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Currently playing an ice/earth and I gotta go on the record and say that ice control is officially THE worst control set available to dominators.
There's the ST hold and the AoE hold. Ok, good.
Then, there's ice slick, which, imo is marginally useful. I say marginally because most immobs negate its knockdown, knockback throws mobs off of it, and fliers are unaffected. There are also a surprising number of mobs unaffected by slows such as Slags and Wolves. Because of slick though, the AoE immob is useless and the ST immob is so-so, not that either was all that great to begin with.
Next, you have AA. AA is a strong power but requires melee range and heavy slotting AFTER stamina just to make the thing an every fight power. I still take it, but having it negates the need for Shiver.
After that you have the AoE sleep. I like it for an alpha, but the damage component means you can't stack sleeps and ice slicks knockdown wakes them up. Ooookay.
Lastly, you have Jack. He's really the only saving grace of the set. I'd rank him up there near the top in pets, although he does have a glass jaw. Not nearly as bad as Audrey, but close.
So really, you could easily take 4-5 powers (ST hold, AoE hold, Slick, AA and Jack) and you'd essentially be stupid to take any of the others. I can't think of another control set that is so self-defeating.
IDK, maybe too much reliance on Ice Slick is the problem. I suppose if you skipped that, the immobs, sleep and shiver could combine for a useful ranged build.
Anyway, people can say what they want about Gravity control or Fire control being weak, but I'd take either to 50 over another Ice. -
Not sure you were looking for a critique, but there are some errors in your build strategy that could be useful to others thinking to roll one of these:
Quote:No problems here. I would have done the same thing.I took Fire Control/Char and Earth Assault/stone spears(required) at lvl 1. I always skip the single target immobilize and its a good idea to keep your target held while you pummel him.
Quote:Lvl 2 was Earth Assault/stone mallet. This was a good choice as I needed more firepower.
Lvl 4 I took Earth Assault/tremor. As a PBAoE attack, it is a good way to whittle down mobs.
Quote:Lvl 6 I took fitness-swift as I always do with all my toons. Basically, getting ready for the other fitness pool powers.
Quote:Lvl 8 By this time, I was taking quite a few lumps so I need a defensive power. I took Fire Control/smoke which has to-hit debuff and -perception as I thought it would be good to use if I had to stealth a part of a mission.
Quote:Lvl 10 I took Fire Control/hotfeet and my idea here was to use it as a brute like damage aura however, the endo cost of 1.0/per second was too much to keep it on at all times. So, I ended up using it as a defense, as it causes enemies to flee.
I would've went with either Hurl Boulder for another attack, or another fitness pick if I were planning to skip health which i often do. You're only level 10, so foes shouldn't be that tough and being able to get a lot of your pool powers out of the way early is nice.
Quote:Lvl 12 I took flight-Air superiority as I always do with all my toons. The extra attack came in handy.
At this point, I had to change the difficulty back to 0/0. I was barely able to survive and would run out of endo quite often.
Quote:Lvl 14 Flight-fly.
Furthermore, fly would be the last travel for this build I would take. A lot of your powers require you to be on the ground to activate. Not good if in combat, you have to toggle fly on and off a bunch of times.
If stealth was an interest to you (as per your Smoke comment), I would've went with Super Speed if I needed a travel power at 14.
Long story short, I would have taken Health maybe from fitness, or another pool power like assault, or maybe even snagged Hot Feet here knowing I wouldn't actually use it til after 20.
Quote:Lvl 16 Fitness-health
Quote:Lvl 18 I noticed that I could keep hotfeet on almost all the time, to use it effectively and keep foes immobilized, I took Fire Control/fire cages.
Quote:Lvl 20 was fitness-stamina
Quote:Lvl 22 I tried to beat the sea witch(orange EB) and was unable to solo her, I had to recruit help. Also, I took Fire Control/flashfire as an AoE opener, then hit them with fire cages and then let hotfeet and my attacks do the work. Thr combo worked well, but I died alot as well. I then tried flashfire, hide behind a corner, then immoblize and that was more effective.
Honestly, I've kicked other doms off the /earth team we're running if they repeatedly use -kb when we're stacking knockdown with /earth and ice slicks and earthquakes.
Quote:Lvl 24 Earth Assault/Heavy mallet Was needed as my ability to finish foes was dwindling.
Quote:Lvl 25 Things were going great, up to this point, I was able to solo three EBs. Blue phaser(red) Golden sphinx(orange) and Leoknight(orange). Most mobs were easy to dispatch using tactics like hit and run, reverse pulls etc.
There would be little problem soloing content up to 5-man team size I'd wager with such a build. Concerns would be endurance and getting mezzed. Domination would solve both of those and I'd have Hasten to get it up as much as possible.
At 26, I'd go with another pool power or maybe PB if I didn't have it yet. For pools, I could take vengeance (if I teamed a lot and was thinking about taking PB), or Weave from fighting. Or if I disliked those, I'd take my true travel power here (anyone I want as I'm a long time vet).
At 28, I'd go with Seismic Smash.
At lvl 30, I have another 'open' pick. So pool power or PB or maybe Bonfire or smoke.
At 32 it's the imps.
35 I could take mudpots if my end costs weren't bad and I was a pure meleer. Otherwise, I could take any of the 'maybe' control powers I mentioned before, or yet another pool power.
At 38, it's Fissure.
For my 40s, I'd probably look for an end recovery power from Mu or Soul. Probably a shield power as I'd be in melee a bunch. I'd throw in the AoE attack for more dmg goodness at close range. And top that off with maybe another pet, or soul drain/elec tier 9. -
As of 8:25 PM eastern, we cannot enter mission doors without the game freezing up.
Oh, this is on Virtue btw. And in Cap Au Diable. Whole zone of people couldn't enter missions and were getting ported to mystery doors when they'd log back in.
EDIT: Switched to Triumph server and not having problems so far. -
Quote:11Hah! Count me in when you hit 40, Hart of Rock an Roll is my Earth/Fire dom.
Too much potential for good jokes - like 'Thump-thump, thump-thump, thump-thump, thump-thump' when casting Earthquake :P
Maybe I'll have to roll an Earth/Earth - what level are you guys currently? -
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We rolled up an impromptu all /earth dom team on Virtue tonight. Have 5 regulars.
Team so far is:
2 Ice/Earth
1 Plant/Earth
2 Earth/Earth
The /earth stacks surprisingly well with all the knockdown. Staggered tremors are awesome. I found it really was enough control that our team pretty much ran through the first 11 levels using mostly our secondary. I personally, have a single power in my primary.
We didn't really set out to have a major ST running, but it was a lot of fun, so I figured I'd throw out an open invite in case anyone is interested in running a /earth. We'll mostly be playing sun, tue, thu 8-11 pm eastern. Send me a PM @DarkCurrent. -
I had CE on my grav/ice for awhile, but that was solely because I had a slow dmg proc in it and liked to fight in melee. It also helped in PvP when you closed to melee to unload swords on some tank or scrapper.
After the PvP changes and melees all get slow resists, then the dmg increase last update, I just went ahead and respecced into a more AoE-centric build.
Of all the oddball powers available to doms, CE seems the oddest because /ice isn't a particularly melee oriented set and the attacks already have slow side effects, so why have a short range melee slow aura?
From the looks of the /earth set and mudpots, that type of power seems to be a better fit.
The only situation I can see taking it is if you have a primary that's melee oriented like ice/ and fire/. However, both of those already have PB AoE slow powers, so it's pointless to take both. For grav/ you're not really melee, but worm hole allows you to drop mobs at your feet, so you can get mileage out of CE for that purpose. -
Grav/Ice is a great combo. I highly recommend it.
You can really focus on your assault powers early as there's not many 'must haves' to take from your primary until after 20.
/ice has ice sword circle for PBAoE at lvl 4... earliest you can get one
Frost Breath and dmg proc'd Crushing Field will give you some decent early ranged AoE. Add in your patron AoE later.
Between those and the swords, you can pick melee or ranged or both.
Only secondary power you can skip without blinking is chilling embrace. The others are good to great powers. And you don't have to worry yourself with taking a snipe or not.
Primary you take grav distortion, wormhole, singularity, grav distortion field for sure. Crushing Field is nice if you proc it up. Then, you can take 1 (maybe more) of the following 3: crush, lift, propel. It depends on your play style and what you like. Early in your career, you'll probably want crush and propel for their control features. You can respec out of them later. Skip Dimension Shift or face ridicule.
That about sums it up. -
I'm no expert, but I'll take a stab at it.
Browsing the CoD info I see that wormhole provides a TP mag of 4.1 while TP foe pool power is 2.1. Paragonwiki then lists teleport as a status effect.
My guess is then that those numbers are the magnitude ratings of the powers. So if they're equivalent to those for control powers, that means that WH can tp anything with 4 or less mag resistance (bosses and lower) while TP foe is only going to get targets with 2 or less (lieus and mins). I'm basing that off of the mag resistance table from Paragonwiki
Now, what mag resist do things like mitos have, idk exactly. And I'm not sure if the power analyzer will show them to you or not. -
So you're lvl 6. You have what, 3 slots in your single target hold (Char, btw)? And you have it AT BEST slotted with lvl 9 TOs. Accuracy, recharge, maybe hold duration?
Now you're facing an EB that needs 3 non-dom holds stacked. But you only have that one hold at this level. Even if you could by some combination of domination active and blind luck manage to stack enough mag to hold the EB, it'd last maybe 2 sec by virtue of it being essentially +3 lvl to you and your enhancements sucking.
And you're asking about dominator survivability?
I realize you're new to the AT, but come on. That's like driving a 2-seater sports car head-on into a tractor trailer and wondering if the car's safety rating improves with more mileage. -
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Don't overlook /thorns for AoE dmg.
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Congrats to those who made the ride to 50. I know a couple others are close, but I'll be afk for a week, so I can't help you with those last 2 levels.
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I have the 2 dmg procs in mine, plus a range enhancer. It adds some decent damage to the mix. But I'm earth/thorn and so I can stack it with Quicksand, Earth Quake and Volcanic Gases. Then hit the mobs with Fling and Thorn Burst while they're slowly baking and quaking away.
All those powers are procd for dmg btw. -
I don't think teaming would very accurate from a snapshot. One second someone could be unteamed (just logged on, or just left a team), and the next they could be teamed.
And how would you want to handle HEAT and VEAT data? Combined, separated, or not at all?
From a snapshot of the Pinnacle Server - CoV @ 5:50PM EST I found:
4 SoA
2 Widow
16 Cor
11 Dom
26 MM
15 Stalk
21 Brute
If that's all the data you're looking for, I think you could easily get volunteers to record a log here a few times a day for a week or two. Then, you just need one person to compile the data. -
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Quote:Yeah, I think you can probably squeeze another 5-10% performance upgrade out of the doms I was testing. So for me, that'd increase their performance upwards of 20% from pre-I15 status.Some of the most ferocious build optimization I've seen on the boards is on the Scrapper forum - and that's an AT notorious for being idiot proof.
Dominators were also known for ferocious build optimization, but it was all in one direction: maximizing recharge to get the most out of a quirk of their inherent, and in many cases maximizing the utility of one horribly imbalanced power in one set.
You don't have to make an AT broken as designed to make it an interesting challenge for min/maxers, and that seems to be the guiding principle of a lot of the recent AT and power changes. I actually agree that popularity is not a good design goal; it is, instead, a side effect of designing for good base utility in addition to high maximum potential. And it's my personal opinion that the maximum potential of revamped Doms has barely been scratched, given that DarkCurrent's recent tests post positive results for builds that weren't changed at all from their pre-revamp iterations.
I wonder if I should go ask about my Dom build on the Scrapper forums...
Prior to I15, I can say with confidence that my average doms already outperformed my average corruptors as far as infamy earning went. And they were nearly the equal of my average brutes although there were only 2, both of which are AoE heavy. I only tested one MM, and he was slow. I haven't tested stalkers at all, but I don't see how one could outdo a dom in the scenarios I worked with.
So from my perspective, the AT has gotten stronger with the revamp. I just don't know if it's going to make a difference in regard to popularity. I haven't seen a huge difference there after a couple months of the revamp. But redside as a whole seems to be slowly but surely losing numbers. I blame that on lack of exclusive content. All we've had since release is Grandville lvl 40+. Everything else has been shared and/or cooperative. All the new plots Paragon City centered (RWZ, Midnighters vs Rikti, 5th column return) and are hammered into the CoV storyline as seeming afterthoughts. The CoV storyline itself has advanced zero since launch. Shouldn't Recluse give up on the Destiny Project by now? And why are villains still cow-towing to that guy? Why do villains need to live in the Rogue Isles anyway? Shouldn't we be taking over the gangs and thugs of Paragon by now?
Which leads to the million dollar question: why should someone start playing dominators even with the buff? If they've already exhausted redside content with their brutes, cors, and MMs, what's there to do?
I think new powersets help, but you still run the same 50 lvls of content. I was hoping AE would spice things up, but that's degraded into a pile of farms and broad ranged missions that are either way too hard or way to easy. Maybe GR will change things, but I think that's where the whole Dom vs Controller viability issue comes to play? Both ATs offer primary control. One has dmg as 2nd and the other buffs. Which will appeal more to the new player that's bound to pick up the game when GR launches? And how does control compare to the other foci of the other ATs? -
I was more interpreting this as not minimal impact for those permadoms who had enough recharge to 2x-3x stack the dom dmg boost. For them, they got nerfed and they're not happy.
For the 'average' permadom who only had recharge to keep 1x domination dmg boost at all times, they didn't see a damage decrease when the dom dmg boost was moved out of domination.
For the non-perma player, the apparent holy grail for the devs, they ARE seeing an OVERALL damage boost as measured by DPM. There are some exceptions in individual powers, namely PSW. -
Here's my analysis of these 3 dominators' performance change from I14 to I15:
1) Earth/Fire/Mace
Before looking at this dominators numbers in detail, here are the changes that I15 brought to /fiery assault:
- Flares: Decreased this power's damage scale from 1.0 to 0.878, increased its recharge from 2.2 seconds to 3 seconds and increased its endurance cost from 3.69 to 4.37.
- Incinerate: Increased this power's DoT damage scale from 1.81 to 2.12, increased its recharge from 8 seconds to 10 seconds and increased its endurance cost from 8.53 to 10.2.
- Fire Blast: Increased this power's direct damage component damage scale from 1 to 1.64, increased its recharge from 4 to 8 seconds and increased its endurance cost from 5.2 to 8.53.
- Combustion: Decreased this power's damage over time component damage scale from 1.2 to .8, increased its recharge from 15 seconds to 17 seconds and its endurance cost from 13 to 16.
- Blazing Bolt: Increased this power's direct damage component damage scale from 2.12 to 3.56, increased its recharge from 12 seconds to 20 seconds and its endurance cost from 14.4 to 18.5.
- Blaze: Increased this power's direct damage component damage scale from 2.12 to 2.28, increased its recharge from 10 seconds to 12 seconds and its endurance cost from 10.4 to 11.9.
However, diminishing the excitement of that finding is the endurance expenditure data. The changes show increased endurance costs for all of the altered fiery assault powers. In other words, despite using fewer attacks, this dominator spent MORE endurance for Blaze, Blazing Bolt, Fire Blast, Flares and Incinerate. The result was mostly felt by Blaze, which had a 13% decrease in Damage per Endurance (DPE). The other fiery assault powers showed mostly increases in DPE although none were beyond the 30% boost to BASE dominator damage. Therefore, taken as a whole, the set received a nerfed buff because while this /fire dom is doing more damage, and using fewer attacks, hes also paying more end for those attacks and their DPE boost is less than the ATs base 30% boost with the movement of dominations damage to full-time.
On a positive note, Damage per Hit was improved for most attacks. Of special note is the damage output of Fire Blast, which experienced a near doubling of its DPH.
Oh, and Blazing Bolt does phenomenal damage now. If youre going with a ranged dominator build like this one, I highly recommend it. Especially BB after poisonous ray + fiery embrace and you get the Mantis Sting proc to fire. Ouch.
To conclude, Im not sure why /fiery assault had to be scaled back as much as it did to accommodate the I15 revamp. My testing with the set (this earth/fire and a plant/fire) before and after the I15 revamp has shown it to be an average performer with regard to IPH earning. I imagine there are some combos that would do better, but so far my /psi wielders are the kings and that set received an overall BOOST. I think the devs need to look at the end costs of these powers again and trim them some.
2) Grav/Elec/Mu
Before looking at this dominators numbers in detail, here are the changes that I15 brought to /electric assault:
- Charged Brawl: Reduced this power's damage scale from 1.96 to 1.32, reduced its recharge from 10 seconds to 6 seconds and reduced its endurance cost from 10.2 to 6.86.
- Havoc Punch: Reduced this power's damage scale from 2.6 to 1.96, reduces its recharge from 14 seconds to 10 seconds and reduced its endurance cost from 16.4 to 10.19.
- Zapp: Increased this power's damage scale from 2.76 to 3.56, increased its recharge from 12 seconds to 20 seconds and increased its endurance cost from 14.4 to 18.51.
- Thunder Strike: Decreased the damage scale of single target portion of this power from 2.56 to 2.04, reduced its recharge from 20 seconds to 16 seconds and reduced its endurance cost from 18.5 to 15.2. Reduced the area of effect portion of this power's damage scale from .42 to .31.
Oddly, although the 3 melee attacks all had their recharge lowered, 2 of them were used less often than during I14. Some of this can be attributed to the increase DPE and DPH of the ranged attacks, but I think moreso from the increased use of AoEs and their resulting damage. In other words, this dominator was able to defeat mobs successfully at range following the opening control move (worm hole or gravity distortion field), and didnt have to rely on as much melee damage.
However, looking at the melee attacks DPHs shows a disappointing drop in performance for all 3 despite the dominators base damage increase. Its sad to see a set that was once considered the dominator melee king has fallen backward into the pack with the other assault sets. I think similar to /fiery assault, too much was taken from this set to bring it in line with the others.
The most positive data from this dominators testing is in the endurance department. As a whole, end costs were down or commensurate with increased power usage. This resulted in increases in DPE for EVERY attack power, the only dominator tested to exhibit this.
3) Mind/Thorn/Mace
Before looking at this dominators numbers in detail, here are the changes that I15 brought to /thorny assault:
- Skewer: Increased this power's damage scale from 1.64 to 1.96, increased its recharge from 8 to 10 and increased its endurance cost from 8.53 to 10.192.
- Thorn Burst: Increased this power's damage scale from .9 to .95, increased its recharge from 3 to 5 and increased its endurance cost from 4.37 to 6.032.
- Impale: Increased this power's damage scale from 1.32 to 1.64, increased its recharge from 6 seconds to 8 seconds and increased its endurance cost from 6.86 to 8.53.
Why would the dominator use more controls after the I15 revamp? Was he more threatened, throwing out controls while battling for his life?
I think actually quite the opposite. Looking at the damage numbers shows that DPM, DPE and DPH were up for every assault power. To me, this means the higher damage led to faster defeats led to increase time and opportunity for control usage.
Another positive result is that endurance expenditures were down for most assault powers, meaning he was able to defeat the same enemies as with I14, but using fewer attacks and less endurance. This is evidenced by solid gains in DPE for most attacks.
I think theres one power that could use a boost after looking at this data. Ripper. When compared to Skewer, Ripper the tier 9 assault is actually doing less DPE and DPH. Im not sure if this is because Ripper is a narrow cone, but on a per target basis, Skewer is hitting harder..
In conclusion, this /thorns dominator showed improvement in all areas with the I15 revamp. Despite that, he still finished in last place with regard to infamy earnings. I dont know exactly why that is considering his vast arsenal of attacks. But comparing the average overall DPM from all the dominators on the same graph (data not shown) shows that hes in last place.
Why is the big question? I think the answer lies in two areas: pets and procs. As a mind dominator, he has no lvl 32 pet. And while confusion can make anything into a pet, casting that power takes time and the resulting pet has unpredictable behavior, making its contribution to DPM sketchy at best. Meanwhile the other 4 doms have dedicated lvl 32 pets. Previous studies Ive done has put pet dmg contribution at about 20% of the dominators depending on the pet. Clearly, confused pets dont offer that level of damage contribution.
The issue of proc damage contribution is also important. The ice/, earth/ and grav/ doms are making extensive use of multiple damage procs in powers that would otherwise do minimal or no damage (Artic Air, Crushing Field, Earthquake, etc). I cant put a solid % dmg contribution on these procs, but 10% would be a fair estimate. This mind/thorn dominator has no dmg procs in his build, so therefore hes easily 10% behind the doms that are procd up.
Combined with the lack of reliable pet damage explains why hes lagging behind. While I cant do anything about the pet issue (he does have his veteran pet), I can go over his build and see about squeezing in some damage procs in powers like Total Domination, Terrify, Fling Thorns, and Thorn Burst. -
Quote:You misunderstand me. I wouldn't bet against Frosticus that dom population hasn't increased with the buff.^This
I like the changes that were made. Permadoms weren't nerfed. You can still do significant damage while perma domed (besides Permadom should have always been about the Control not the damage.) The changes simply made Doms more viable for the average player.
Doms have become much more popular since the changes in my opinion, I've seen quite a few since. Whether this is in direct relation to the changes or not, who knows unless a poll is taken.
I rolled a dom after the changes. I love my dom and am currently working on Permaing her (she isn't gimped without perma either which makes the AT more attractive in my eyes).
I hate to say it.. but Castle made a great decision with this change.
Yeah, there are a few more doms overall, but their place in popularity is still 4th and pretty far behind corruptors, brutes and masterminds.
Do a team search on several servers over several days at different time points and you'll see what I'm saying. Heck, many times I've checked doms are in 5th behind stalkers.
So to conclude:
1. AT damage/performance improved - yes
2. AT popularity improved - no
3. Were Castle's STATED goals achieved?
# Eliminate Jeckyll and Hyde feeling.
# Improve "feel" of low level play.
# Have minimal impact on "Perma-dom" players.
# Increase Dominator vs. Controller viability.
a) yes, to a degree - domination is still important to click for the endurance and increased control
b) maybe (I personally haven't noticed a huge difference)
c) for some 'yes', for others 'no'
d) I assume this is reference to 'Going Rogue' ability to crossover, so only time will tell. -
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Everything you said highlights the situational use of Dimension Shift and the exact reasons it should NOT be the only AoE control available in the early game.
I'll ask point blank, Dahjee, when would you use Dim Shift other than 'oh crap' time? Do you open a fight with it? Do you use it to speed up your team's progress? Does it get used mid-fight? Does it stack with other controls you have?
Compare it to all the other control sets. By lvl 12, all of them have an MULTI-situational bread-and-butter AoE mezz available. And I can answer yes to each of my above questions.
And don't take this as grav bashing. I enjoy the set and think it's the equivalent of the others by the late 20s. I just don't understand why it has to be special at having no AoE control until GDF, which with its super long recharge makes it available every other fight... maybe. -
I tried immobilizing the nicti and it didn't seem to work on any of them. Romi, on the other hand, is easy to immob. But unless you can separate the 2 with something like taunt, I don't see that strategy as feasible.
I think we just need a larger team. Then, get a couple people with some good resistance/defense to melee with Rom while the rest of us stay at range. That would minimize the heals and give us enough damage to take him down fast. Plus, we definitely need one person dedicated to killing those spawned nicti that keep shooting us from range.