Malice

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  1. Aaaah... true that - they haven't fixed that *typo* yet! Nice catch Shrike!
  2. Please note: I will update this guide again come i7!!!

    v1 was posted as
    The Blood Red Rose guide to Nastiness
    OR...
    Another Plant Control/Thorny Assault Guide

    When I first decided to make a Dominator, I wanted to make one that would cope in both PvE & PvP. Geographically (I live in Japan & can’t always find teams), it was necessary for me to make a toon that was able to comfortably solo. In addition, I like a toon that looks good – and plants/thorns is great on the eye candy!!!
    So… if you’re interested in making a Plant Control/Thorny Assault Dominator that’s a special fluid blend of aggression & subjugation – this just might suit you!

    In our quest to make a Dominator that’s heavily using both melee & close proximity attacks, first let’s explore the power sets of Plants & Thorny Assault (note on accuracy – most of my powers are slotted single accuracy SOs, & I’ve found that to be effective. For PvP intensive builds, you might want to consider two Acc SOs).
    Plant Control
    Entangle – A waste for you, you don’t want things able to hit you. And given this is a single target immobilize, you don’t need/want it.
    Strangler – Your bread & butter. One of the 3 defining powers of this set, and you get it immediately. A single target hold that has DoT damage. Get it, love it.
    Roots – an AoE immobilize. For pretty much the same reasons as Entangle, avoid this.
    Spore Burst – Not a bad power per se, useful in quite a few situations, but just doesn’t fit – nor do you need it.
    Seeds of Confusion – Another of the defining powers of the set. Perhaps the most useful too. You’ll use this power in your general attack MO.
    Spirit Tree – As with Spore Burst, quite useful. But given your fluid, dynamic playstyle, it’ll cramp your style as it’s an immobile power. It can be used to block, but that’s bit of a reach to take it for that alone .
    Vines – Perhaps the least of the powers that you will take, but invaluable in two ways. Firstly to build up mag to get a hold on a boss when your Domination bar isn’t fully up… Secondly, as an ‘OH HELL’ power to lock down some fiends.
    Carrion Creepers – The coolest looking of your defining powers. Very useful: they slow, they knockdown, they take alpha strikes for you. They even follow you around for a lil’ while!
    Fly Trap – Your pet. Whilst I wouldn’t regard it as a ‘defining power’, it is very, very cool looking. And helps you on your merry, villainous way with immobilizers, and damage.

    Thorny Assault (It’s important to note that all Thorny Assault is –Def, due to the redraw of Thorns.)
    Thorny Darts – Useful starting power. Nice range, you’ll keep the damage relatively low so you can use this as a ‘pulling’ power.
    Skewer – My favourite TA power. Quick animation, nice damage… but is melee. You have to get in & get dirty.
    Fling Thorns – Quite good, and part of your initial attack sequence. It’s a useful power to hit a group of your enemies, and thus make sure you get exp for them when they’re confused.
    Impale – Simply put, a great power. It is –fly, -jump, -def, -speed… so abuse that sucker. Has good range, good for knocking pesky heroes outta the sky. But beware: longish animation time. PvP notes: You might want to experiment with an extra slot of accuracy here for PvP – this is a KEY PvP power: it’s your only bring-flier-down-to-earth power. If you feel you want to go that way, steal a slot from your plant. He’ll be just as rabid without it!
    Aim – A boost to accuracy & damage. Vital to your dominance - use it to get an Impale in, that important hold, or that vital confuse.
    Thorn Burst – AoE, moderate damage. Not a bad power at all, but with this toon, I want an aggressive single-target high damage attack. Simply not enough room.
    Thorntrops – A useful slow & DoT - & especially useful if you’re pulling groups, but with all the control available to your primary, you don’t really need this. However… if you are keen to PvP, this power is excellent – especially if you’re teamed with a high-damage AT… (aka not-a-Dom).
    Ripper – Great… Animation time’s a lil’ long (as with Impale), but the damage is good, and it’s a knock-down. Again, a melee power - but has a cone (very small, most I've ever hit is 3!).
    Thorn Barrage – Awesome. Knockback, big DoT damage.

    Power Choices by level (& suggested slotting)
    Level 1 – Strangler (acc x2/hold x2/recharge)
    Level 1 – Thorny Darts (acc/dmg)
    Level 2 – Skewer (acc/dmg x3/def debuff)
    Level 4 – Fling Thorns (acc/dmg x3)
    Level 6 – Swift [runspd] (Could take Hurdle instead…)
    Level 8 – Seeds of Confusion (acc x2/ Confuse Duration x2/ recharge x2)
    Level 10 – Impale [acc/dmg x3/slow]
    Level 12 – Hover [end red] (Travel power is really a matter of personal choice, I prefer Fly due to the nature of The Rogue Isles)
    Level 14 – Fly [end red x2/flight spd x3]
    Level 16 – Health [heal x3]
    Level 18 – Vines (recharge/ acc x2)
    Level 20 – Stamina [end mod x3] (not essential, but will make life a HEAP easier)
    Level 22 – Stealth [end red] (key – necessary for the basic premise of the attack cycle)
    Level 24 – Aim [recharge]
    Level 26 – Carrion Creepers (acc/recharge x3/ slow x1)
    Level 28 – Boxing (no slots, keep for getting Domination up)
    Level 30 – Tough [dmg res x3] (helps when those holds just don’t take!)
    Level 32 – Fly Trap (dmg x3/ acc x1/ def debuff x2)
    Level 35 – Ripper [acc/dmg x3/ def debuff]
    Level 38 – Thorn Barrage [acc/ dmg x3]

    On Power Pools
    Currently I am running with Tough from the Fighting Pool, but post re-specification I shall change into Invisibility from Concealment pool. I don’t think the minimal returns we get for Tough justify it being taken.
    Other suggestions I’d make would be possibly Aid Self, Hasten, Air Superiority (tho’ this will cause redraw, so not overly recommended!).


    Plan of attack (at mid-higher level)
    We’ll look at two different modes of attack, all in all, both fairly simple.
    Firstly, attacking groups. A smaller group, stealth in & target the rear-most mob in there. Hit ‘em with Seeds of Confusion, then Fling Thorns. Throw Strangler on any loose mob. Destroy at leisure. For when you’re a higher level, and feel like tackling a larger group (especially one with a boss in there) throw Creepers in first – the rest of the cycle’s the same.
    Secondly, attacking a boss. Domination needs to be built up first, so throw your single target hold on a mob, prefer one conning yellow, and beat up on it with low damage, fast recharge attacks – dom bar should be up ‘n’ ready in no time at all. Wipe out evil beasty, then go and get nasty on that Boss-type creature!

    On other options: If you’re building a more ‘team-oriented’ toon, opt for Spirit Tree, Roots & Spore Burst – all very good powers, but more for team-play than solo dominance!

    In i7, Dominator’s are getting some love in PvP (quicker Domination building), we’ll see how this pans out. In addition, there are changes to the Toggle-dropping %s. My Brute is happy about this, my Dom is not. Still, I’ve read that Dom’s Toggle-dropping %s are going to be higher than most other ATs. Again, I’ll adopt a wait-and-see approach.

    Well, that’s about all on this, if I've helped one person, it's worth it …
    Hope to see you DOMINATING in game!
  3. [ QUOTE ]
    OMG! awsome build! made me want to make a plant/thorn dom great job! 10 cool points

    [/ QUOTE ]
    Not sure if you're havin' a dig... but... Umm... thanks?

  4. [ QUOTE ]
    Where'd the Plant/Thorn guide go?

    [/ QUOTE ]Not sure if you're replying to mine, but it's still there... I think.
  5. Thanks for the positive feedback Ice. I'm looking at getting rid of the Fighting pool & maybe taking some other powers...
    - Invisibility...
    - Thorntrops...
    Amongst other powers I want to test. Primarily for PvP.
  6. @ Tyrak - nicely written, it would seem that most of what you wrote is in concordance with my opinions too. Still, most of what you disagreed on would indicate that you play more at range than I do... please note that this guide was intended for melee range:
    [ QUOTE ]
    In our quest to make a Dominator that’s heavily using melee & close proximity attacks,

    [/ QUOTE ]
    Thus the focus on melee attacks. Again, I took this to L40 & had no problems/issues at all.

    On Roots, my response would be the same as made to Bill: not a power that I'd drop to take it. I do understand that it's a matter of choice. I made mine & I'm not at all disappointed in it.

    So it's a specific guide... very specific for a very specific build (not aimed at you Tyrak - it would appear some *dear readers* have problems with 'specific' guides).
  7. @ Eldest. Gee... yes, you're right! What was I thinking? Thanks for your constructive comment. [/sarcasm]

    @ Memphis Bill - Valid commentary (much more so than 'others') but sorry, no room for immobilizes. There isn't a single power I'd drop to take one to take a power that for a power that allows a mob to hit me whilst he's 'immobilized'. I'd agree, they have their place... but not in a melee intensive build. Please note, I've taken my Dominator to L40, playing on a wide variety of difficulties, and never once have I wanted for an immobilize.
  8. That's a fair comment.
    It is listed in the Domination guides thread in the Dominator Forum, but I do agree... & wish the thread title line was longer .
  9. [ QUOTE ]
    How about some more pvp ideas?
    Some us pvp maniacs wonder how that works.
    1/ Is your pet squishy? 2/ Do you debuff and then attack?
    3/ What is a typical attack string?
    Well, you get the idea.

    [/ QUOTE ]
    1. Pet's not so squishy, and annoying enough with Immobilizes, ranged & melee attacks that he will catch the attention of who-ever you're fighting.
    2. The only debuffs that Plant/Thorns has is the inherent defense debuff that Thorns has. I generally open with Impale, or Carrion Creepers (CC has knockdown & slow).
    3. Depends - if my oponent is airborne, then it changes a little.
    Generally on first encounter: Aim/Impale/Vines/Strangler/Creepers - then move in. Spamming Strangler every time it's available. Grounded it'll be Creepers/Aim/Impale/Strangler. Probably.
    In close, it becomes Skewer/Ripper/Brawl/Thorn Barrage/Brawl/Impale... if I can remember it and not devolve into a simple button mash. All the while, spamming Strangler. If the opponent is not held, I'll try & stay outta range a little bit. If I'm in a group melee, I'll stay out initially, using ranged attacks. Once they're all gathered, I'll hit with Seeds too - then go in.
    Within Siren's Call, I've found that a very good tactic is to cast Creepers on the water - not visible at that point & Heroes will eagerly come in. Best used in a team situation with you as the bait. Make sure your buds are ready to rush in tho'!
  10. (Originally posted in the Dominator Forums... now here I guess!)

    The Blood Red Rose guide to Nastiness
    OR...
    Another Plant Control/Thorny Assault Guide

    When I first decided to make a Dominator, I wanted to make one that would cope in both PvE & PvP. Geographically (I live in Japan & can’t always find teams), it was necessary for me to make a toon that was able to comfortably solo. In addition, I like a toon that looks good – and plants/thorns is great on the eye candy!!!
    So… if you’re interested in making a Plant Control/Thorny Assault Dominator that’s a special fluid blend of aggression & subjugation – this just might suit you.

    In our quest to make a Dominator that’s heavily using melee & close proximity attacks, first let’s explore the power sets of Plants & Thorny Assault (note on accuracy – most of my powers are slotted single accuracy SOs, & I’ve found that to be effective).
    Plant Control
    Entangle – A waste for you, you don’t want things able to hit you. And given this is a single target immobilize, you don’t need/want it.
    Strangler – Your bread & butter. One of the 3 defining powers of this set, and you get it immediately. A single target hold that has DoT damage. Get it, love it.
    Roots – an AoE immobilize. For pretty much the same reasons as Entangle, avoid this.
    Spore Burst – Not a bad power per se, useful in quite a few situations, but just doesn’t fit – nor do you need it.
    Seeds of Confusion – Another of the defining powers of the set. Perhaps the most useful too. You’ll use this power in your general attack MO.
    Spirit Tree – As with Spore Burst, quite useful. But given your fluid, dynamic playstyle, it’ll cramp your style as it’s an immobile power.
    Vines – Perhaps the least of the powers that you will take, but invaluable in two ways. Firstly to build up mag to get a hold on a boss when your Domination bar isn’t fully up… Secondly, as an ‘OH HELL’ power to lock down some fiends.
    Carrion Creepers – The coolest looking of your defining powers. Very useful: they slow, they knockdown, they take alpha strikes for you. They even follow you around for a lil’ while!
    Fly Trap – Your pet. Whilst I wouldn’t regard it as a ‘defining power’, it is very, very cool looking. And helps you on your merry, villainous way with immobilizers, and damage.

    Thorny Assault
    (It’s important to note that all Thorny Assault is –Def.)
    Thorny Darts – Useful starting power. Nice range, you’ll keep the damage relatively low so you can use this as a ‘pulling’ power.
    Skewer – My favourite TA power. Quick animation, nice damage… but is melee. You have to get in & get dirty.
    Fling Thorns – Quite good, and part of your initial attack sequence. It’s a useful power to hit a group of your enemies, and thus make sure you get exp for them when they’re confused.
    Impale – Simply put, a great power. It is –fly, -jump, -def, -speed… so abuse that sucker. Has good range, good for knocking pesky heroes outta the sky. But beware: longish animation time.
    Aim – A boost to accuracy & damage. Vital to your dominance - use it to get an Impale in, that important hold, or that vital confuse.
    Thorn Burst – AoE, moderate damage. Not a bad power at all, but with this toon, I want an aggressive single-target high damage attack. Simply not enough room.
    Thorntrops – A useful slow & DoT - & especially useful if you’re pulling groups, but with all the control available to your primary, you don’t really need this.
    Ripper – Great… Animation time’s a lil’ long (as with Impale), but the damage is good, and it’s a knock-down. Again, a melee power - but has a cone (very small, most I've ever hit is 3!).
    Thorn Barrage – Awesome. Knockback, big DoT damage.

    Power Choices by level (& suggested slotting)
    Level 1 – Strangler (acc x2/hold x2/recharge)
    Level 1 – Thorny Darts (acc/dmg)
    Level 2 – Skewer (acc/dmg x3/def debuff)
    Level 4 – Fling Thorns (acc/dmg x3)
    Level 6 – Swift [runspd] (Could take Hurdle instead…)
    Level 8 – Seeds of Confusion (acc x2/ Confuse Duration x2/ recharge x2)
    Level 10 – Impale [acc/dmg x3/slow]
    Level 12 – Hover [end red] (Travel power is really a matter of personal choice, I prefer Fly due to the nature of The Rogue Isles)
    Level 14 – Fly [end red x2/flight spd x3]
    Level 16 – Health [heal x3]
    Level 18 – Vines (recharge/ acc x2)
    Level 20 – Stamina [end mod x3] (not essential, but will make life a HEAP easier)
    Level 22 – Stealth [end red] (key – necessary for the basic premise of the attack cycle)
    Level 24 – Aim [recharge]
    Level 26 – Carrion Creepers (acc/recharge x3/ slow x1)
    Level 28 – Boxing (no slots, keep for getting Domination up)
    Level 30 – Tough [dmg res x3] (helps when those holds just don’t take!)
    Level 32 – Fly Trap (dmg x3/ acc x1/ def debuff x2)
    Level 35 – Ripper [acc/dmg x3/ def debuff]
    Level 38 – Thorn Barrage [acc/ dmg x3]

    On Power Pools
    Given I went for a more ‘Battle-hardened/PvP oriented’ build, I took Tough from the Fighting Pool, but arguments could be made for taking the Medicine pool as well – taking Aid Other & Aid Self (really helps with team-play & keeping your pet alive!)

    Plan of attack (at mid-higher level)
    We’ll look at two different modes of attack, all in all, both fairly simple.
    Firstly, attacking groups. A smaller group, stealth in & target the rear-most mob in there. Hit ‘em with Seeds of Confusion, then Fling Thorns. Throw Strangler on any loose mob. Destroy at leisure. For when you’re a higher level, and feel like tackling a larger group (especially one with a boss in there) throw Creepers in first – the rest of the cycle’s the same.
    Secondly, attacking a boss. Domination needs to be built up first, so throw your single target hold on a mob, prefer one conning yellow, and beat up on it with low damage, fast recharge attacks – dom bar should be up ‘n’ ready in no time at all. Wipe out evil beasty, then go and get nasty on that Boss-type creature!

    PvP notes: You might want to experiment with an extra slot of accuracy here for PvP – this is a KEY PvP power: it’s your only bring-flier-down-to-earth power. If you feel you want to go that way, steal a slot from your plant. He’ll be just as rabid without it!

    On other options: If you’re building a more ‘team-oriented’ toon, opt for Spirit Tree, Roots & Spore Burst – all very good powers, but more for team-play than solo dominance!

    Well, that’s about all on this, if I've helped one person, it's worth it …
    Hope to see you DOMINATING in game!


    note: TY to Constant_Motion for suggestions...
  11. Malice

    Infinity SGs

    As my colleague South alluded to...
    Within the Conglomerate, we now have 3 Villain Groups up & running.
    Joining one of them is the same process as with our SGs. Either sign up at our website, or join the Global Channel Applications & ask to speak to the appropriate representative!

    The Groups
    Strongarm Tactical Inc. - a well known company that on the surface made weapons and equipment for the military. While goverment contracts are profitable on the surface, the bulk of its profit is made by selling to criminal organisations across the globe. STI also provides the highest caliber mercs in the business.

    Cabal Enterprises - CE specializes in the research and acquisition of special antiquties, relics, and objects d'art. While other divisions may secretly snicker at the new "gourd" or "ring" that CE might go out of its way to procure, none will question the power that some of the items that some of these items embody.
    "Any item desired, may be acquired"

    Havoc Industries - Specialising in ‘Corporate, Political & Industrial Troubleshooting & Waste Management’. “Your troubles: gone. Forever.” When your boss sends you to speak to someone in ‘cleaning’, don’t go. You won’t come back.

    CEO globals
    STI - @Pseudo Nym
    CE - @South & @Red SheTon
    HI - @Mr. Fury & @Maliss


    All can be found at www.paragoncity.net
  12. Malice

    Infinity SGs

    The Conglomerate
    The Conglomerate is a collection of 3 large, active supergroups. Activity extends to our website www.paragoncity.net & in game. Pretty much always enough people on to get a team going at a wide variety of levels.
    We follow a corporate theme & our leadership is structured that way as well (CEO, Board Member). As mentioned above we are very active, and use Global Chat channels for both general communication, & for new applicants.
    The Super Groups within The Conglomerate (theme included)
    Paragon Mutants Corp.
    PMC is a super group for heroes of mutant origin. Not particularly interested in Good or Evil, just the advancement of Mutants.
    Very team oriented but strictly Mutants Only!
    Leadership
    CEOs - Big Purple Bug & Red SheTon
    BMs - 'Cable; Lucia; Psychotic Rage; RedStrike; Zyreos; Tri-Polar

    Paragon Heroes Inc.
    For heroes who want to be heroes. The heroic arm of The Conglomerate. Laws exist for the betterment of society, and as superheroes who have powers beyond the norm of that society it's our duty to help to uphold the Law. Helpful, and by our very nature aligned to the side of 'good' - that doesn't equate to 'weak'. Power to advance Right!
    Very team oriented, with a wide range of ages in our membership.
    Leadership
    CEOs - Rachael Storm & Maliss
    Board Members - Lovely Larose; Gleipnir; Silat; False; Narkon

    Mayhem Inc.
    The somewhat chaotic group! Loads of fun, uncaring as to who or what get in there way in the pursuit of arresting the villain they want. Paragon City Council often get quite upset at the damage caused in these arrests!
    Leadership
    CEOs - Red Tomax & Mr. Shivers
    Board Members - Fuschia Fury; Guilt Trip Girl; Moongoose; Psychic Avenger; South

    In general, if you're interested in joining one of The Conglomerate SuperGroups, do one of the following:
    * Join global chat channel Applications - and speak up!
    * Go to our website www.paragoncity.net & post in the relevant section for the SG you're interested in.
    * Send an ingame email to one of the leadership team of the group you're interested in.

    Notes: we are all generally discerning of new members, but are always recruiting. Recruitment will require a bit of teaming, and perhaps an interview. It's a very good idea to visit the website & read up on the SG you're interested in, as well as The Conglomerate as a whole.

    Hope to see you in game...

    On behalf of The Conglomerate

    M
  13. On Infinity:
    Applications - join this one if you're interested in becoming a member of The Conglomerate. We are a collection of 5 SGs (see sig). We do have an invite-only channel as well that's used for Conglomerate chat once a candidate has been accepted.