blasts on me, pop aim and still manage not to miss.