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Quote:I have a Plant/Fire/Fire, so I'm a bit biased.Hoping to get some insight, I am finally getting around to playing Plant but am a little stumped at what secondary to pick with it.
I saw a good guide for plant/fire, but correct me if I am wrong it looks like it might go better with a more melee oriented set? Thinking might go great with /earth and maybe even /energy.
Any tips would be helpful.
That said, Fire and Thorns have good AoE damage. Earth hits hard too, but the AoEs are smaller, so you need to make sure the mobs are all grouped together.
For a Plant Dom, that's pretty simple using Seeds of Confusion to get the mobs beating each other up and Roots to keep them bunched up.
To me, Embrace of Fire makes Plant/Fire/Fire the clear winner. /Fire has no damage mitigation at all, but Plant/ has a ton of mitigation handy with Seeds, Roots (after using Seeds), Vines, and (to a lesser extent) Carrion Creepers.
The fact that you can get even more AoE goodness with the Fire Epic (that gets MAJORLY buffed by Embrace of Fire) makes Plant/Fire/Fire a solid choice. -
Quote:It isn't really cheap to Perma with Earth/Fire because the cheap IO sets with recharge are KB and Sleeps. You don't want to add KB IOs to Earthquake, as people will fly all over the place. You likely won't want Salt Crystals, as it isn't really thought well of.Now before people start clamoring about me putting up a mids build, I can't. I have some issues that make it a challenge to use mids.
All I'm really looking for is which sets should I be taking a look at for a cheapy-midrange perma build.
Thanks for your time/input in advance.
Hero/Villain merits make it a bit easier to get the really expensive pieces than it used to be.
I sat down and quickly came up with the following:
4 Basilisk's Gaze in Fossilize and Volcanic Gasses (7.5% each)
5 Decimation in Flares and Fire Blast (6.25% each)
5 Crushing Impact in Incinerate (5%)
5 Positron's Blast in Fire Breath (6.25%)
5 Stupefy in Stalagmites (6.25%)
5 Obliteration in Combustion or Consume (5%)
4 Call to Arms or Expedient Reinforcement in Animate Stone (6.25%)
3 LOTG Recharge IOs: 1 in either Combat Jumping/Hover, 1 in Frozen Armor and 1 in a Defense mule set [like Concealment or Leadership] (7.5% each)
This gives 78.75% recharge. Add Hasten and you're Permadom.
Somebody might think of something else I might have missed. -
Quote:I'm assuming you mean good synergy with Mind Control, right? Mind Control really works well with anything. It's arguably the best set for locking things down.I recently came back to CoX and have begun to try some new ATs.
I've got blasters, the VEATs, and a stalker all up and good, but the Dominator continues to elude me.
I tried a Mind/Psy and while it definitely dominated everything, it didn't quite appeal to me as much as I had hoped. (Not really sure why, perhaps it's all the psy damage.)
I've read up on some of the other primaries and secondaries and found cold, elec, and fire to interest me, but I'm curious to know if any of them have good fusion with each other.
Mind/Psi is actually good until you run into Psi resistant mobs (Carnies and Robots). I have a Mind/Energy and love it. It's a little light on AoE damage, but it gets better after 41, when you can get a Patron Power to help there. Mind/Fire works well together too. Fire has decent AoE potential with Fire Breath and Combustion as well as good ST attacks with Fire Blast and Blaze. Embrace of Fire helps juice up the damage. Add the Fire APP and you have a VERY damaging character.
Mind/Earth can be just as devastating, provided you like being in Melee Range. -
EricHough is correct. Mid to late 30's is doable, provided you have the time and money.
My first Dom (Plant/Fire) went PermaDom at 34, My current Mind/Energy Dom is was almost PermaDom at 34, and is PermaDom at 40.
You need around 140% recharge to nearly PermaDom. I've always felt better at around 160%+ recharge, which gives you some float time efore needing to hit the button.
Unlike Eric, I usually put Hasten on Auto and hit Domination when needed, YMMV.....
Here's my current build as an example. IMO, I didn't sacrifice too much (Granted, I don't have a full on Travel power, but I've been using Ninja Run + Power Slide and get around pretty fast). I only have 2 LOTGs in the build, which means I can add at least 2 more for another 15% recharge.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Non Compos Mentis: Level 48 Technology Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leadership
Villain Profile:
Level 1: Mesmerize -- Acc-I(A)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9)
Level 4: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx(15)
Level 8: Power Push -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(15), Entrpc-Dmg/Rchg(17), Entrpc-Dmg/EndRdx/Rchg(17), Entrpc-Heal%(19), Ruin-Acc/Dmg/Rchg(19)
Level 10: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Ruin-Dmg/Rchg(25)
Level 12: Confuse -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(25), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(27), Mlais-EndRdx/Conf(29)
Level 14: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(29)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), EoCur-Acc/Hold/Rchg(33)
Level 20: Telekinesis -- EndRdx-I(A)
Level 22: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 24: Invisibility -- EndRdx-I(A)
Level 26: Terrify -- U'spkT-Acc/EndRdx(A), U'spkT-Acc/Fear/Rchg(33), U'spkT-Acc/Rchg(33), U'spkT-EndRdx/Fear(34), U'spkT-Fear/Rng(34)
Level 28: Total Focus -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 30: Maneuvers -- EndRdx(A)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(37), Mlais-Conf/Rng(37), Mlais-Acc/EndRdx(37), Mlais-EndRdx/Conf(39)
Level 35: Mass Hypnosis -- Hbntn-Acc/EndRdx(A)
Level 38: Power Burst -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Heal(A)
Level 2: Stamina -- EndMod(A), EndMod(40)
------------
Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 6.75% Max End
- 5% Enhancement(Confused)
- 76.25% Enhancement(RechargeTime)
- 21% Enhancement(Accuracy)
- 2.2% Enhancement(Terrorized)
- 4% FlySpeed
- 45.78 HP (4.502%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.75%
- MezResist(Immobilize) 9.9%
- 11% (0.184 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 2.5% Resistance(Negative)
- 4% RunSpeed
- 1.5% XPDebtProtection
Set Bonuses:
Decimation
(Power Bolt)- MezResist(Immobilize) 2.75%
- 11.45 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Dominate)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Bone Smasher)- MezResist(Immobilize) 2.2%
- 11.45 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Power Push)- 10% (0.425 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Power Blast)- MezResist(Immobilize) 2.75%
- 11.45 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Confuse)- 2.5% (0.042 End/sec) Recovery
- 2.5% Enhancement(Confused)
- 2.5% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Hover)- 7.5% Enhancement(RechargeTime)
(Hover)- Knockback,Knockup protection (Mag 4)
(Total Domination)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Grant Invisibility)- 7.5% Enhancement(RechargeTime)
(Terrify)- 2.2% Enhancement(Terrorized)
- 2.5% Resistance(Negative)
- 1.5% XPDebtProtection
- 5% Enhancement(RechargeTime)
(Total Focus)- MezResist(Immobilize) 2.2%
- 11.45 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Mass Confusion)- 2.5% (0.042 End/sec) Recovery
- 2.5% Enhancement(Confused)
- 2.5% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Power Burst)- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
Ignore the placement of the slots, as this was a respec build. Originally, I had all of the recharge sets,except for the ones in Terrify, slotted by 35. That had me at around 71% recharge. The Fear set gave me an extra 5%.
At 50, I plan on slotting the Purple Sleep set for Mass Hypnosis and maybe the Purple Confuse set for Mass Confusion.
I disagree slightly with Je Saist's assesment that you "have" to compromise your build to get early PermaDom. It is definite doable without too much of a sacrifice. Especially now that Fitness is inherent, which frees up 2 - 3 available powers for LOTG mules. -
Quote:If top ST Damage on a Villainous AT is #1 for your friend, Corruptor is the wrong AT. Your friend would be much better off with a Dominator.I have a friend (no really) who wants to start CoH, but is somewhat particular about what he plays in MMO's, and has asked for a character that matches the following:
- must be evil (villain)
- must be ranged
- must be high damage
- must be focused on single target damage, preferably the highest ST damage
- preferably the combo would be hard to play *well* skill wise (as opposed to hard to play due to bad synergy, gimped, etc)
I explained to him that CoH does tend to favor AoE in many areas, but he still wants to be the ST guy.
I have no experience with Corruptors, but just looking at paragon wiki I was thinking of Rad/Kin, as it appears to be ST friendly, and Kin allows for stealing +DMG.
However, I could be way off about how Rad is performing and where it sits in the AOE to ST spread.
Any ideas on challenging villainous extreme ranged dps?
Dom base ranged damage is #2 on the Villain side. Dom base melee damage is #1 in the game, and they have the hard controls to make things easier.
A /Fire or /Energy Dominator can pump out great damage numbers.
I'd recommend:
Mind/Energy
Mind/Fire
Plant/Fire
Fire/Fire.
Fire/Fire would probably be most damaging, but the least safe. A /Energy Dom is very ST focused, very damaging, and the knockback is great mitigation for a solo player.
Either that or make a Praetorian Blaster into a Villain. -
Quote:Overall, I agree with your assessment. The only caveat I'd add is that a Dom can get some really good AoE attacks with Epic/Patron pools at 41. Anything/Fire Doms in particular can use the Fire epic to get 2 very good Aoe attacks that are buffed by Embrace of Fire....In short, if you prefer AoE and team support, go for the Corruptor. If you prefer laying on massive single target damage (plus some really good controls) go with the Dominator.
Keep that in mind when selecting between the 2 ATs. -
Quote:Eiko-chan speaks the truth.Dominators should do more damage, barring the right set of debuffs from the Corruptor's secondaries (-res debuffs plus Scourge probably put the Corruptor on top).
A general rule of thumb is, however, "any villain AT will be able to do ample damage."
Dom Damage Scale:
Melee: 1.05
Ranged: .95
Corruptor Damage Scale:
Melee: .75
Ranged: .75
For comparison, Blaster Damage Scale:
Melee: 1.00
Ranged: 1.125
In the absence of any buffs or debuffs, Doms hit hardest with melee and are the 4th most damaging from Range (behind PB/WS Nova form, Blaster, and SoA).
This is why some say that Doms don't really have a secondary, but 2 primaries. -
Quote:I concur with Negate. The numbers for Melt Armor are quite poor for a Dom. Even with your crazy good recharge, I think you could use another control to either better neutralize a second spawn, or as a panic button.I would drop Melt Armor. It's a cool power but it has a small radius and An Embrace of Fire buffed Fireball and RoF makes Melt Armor look silly....
I'd recommend swapping out Melt Armor for either Vines or Spore Burst.
I'd go Vines, as held bad guys are easier for you RoF and Fireball than slept bad guys. -
Quote:While Memphis_Bill is technically correct, the difference between Permadom and non Perma is HUGE. Holding Bosses with 1 application and EBs with a couple is devastating. That and the mez protection while in Domination is priceless....And I'm not sure what miladys_knight is doing. Permadom is useful, sure, but I have exactly zero. Don't forget our damage got moved *out* of domination, we've got that all the time.
To me, another thing that makes Permadom a no brainer is that there really isn't anything else you can build for with IO sets that will be as helpful as Permadom would be. Faster recharge=More Holds and more damage.
At high enough levels, Doms with the right powersets can neutralize and eliminate spawns without being touched. It is truly an awesome sight. -
Another vote for either a Warshade (from 18 to 41 there really isn't a bad power choice), or a Plant or Earth/Fire/Fire Dominator.
With $$$ and Merits, you can get Perma Dom by 35 or so without gimping your build in the slightest.
I really dig my Plant/Fire/Fire Dom. When Domination is up, forget it. As long as you stay aware of your situation, you can handle anything short of an AV with the Purple Triangles of Doom with little trouble.
Warshades are equally good minion munchers. They don't handle solo hard targets quite as well, but they are still very potent. -
Quote:All Brutes "can solo without tons of IO requirements". Seriously, they all can. Energy Melee is single target focused, so if you were looking for AoEs, you chose the wrong power set. Damage wise, Whirling Hands does as much damage as any PBAoE in any set, but people generally hate it because an additional % to Stun is arguably the least helpful secondary effect there is.I came back to the game after a 2+ year hiatus for Going Rogue/Alpha Strike. I play mostly blue side, and rolled up a Praetorian Energy Melee/Electric Armor Brute i've since taken to Paragon (i won't post the build since it's very utilitarian atm, still slotting SOs). I'm just hitting my 30s and inadvertently it seems as though my build is very specialized for single boss/lieutenant fights and seems to get overwhelmed against large white conning mobs of minions and has some severe endurance problems as well. I just don't think i can get past the combination of slow EM animations and the lack of any real AoE until 49 though i know a couple of well slotted procs would handle the endurance problem easily.
So first of all, if you were me, would you re-roll?
Second of all, what primary/secondary/ancillary sets would you recommend? My goals are for a well balanced build who can solo without tons of IO requirements (i am a little on the poor side...5 sets of Kinetic Combat are not within my grasp currently) and will most likely be a praetorian to blue side build.
I know i'm asking a lot, but if you have any mid's builds you can post or PM me that would be great too. I wouldn't ask, but clearly I need some help from the experts.
Thanks,
VK
You'd have to determine for yourself if the Single Target focus of your set doesn't cut it. On my Tanker, Energy Melee is fine, but Tanks aren't supposed to take down crowds quickly. Personally, I think Brutes should have good AoE potential too. On a Brute, I'd say Fire, SS, or Stone would be nearly as hard hitting as Energy Melee, but with better AoE damage. I'd also say War Mace and Battle Axe have great AoEs and decent ST damage.
If I were to get Energy Melee on a Brute, I'd pair it with either Shields (AoE goodness and extra damage) or Fire Armor (Burn for AoE damage and Healing Flames).
I'm not so much of a build guy, but with Shields and Weave you can get about 28% defense to Melee, Ranged,and AoE attacks with Level 50 DEF IOs. If you can squeeze another 6% defense with IO sets, you can soft cap your positional defenses with a single small purple inspiration. -
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Quote:Thirded.Agreed. Perma-Dom will trump Defense any day. Especially since Doms don't have any Defense DeBuff resistence. Don't get me wrong, I'll take defense any time I can get it but if I only get one, I'm taking Recharge first.
Perma-Dom>Defense all day long. Especially with Mind/anything. Don't get me wrong. Building a Dom with some Defense or Resistance isn't a bad idea, but building for permanent Domination should be the highest priority for most Doms.
IF you decide to become a Villian and get the Villain power which allows you to fill your Domination bar whenever you want to, Perma-Dom might not be a priority. For eveyone else, it should be. -
For Doms, as much recharge as you can possibly get is preferable. I'd take Ultimo's advice and grab Hasten and build with IOs to get as much recharge as possible.
You can build for, and achieve Permadom by the mid to late 30's without gimping your build. IMO, Permadom makes a HUGE difference in your effectiveness. It isn't a requirement, but I can't think of anything else to build for that is more effective for a Dom than recharge. -
Quote:I'm no expert, but my favorite toon is currently a Plant/Fire Dom. I can give you some insight from my experience.I am thinking about switching my fairly normal ranged-ish Plant / Fire / Lev over to a more melee focused Plant / Fire / Ice build to take advantage of Combustion, Consume, Incinerate and the short range of Blaze as well as picking up Sleet and Ice Storm because they seem awesome. I've tried to go this route before while leveling up (pre I18) and it seemed like I died pretty much any time Seeds of Confusion expired, so I was thinking that upping my defense might be the key. I don't have the cash for perma-dom or many sets, so I'm looking for something that can work on just SOs and I had some of questions.
1. Is this even remotely feasible?
2. Is the Fighting pool worthwhile for a Dom?
2a. I was thinking Kick, Tough, Weave and don't actually use Tough.
3. Is Maneuvers worth it given that I probably only team 50% of the time?
1. If you don't use sets, your chances for any meaningful defense before Level 41 are nonexistent.
2. With an SO only build, I'm not sure you'd get Bang for the Buck. 3 slotting Weave and Maneuvers would net you about 11% Defense. You could do better than that popping a small purple inspiration.
3. Extra defense never hurts, but Maneuvers is a better choice if you are layering it with other defense. By itself, it's not that great.
I'd STRONGLY suggest getting as much recharge in your build as you can afford. Your best defense is having your Holds, Seeds, Creepers, and Sleep (if you took the sleep) cycle as quickly as possible. Getting LOTG 7.5 Recharge IOs is easier than ever with Hero/Villain Merits. It takes 2 Merits for a recipe. Get your recharge that way.
If you are a Villain and have Going Rogue, get the Villain Frenzy power, as it automatically fills your Domination bar.
I got PermaDom with my then Plant/Fire/Fire, and while it made me much more powerful when I saw people coming, any unexpected ambushes or mez resistant foes turned me into a greasy smear.
I went Villain and respeced into Mace for Scorpion Shield. I have around 25% Smash/Lethal/Energy defense and the difference in survivability is alarming. -
Quote:My Doms are definitely going to use Concealment, if only for 2 or 3 powers to slot LOTG 7.5% recharges in.I actually have an earth/storm, so I'm well-aware of the effects that the cages can have. I only picked the single target for that reason, it's to spam on single fast, melee-centric enemies like warwolves and force them to stay in the quicksand.
I've been seeing a tendancy to pick up the Leadership line of stuff in exchange for Fitness being an inherent. I wonder if we can find more people branching out and trying things like Stealth, Fighting, or Presence... -
Welcome back, Liquid!
First off, Warshades and Peacebringers aren't all that similar. Superficially, they both can go Dwarf and Squid, but they don't play the same at all.
In a very general nutshell, PBs play alot like Scrappers or Blappers with Defender level damage in their blasts. PB buffs are self contained (with powers like a Build Up clone, a Reconstruction clone, an Unstoppable clone, and a Dull Pain clone).
WS are more like a Blaster/Controller hybrid. They have a good number of stuns, and a really damaging hold in their human powers. Their buffs depend on defeated foes (Stygian Circle, Dark Extraction, Eclipse, both Mire powers).
The general consensus is that PBs are better at fighting "Hard" targets (Bosses and EBs) because their performance is more easily measurable. Their buffs work the same way all the time.
WS are "minion munchers". The bigger the group, the better. A high level WS can get 85% RES to all with 5 - 7 minions in range of Eclipse. They can also Mire off of that same group to get a High Damage boost, switch to Squid form and decimate the group, use Dark Extraction to get a pet from a corpse, then use Stygian Circle to get back all Health and Stamina from the defeated enemies.
A WS has much higher "Highs" than a PB, but again a PB's performance is much more steady.
The Kheldian guides, albeit a bit old, are still relevant today. Give them a good read. Justaris' guide in particular helped me loads.
If this is your first Kheld, you'll find a PB to be much easier to use. Especially if you like Melee characters or Defenders. A WS is a bit more tricky. You have to be used to utilizing a more active defense. From Level 20 onwards though, a WS gets great power after great power all the way up to Eclipse.
I have high level PB and WS characters. To me, WS >>> PB at the highest levels. Especially since we can now set missions to have more minions.
That doesn't mean that PBs are weak, it just means that a properly played WS is a force of nature. -
Quote:I'm pleased that you admitted your premise was flawed because you failed to take crits into account. There's a very good reason why people get prickly when they see posts like this.That "nerf" was to balance ATs that were now fully able to team with each other on all game content, and was already done so in i18. As others have pointed out, brutes are rarely ever at their rediculously high damage cap anyway, so lowering it a tad woulnd't hurt anyone's play style at all.
And pointing out that my test was flawed was something I was hoping to see so that I could be assured that the devs did what I thought they were trying to to do, which they did. And the nerf was not something like "Hey, let's give them such a low cap, the hit it with 50% fury!" But it was moer of "We should lower it just enough so that scrappers are still outdamaging them under all equal buff amounts."
It was not a game breaking suggestion, and as I have said since the first post, since I miscalculated the crits, there is nothing in my mind telling me that there needs to be a change.
Yes, that is what I had initially thought was the point of the BALANCE of the brute AT, and at the time of posting I thought I saw a mistake. Due to no one else mentioning it, I thought I had to have been missing something, and asked if anyone saw a flaw in what I had done. As you have here, I did miss something, and that was my lack of adding crits into the equation, so I now realize there is no problem with the 2 ATs. I appreciate the responses from people that approached it logically such as yourself, and I thank you for pointing that out to me.
Many people, myself being among them, didn't think the changes in Brutes for I18 were really necessary. They hadn't been necessary when CoH and CoV were in different worlds. They hadn't been necessary with all of the Co-Op missions. It only became an issue when Brutes were a viable Blue Side choice. It was then that some people kept stating that since Brutes, at a theoretical maximum that they could not in any way meet on their own, were "better" than Scrappers in Melee and that they "had" to be reduced in effectiveness.
Some Brute backers, like me, are still sore about this issue.
So, when we see a post asking for a reduction on Brutes for balance purposes, we get a bit cranky. We already know that Brutes, Tankers, and Scrappers have been balanced against each other. It is always those who are unfamiliar with the situation, like you yourself admitted, that keep resurrecting this dead horse.
Don't take it personally. I'm sure you meant well. -
There's nothing really to critique. Your build is solid.
Building for defense is seriously not required on your Dom if everything is Held or Confused. With your recharge level, you should always have Seeds, Vines, or Creepers as an opener. Bulbasaur can help you split aggro.
To me, you really aren't getting a lot of "Bang for your Buck" with Melt Armor. The numbers are pretty bad in the Epics. I'd consider ditching it for either Fire Ball (more AoE goodness) or Incinerate (More close range damage).
Otherwise, you really don't need anything else. -
Quote:I'm going to try to be very nice here.....I know brutes recently had their fury and damage cap changed so that scrappers would be dealing higher damage than them, but something crossed my mind the other day. If both a scrapper and a brute are at the damage cap, the brute still outdamages the scrapper, even with the lowered brute cap.
Brute base damage is at .75 and caps at 775%
Scrapper base damage is at 1.125 and caps at 500%
.75*6.55=4.9125 at max damage buff for brute
1.125*4=4.5 at max damage buff for scrapper
So if say, a claws/wp brute and a claws/wp scrapper are both on a team and that team has anything with kinetics in it, and is high enough level to use FS, then the brute will be doing more damage than the scrapper and also be more survivable than the scrapper.
From what I can tell, that means one or more of the following three things needs to happen so scrappers out damage brutes and brutes out live scrappers.
1.)Scrappers need a higher damage cap
2.)Brutes need a lower damage cap
3.)Scrappers need a higher base damage scale
Those are listed in order of what I consider most likely to happen, 1 being most likely and 3 being least likely.
Does anyone else have any thoughts on this? Perhaps I am missing something here, but it seems like the devs overlooked that when adjusting brutes in i18.
STOP...
TRYING....
TO....
MESS....
WITH BRUTES.....
ANYMORE!
They are balanced. Tougher than a Scrapper, not as tough as a Tanker. More Damage than a Tanker, less damage than a Scrapper.
You are over thinking things. The Devs have already addressed this matter. There's nothing more to look at here. Move on.
Thank you. -
Take Seeds....
Seriously....
TAKE SEEDS!!!!!
That is all. -
You won't regret the Plant/Fire Dom.
I just recently got enough recharge for Permadom, and WHOA! I'm 38 and LOVING it!
Once I get the Fire Epics, it's gonna be ridiculous! -
I was able to achieve the Nirvana of Perma Dom with this current build. Currently, I'm a Heroic Dom at Lvl 38:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Ignes Silvarum: Level 43 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Fiery Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Concealment
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:26(A), BasGaze-Acc/Rchg:10(3), BasGaze-Rchg/Hold:23(5), BasGaze-EndRdx/Rchg/Hold:25(17)
Level 1: Flares -- Salvo-Acc/Dmg/EndRdx/Rng:25(A), Entrpc-Acc/Dmg:25(3), Entrpc-Heal%:27(7), Entrpc-Dmg/EndRdx:26(9), Entrpc-Dmg/Rchg:30(15), Entrpc-Dmg/EndRdx/Rchg:34(31)
Level 2: Roots -- Acc-I:30(A)
Level 4: Fire Breath -- Posi-Acc/Dmg:21(A), Posi-Dmg/EndRdx:37(5), Posi-Dmg/Rchg:30(7), Posi-Dmg/Rng:31(15), Posi-Acc/Dmg/EndRdx:36(21)
Level 6: Combat Jumping -- LkGmblr-Rchg+:25(A), Krma-ResKB:11(36)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:21(A), Mlais-Acc/EndRdx:29(9), Mlais-Conf/Rng:29(13), Mlais-EndRdx/Conf:20(23), Mlais-Acc/Conf/Rchg:30(25)
Level 10: Fire Blast -- Ruin-Dmg/Rchg:25(A), Decim-Acc/EndRdx/Rchg:25(11), Decim-Dmg/EndRdx:25(11), Decim-Acc/Dmg:25(13), Decim-Dmg/Rchg:31(17), Decim-Acc/Dmg/Rchg:31(34)
Level 12: Super Speed -- Clrty-Stlth:15(A)
Level 14: Swift -- Run(A)
Level 16: Embrace of Fire -- RechRdx-I:30(A)
Level 18: Vines -- BasGaze-Acc/Hold:29(A), BasGaze-Acc/Rchg:24(19), BasGaze-Rchg/Hold:24(19), BasGaze-EndRdx/Rchg/Hold:25(21)
Level 20: Hurdle -- Jump(A)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(31)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(37)
Level 26: Carrion Creepers -- AirB'st-Acc/Dmg:30(A), AirB'st-Dmg/Rchg:30(27), Det'tn-Acc/Dmg:30(27), Det'tn-Dmg/Rchg:30(34), RtngG-Acc/Rchg:30(37), DblAc-Acc/Rchg:30(37)
Level 28: Incinerate -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:36(29), C'ngImp-Dmg/Rchg:34(29), C'ngImp-Acc/Dmg/Rchg:34(31), C'ngImp-Dmg/EndRdx/Rchg:39(34), Empty(43)
Level 30: Stealth -- LkGmblr-Rchg+:25(A)
Level 32: Fly Trap -- C'Arms-Acc/Dmg:30(A), C'Arms-Acc/Dmg/Rchg:30(33), C'Arms-Dmg/EndRdx:30(33), C'Arms-EndRdx/Dmg/Rchg:21(33), BldM'dt-Acc/Dmg:29(36), BldM'dt-Acc/Dmg/EndRdx:27(36)
Level 35: Grant Invisibility -- LkGmblr-Rchg+:25(A)
Level 38: Blaze -- Dmg-I:40(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
I'm almost where I'd like to be, but I have a few questions I'd like to ask the Dom board regulars.
1. Once you get PermaDom, what's the next best thing for you to target with IO bonuses? I don't really see how defense would be all that important if things are perma confused and/or dealing with my Creepers.
2. Speaking of Creepers, As you can see, I frankenslotted them for ACC/DAM/RECH. Does anybody have any ideas on a better way to slot them up?
3. Getting the Fire Epic is a no brainer. Which power would be best to take at 41, Fireball or Rain of Fire?
Thanks in advance. -
I appreciate your guide a ton.
I had to burn all of my Vet respecs, pool together my inf and spend a ton of it, pull some IOs out of some lightly used toons, and spend 6 Hero merits, but I was able to figure out how to get Permadom on my Plant /Fire, Ignes Silvarum, at Lvl 35 without gimping the build.
At 73.8% recharge, it's a little tight. Doable, but tight. I have to remember to hit the Domination button as soon as it's up.
The difference with Permadom is AMAZING! I loved my Plant/Fire and saw it's potential, but I was a squishy aggro magnet. I died a lot in the teens and twenties. Carrion Creepers was a game changer, and with the crazy recharge in my Permadom build, it's ready for every spawn. Not to mention it is now crazy easy to stack tons of Mag on a Boss or EB.
I ran an ITF with Ignes at 35. It was the best ITF I ever ran with a Squishy toon. The Cims may be hold resistant, but they ain't resistant to Perma-Dominated Confusion! The ITF went extremely well. I only died once, due to a PEBCAK error that was totally my fault.
I'm wondering exactly how much more vicious Ignes will be when I get Fireball and Rain of Fire from the Epic pool! I might not even need the Fly Trap for damage then!
Ignes was supposed to be my secondary Dom, behind my Mind/Energy. That script is completely flipped now! Ignes may now be my favorite CoX character ever! Kudos to you and your guide! I never would have considered a Plant/Fire before reading it! -
I'm going to third the Merc keyboard. Whether or not you want to pay the premium for the light up keyboard is up to you.
I've used Merc boards for the last 4 - 5 years, and I love them. I found the standard CoH layout to be quite functional.