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Posts
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Aaaah... true that - they haven't fixed that *typo* yet! Nice catch Shrike!
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Updated my guide - just prior to i7...
BRR's guide to the Plant/Thorns Dominator v2... -
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 & cant 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 youre interested in making a Plant Control/Thorny Assault Dominator thats a special fluid blend of aggression & subjugation this just might suit you!
In our quest to make a Dominator thats heavily using both melee & close proximity attacks, first lets explore the power sets of Plants & Thorny Assault (note on accuracy most of my powers are slotted single accuracy SOs, & Ive 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 dont want things able to hit you. And given this is a single target immobilize, you dont 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 doesnt fit nor do you need it.
Seeds of Confusion Another of the defining powers of the set. Perhaps the most useful too. Youll use this power in your general attack MO.
Spirit Tree As with Spore Burst, quite useful. But given your fluid, dynamic playstyle, itll cramp your style as its an immobile power. It can be used to block, but thats 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 isnt 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 wouldnt 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 (Its important to note that all Thorny Assault is Def, due to the redraw of Thorns.)
Thorny Darts Useful starting power. Nice range, youll 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. Its a useful power to hit a group of your enemies, and thus make sure you get exp for them when theyre 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: its your only bring-flier-down-to-earth power. If you feel you want to go that way, steal a slot from your plant. Hell 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 youre pulling groups, but with all the control available to your primary, you dont really need this. However if you are keen to PvP, this power is excellent especially if youre teamed with a high-damage AT (aka not-a-Dom).
Ripper Great Animation times a lil long (as with Impale), but the damage is good, and its 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 dont 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 dont think the minimal returns we get for Tough justify it being taken.
Other suggestions Id 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)
Well 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 youre 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 cycles 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 youre 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, Dominators are getting some love in PvP (quicker Domination building), well 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, Ive read that Doms Toggle-dropping %s are going to be higher than most other ATs. Again, Ill adopt a wait-and-see approach.
Well, thats about all on this, if I've helped one person, it's worth it
Hope to see you DOMINATING in game! -
[ QUOTE ]
OMG! awsome build! made me want to make a plant/thorn domgreat job! 10 cool points
[/ QUOTE ]
Not sure if you're havin' a dig... but... Umm... thanks?
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[ QUOTE ]
Where'd the Plant/Thorn guide go?
[/ QUOTE ]Not sure if you're replying to mine, but it's still there... I think. -
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. -
@ 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 thats 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). -
@ 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. -
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.
-
[ 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'! -
[ QUOTE ]
The Blood Red Rose Guide to Nastiness 1.0
[/ QUOTE ]
Updated to reflect posting in the correct forums.
Blood Red Rose guide to Nastiness 1.0 -
(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 & cant 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 youre interested in making a Plant Control/Thorny Assault Dominator thats a special fluid blend of aggression & subjugation this just might suit you.
In our quest to make a Dominator thats heavily using melee & close proximity attacks, first lets explore the power sets of Plants & Thorny Assault (note on accuracy most of my powers are slotted single accuracy SOs, & Ive found that to be effective).
Plant Control
Entangle A waste for you, you dont want things able to hit you. And given this is a single target immobilize, you dont 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 doesnt fit nor do you need it.
Seeds of Confusion Another of the defining powers of the set. Perhaps the most useful too. Youll use this power in your general attack MO.
Spirit Tree As with Spore Burst, quite useful. But given your fluid, dynamic playstyle, itll cramp your style as its 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 isnt 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 wouldnt 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
(Its important to note that all Thorny Assault is Def.)
Thorny Darts Useful starting power. Nice range, youll 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. Its a useful power to hit a group of your enemies, and thus make sure you get exp for them when theyre 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 youre pulling groups, but with all the control available to your primary, you dont really need this.
Ripper Great Animation times a lil long (as with Impale), but the damage is good, and its 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 dont 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)
Well 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 youre 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 cycles 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: its your only bring-flier-down-to-earth power. If you feel you want to go that way, steal a slot from your plant. Hell be just as rabid without it!
On other options: If youre 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, thats 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... -
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, dont go. You wont come back.
CEO globals
STI - @Pseudo Nym
CE - @South & @Red SheTon
HI - @Mr. Fury & @Maliss
All can be found at www.paragoncity.net -
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 -
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.