Miladys_Knight

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  1. It's the lack of radius in mud pots and WoC that will bring the build to it's knees.
  2. Quote:
    Originally Posted by Muon_Neutrino View Post
    Well, apart from dominators against PToD EBs, anyway (yes, that issue still annoys me).
    There are a few Perma Doms that can stack enough mez to keep a PToD Perma mezzed. Especially those that have taken a secondary that includes power boost.
  3. It's because PFF isn't designed to be used in that way. Specifically:

    Defender - Lacks Defiance, gets mez protection from Dispersion Bubble.
    Controller - Lacks Defiance, gets mez protection from Dispersion Bubble.
    Master Mind - Lacks Defiance, gets mez protection from Dispersion Bubble.
    Dominator - Lacks Defiance, gets mez protection from Domination.
    Blaster - Gets Defiance, gets hosed on mez protection.

    PFF was never designed for the blaster and New Defiance. I doubt they will be changing it.

    @ StratoNexus

    Yes I know it's a design flavor and it's still a bitter one. I totally agree that the blaster should remain unarmored gaining only a relatively small amount of mitigation late in their development, but the lack of mez protection for an AT that can pull aggro off of the characters designed to handle it is still in my opinion a design flaw.

    It's the only AT that still lives and dies by the content of it's insp tray. That is still the greatest indicator to me that they are still not living up to their design potential.
  4. Quote:
    Originally Posted by Wavicle View Post
    Thanks, that basically didn't have anything at all to do with my post. This is not a thread about complaining about the basic function of the Blaster AT, this thread is about PFF and its interaction with Defiance.
    Yes I've noticed it and I'm guessing its WAI.
  5. I'm just waiting for the rare or very rare incarnate slot that gives me mag 4 mez protection.

    Even with defiance the way it is currently my IOd scrappers vastly out damage (and out survive) my IOd blasters and it all goes back being both mostly defenseless and extremely prone to mez.

    My blasters are still the ONLY toons I have that survive mainly through inspiration use (IOd or not) and positional awareness (and there's no margin for error as a couple bad rolls with the RNG can be deadly) rather than just munching the occasional inps. Some of my IOd scrappers go multiple missions or even multiple task forces without ever touching the insp tray (aside from handing them to blasters on the team).

    The reason that melee characters have mez protection is that they are designed to spend all their time in melee. Tanks have it, Scrappers have it, Brutes have it, Stalkers have it and they are all designed to spend most if not all their time in melee.

    Dominators have it at least 1/2 the time and are designed to be in melee at least 1/2 of the time. VEATs get it full time and they are desigend to be in melee half the time (or less). HEATs get it in one form and they can toggle to that form while mezzed.

    Blasters are designed to spend 1/2 their time in melee range. Most blaster secondary power sets (with the notable exception of devices) are mostly melee range attacks with a utility power or 2. They are the only AT in the game that are designed to spend 1/2 (or more) of their time in melee range and lack "real" mez protection.

    Its a glaring discrepancy that I hope they repair somewhere in the incarnate system. If they don't I will be greatly disappointed.
  6. Ice/ is a good primary for a melee focused Dom, /Ice has some of the fastest activations of all Dom secondaries. The only problem you'll run into is the same problem that most blasters face. How to survive the Alpha.

    Mace mastery for PFF and Concealment pool for phase shift are reasonable means to splash an Alpha, without giving up perma for a defense build.
  7. Miladys_Knight

    Rad/Fire

    I like it because the way I have it enhanced its a total of -116% run speed (ie:capped at -95% up to about +1/+2).

    It's got a very nice radius and those ticks of damage add up especially when Aim and Build up are active, or if I have eaten a few red insps (which I do frequently), or if there is another + damage buff put on me like Fulcrum Shift, Accelerate Metabolism, Assault, Fortitude, etc.

    Edit: I ran Hero stats on my Rad/Fire (setting was +1/X4, no bosses) for awhile and the powers that did the most total damage were Combustion, Hot Feet, and Fire Sword Circle and the damage numbers were in that order too. The radius of the powers are what I think accounts for the difference.
  8. Miladys_Knight

    Rad/Fire

    Your build looks a bit... disjointed Wildlight.

    Below is my build for my AoE focused Rad/Fire. It's soft capped for S/L defense and designed to be an AoE monster. It still burns too much endurance for my tastes so my Alpha Slot will be cardiac

    Since you are attached to Proton Volley you could keep the same level of mitigation by substituting it for Neutron Bomb and 5 slotting Sting of the Manticore instead of 5 slotted Posi.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Gramma Ray S-L: Level 50 Magic Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Dmg/EndRdx(23), Dev'n-Dmg/Rchg(37)
    Level 1: Ring of Fire -- HO:Endo(A)
    Level 2: X-Ray Beam -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(19)
    Level 4: Irradiate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(7), M'Strk-Dmg/EndRdx/Rchg(50)
    Level 6: Super Speed -- EndRdx-I(A)
    Level 8: Combustion -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 10: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(46), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 12: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(40), HO:Nucle(45)
    Level 14: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(15), RechRdx-I(15), RechRdx-I(23)
    Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(17), RechRdx-I(17), RechRdx-I(50)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25), RctvArm-EndRdx(37), S'fstPrt-ResDam/Def+(37)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
    Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
    Level 30: Weave -- LkGmblr-Rchg+(A), HO:Cyto(31), HO:Cyto(31)
    Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Stealth -- LkGmblr-Rchg+(A)
    Level 38: Hot Feet -- HO:Nucle(A), HO:Nucle(39), M'Strk-Acc/Dmg/EndRdx(39), HO:Micro(39), HO:Micro(40)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Cyto(45), HO:Cyto(45)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Phase Shift -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(43), P'Shift-End%(50)



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  9. Confuse the first one, hold the mob he attacks, sleep the third. Even at DO levels of enhancement by the time you've used the sleep the confuse should be nearly up again.
  10. I still like the old power sets better. They truly were designed around SO use. The devs say that the new powers set are designed around SOs but you can tell they are designed for SO use but with IO use in mind.
  11. Quote:
    Originally Posted by Silver Gale View Post
    100% sure-fire ways* of making your wife happy:
    1) Farm or marketeer up a bunch of Inf. Buy some purples/buy purple recipes and craft them. Send purples to wife's Global with a heartfelt little note like "I saw this and thought of you" or "You said you could use one of those".
    I'd recommend against Ragnarok, Apocalypse, and Armageddon as she might get the wrong idea......
  12. Quote:
    Originally Posted by ArmlessDan View Post
    I got divorced. That seems to be working alright.
    She appears to have gotten your arms in the settlement.......
  13. Ring of Fire does it's damage as 5 ticks over 9.2 seconds.

    It also costs almost double the base endurance of Thorny Darts.

    Bonfire does exactly the same amount of damage over the same amount of time as Thorntrops. The difference being that Thorntrops is a slow power and Bonfire is a KB power.

    You "can" leverage Bonfire by casting Fire Cages every 10 seconds to keep the mobs immob'd in the Fire but that is pretty endurance and activation time intensive and for a Dom it's not really worth it (though I do have a Fire/Storm controller that does use it in exactly that way with moderate results).

    Smoke is decent if you have other defense to stack it with. 4 Slots will get you 5% global recharge with a Dark Watcher's set slotted. It's 7.8 endurance cost for 60 seconds worth of -to hit. As a comparison 60 seconds of Weave will cost you 19.8 endurance for .5% more defense equivalent (vs even con mobs).
  14. Quote:
    Originally Posted by Local_Man View Post
    The general conscensis on World of Confusion: It sucks. It is only good for being a set mule for the fairly cheap purple confuse set. The radius is too small to be effective, and the confuse pulses are so short that it is worthless.

    On the other hand, An Ice/Rad/Psi is probably the only build that might possibly make good use of it. I suggest you plan on slotting up AA for max Confuse and EndRdx. Make sure that you put the puple Contagious Confusion proc in it as soon as you hit 50, because that proc seems to almost double the effectiveness of the power. Make sure Choking Cloud is well slotted for max Hold and max or nearly max EndRdx. (I have 4 Unbreakable Constraint, a common EndRdx and the Lockdown +2 Mag proc in mine.) Then you can slot up WoC for Damage procs. It will only work when you are standing immediately next to foes, but maybe it will work if you can layer enough control and procs.
    Even with max control and procs it still isn't worth it. Just sayin'.
  15. Miladys_Knight

    RoA....wow!

    Psychic Shock Wave was like that for Mind/Psi Dominators pre-ner.... er pre revamp.
  16. Quote:
    Originally Posted by ketch View Post
    I do love Power Boost, but with Ice it seemed unnecessary. Other than boosting the occasional AoE hold, it doesn't offer much to the build. On other builds that can't reach the softcap alone I'll use it. Heck, I'll even use it with Tactics as a mini-Aim.
    It's actually the lynch pin of the build. I'm speaking from experience here too. My Ice/Ice/Ice is all ready perma. This build will be cheaper and I'll be able to move some of the other purple sets I have to other toons.

    The build is more for soloing than teaming but it works well for both.

    Quote:
    Regardless, with my current slotting and Domination in effect, Glacier is lasting about 30 secs. On teams, that's more than enough time to clean up a spawn. I'm not sure on the solo damage output of this build, but it seems like Sleet and Ice Storm used in tandem will deal significant damage to most mobs. Even if the hold breaks before they're all defeated it should be enough that their ranks have been thinned.
    Glacier lasting 30 seconds is fine but it's not up every spawn. My build has it recharging in 66 seconds and lasting 50 when Power Boosted. You can cast Sleet and Ice Storm twice and use Ice Sword Circle 6 times before it expires. That's way more than enough to kill even bosses.

    Quote:
    In my experience with an Ice/Rad troller I found Jack quite helpful. He's not the best behaved pet, but I never had substantial problems with him either. Sometimes it was helpful to have the body to throw into a mob and eat the alpha whether he survived or not. Imps and Gremlins are the real trouble makers when it comes to pets. I think you discredit Jack by putting him up against +4/x8 mobs. Running +4 seems more an exception for when things are going really well and the team wants more challenge. Even Stony will begin to buckle faced with +4 mobs.
    Jack is helpful for an Ice/Rad and my Ice/Rad/Ice doesn't leave home with out him. Jack and Jumpkick are most of my single target damage (other than vet powers) when soloing. For the dom with the assault secondary he's really not all that much help. You'll do damage faster than he will and with proper use of your controls sharing aggro with him isn't a big concern.

    Quote:
    I do like the AoE immobilizes using the Grav. proc, but I'm already bordering on a very price prohibitive build for him. I may consider the AoE immobilize for the simple reason of keeping enemies within the Ice Storm for it's full duration. Even with an unslotted duration near 30 seconds, it should suffice with one or two applications.
    I got a set of Grav Anchor and a set of Coercive Persuasion for about the same amount as I paid for one set of Kinetic Combat.

    Quote:
    I tried this with my Ice/Rad. The results were not good. The damage in the sleep requires the actual sleep to come after a brief delay. That's enough that several enemies can cue up an attack that will land before they fall asleep. It also requires detoggling AA to get into position, which means more time retoggling it after the fight has begun.
    The radius on AA is 25 feet. The range of Flash Freeze is 60 feet. I routinely stealth up to a spawn and have a few feet of clearance in the front of the spawn and am still able to get every thing in the back with out any problem 95% of the time. (My biggest problem was that setting this up with Jack alive never worked. He could see the spawn and would attack as I was getting set up. Which is the reason he's not in this build.) This is the other reason I use Power Boost. Popping Power Boost first raises the S/L defense above the soft cap allowing you to handle the Alpha from those mobs that get it off. Power boosted Flash Freeze lasts 77 seconds. Way more than enough time to slap a Block of Ice on every boss and lieutenant in the spawn. Since block of Ice lasts 73 seconds you'll easily survive the little bit of damage that any of the minions might get off since most of them will be confused from AA and at the -rech cap and Sleet + Ice storm + and 1 Ice Sword Circle is all you'll need to take out most of the minions.

    Quote:
    I found opening with Glacier isn't bad since it takes effect immediately. Both Glacier and AA have a good radius that will let you hit a large part of a spawn without being in the middle of them. Superspeeding in will even give you a tick of confusion sometimes before the enemies are aware of you. Of course, if the group looks particularly nasty I'd toss Jack out as a snackrifice or lead him unwittingly into the mob while I stealth.

    For me, the difficult part of Ice has always been dealing with the initial strike. Being a bit clever with the pet helps to defuse it, and learning to stay on the heels of the main aggro magnet helps as well.
    Prior to having the stuff I needed to Perma, My Ice/Ice/Ice had a 33% ranged defense build. I still used Power Boost but it wasn't up as often and I'd have to alternate power boost on one spawn and then a small purple insp on the next (and sometimes the one after). It didn't work as well because I'd get mezzed too often. I had Phase shift in the build back then and would use it to splash the Alpha about a third of the time. Just turn it on, run in, turn Stealth off, once the Alpha was done I'd un-phase and Flash Freeze, Glacier, or Ice Slick what ever happened to be available at the time.
  17. With Plant, Elec and Ice you can get 3, 10% global recharge bonuses from the cheaper purple sets of Confusion, Sleep, and Immob. The Grav Anchor Proc in your AoE immob turns it into a ghetto AoE hold.
  18. Please don't skip Power Boost. It's a key power.

    As you can see when Power Boost is active the S/L defense on this build will be 47.3% without Stealth.

    Power Boost will be up 1/2 the time but you only really have to use it prior to one of your long term AoE mezzes or just prior to taking an Alpha.

    This is the build I will be moving into for my Ice/Ice/Ice Dom. (once I'm finished Alpha slotting and updating my toons that are higher priority)

    Strategies:

    I skipped Jack. He doesn't last long enough especially against +4/8x mobs and he will wander around, use poor choices for targeting, and is VERY likely to aggro another spawn.

    I skipped Frost Breath because I only used it once in most encounters as all the other powers are PBAoE or can be use as such.

    I took Frostbite instead of Chillblain because of the Grav anchor proc and the self stacking AoE -rech of Frostbite. It's also handy to keep the entire spawn in the Area effect of Sleet, Ice Storm, and Arctic Air. A single Power boosted Frostbite while domination is up will keep all of the mobs immobilized for 96+ seconds which is longer than the encounter will (usually) last.

    *Against foes that are not sleep resistant:

    Use Stealth + SS to position yourself. Power Boost > Flash Freeze > Block of Ice on Bosses and lieutenants that are high damage dealers > Shiver > Move into melee and allow Arctic Air to take hold > Sleet > Ice Storm > Ice Sword Circle. Use single target attacks to finish off bosses and lieutenants cycling in Ice Sword Circle every time it recharges.

    *Against foes that are sleep resistant:

    Use Stealth + SS to position yourself. Power Boost > Ice Slick > Shiver > Block of Ice on Bosses and lieutenants that are high damage dealers > Shiver > Move into melee and allow Arctic Air to take hold > Sleet > Ice Storm > Ice Sword Circle. Use single target attacks to finish off bosses and lieutenants cycling in Ice Sword Circle every time it recharges.

    *Against foes that are both sleep and KB resistant:

    -When Glacier is available - Use Stealth + SS to position yourself. Power Boost > Move into melee > Glacier > Sleet > Ice Storm > Ice Sword Circle. Use single target attacks to finish off bosses and lieutenants cycling in Ice Sword Circle every time it recharges.

    -When Glacier is down - Use Stealth + SS to position yourself. Power Boost > Frostbite > Shiver > Frostbite > Sleet > Frostbite > Ice Storm > Block of Ice on Bosses and lieutenants that have not been held by the Grav Anchor Proc > Shiver > Move into melee > Ice Sword Circle > Use single target attacks to finish off bosses and lieutenants cycling in Ice Sword Circle every time it recharges.

    Some points to note:

    Shiver + Arctic Air + Sleet + Frostbite will keep +4 mobs at the -rech cap. Shiver and Frostbite's slows self stack.





    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hel: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Icy Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Block of Ice
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (3) Basilisk's Gaze - Recharge/Hold
    • (3) Basilisk's Gaze - Endurance/Recharge/Hold
    • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 1: Ice Bolt
    • (A) Decimation - Accuracy/Damage
    • (5) Decimation - Damage/Endurance
    • (7) Decimation - Damage/Recharge
    • (7) Decimation - Accuracy/Endurance/Recharge
    • (9) Decimation - Accuracy/Damage/Recharge
    • (43) Decimation - Chance of Build Up
    Level 2: Ice Sword
    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    • (13) HamiO:Nucleolus Exposure
    Level 4: Ice Sword Circle
    • (A) Obliteration - Damage
    • (13) Obliteration - Accuracy/Recharge
    • (15) Obliteration - Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Recharge
    • (17) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 8: Shiver
    • (A) Tempered Readiness - Accuracy/Slow
    • (19) Tempered Readiness - Accuracy/Endurance
    • (21) Tempered Readiness - Endurance/Recharge/Slow
    Level 10: Ice Blast
    • (A) Decimation - Accuracy/Damage
    • (21) Decimation - Damage/Endurance
    • (23) Decimation - Damage/Recharge
    • (23) Decimation - Accuracy/Endurance/Recharge
    • (25) Decimation - Accuracy/Damage/Recharge
    Level 12: Ice Slick
    • (A) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 18: Flash Freeze
    • (A) Fortunata Hypnosis - Chance for Placate
    • (25) Fortunata Hypnosis - Sleep/Recharge
    • (27) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (27) Fortunata Hypnosis - Accuracy/Recharge
    • (29) Fortunata Hypnosis - Sleep/Endurance
    Level 20: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Arctic Air
    • (A) Coercive Persuasion - Confused/Recharge
    • (29) Coercive Persuasion - Accuracy/Confused/Recharge
    • (31) Coercive Persuasion - Accuracy/Recharge
    • (31) Coercive Persuasion - Confused/Endurance
    • (31) Coercive Persuasion - Contagious Confusion
    • (46) Perplex - Endurance/Confused
    Level 24: Frostbite
    • (A) Gravitational Anchor - Chance for Hold
    • (33) Gravitational Anchor - Immobilize/Recharge
    • (33) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (33) Gravitational Anchor - Accuracy/Recharge
    • (34) Gravitational Anchor - Immobilize/Endurance
    Level 26: Glacier
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (34) Basilisk's Gaze - Accuracy/Recharge
    • (34) Basilisk's Gaze - Endurance/Recharge/Hold
    • (36) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (46) Lockdown - Recharge/Hold
    Level 28: Power Boost
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 30: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 35: Ice Slash
    • (A) Kinetic Combat - Accuracy/Damage
    • (36) Kinetic Combat - Damage/Endurance
    • (36) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    • (37) HamiO:Nucleolus Exposure
    Level 38: Bitter Ice Blast
    • (A) Decimation - Accuracy/Damage
    • (39) Decimation - Damage/Endurance
    • (39) Decimation - Damage/Recharge
    • (39) Decimation - Accuracy/Endurance/Recharge
    • (40) Decimation - Accuracy/Damage/Recharge
    Level 41: Sleet
    • (A) Shield Breaker - Accuracy/Recharge
    • (42) Shield Breaker - Accuracy/Endurance/Recharge
    • (42) Analyze Weakness - Accuracy/Recharge
    • (42) Analyze Weakness - Accuracy/Endurance/Recharge
    • (43) Achilles' Heel - Chance for Res Debuff
    Level 44: Hoarfrost
    • (A) Doctored Wounds - Heal/Endurance
    • (45) Doctored Wounds - Endurance/Recharge
    • (45) Doctored Wounds - Heal/Recharge
    • (45) Doctored Wounds - Heal/Endurance/Recharge
    • (46) Doctored Wounds - Recharge
    Level 47: Ice Storm
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    Level 49: Frozen Armor
    • (A) HamiO:Cytoskeleton Exposure
    • (50) HamiO:Cytoskeleton Exposure
    • (50) Steadfast Protection - Resistance/+Def 3%
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (37) Miracle - +Recovery
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (40) Endurance Modification IO


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  19. Head to the market and stock up on Diamonds and Platinum. Those are required components to soft capping your defense.
  20. Quote:
    Originally Posted by Profanation View Post
    Wait. Which is better? I love my Prius.
    You should expand your horizons.....

  21. Quote:
    Originally Posted by Carnifax_NA View Post
    For Controllers I'd rank Grav ahead of Ice Control, Singy and the ranged AOE hold put it ahead for me. I've never found Wormhole any worse than say Telekinesis when teamed with one (TKing mind controllers have annoyed me more in the past in fact, at least with Wormhole I know they're going to be stunned for 30 seconds). Ice Control has too much of reliance on Ice Patch (which can easily be completely negated, unlike Quake which at least does a ToHit debuff too)

    For Dominators Gravity is easily the worst though, any single target damage advantage it might have for Controllers is just worthless on a Domi. Ice Control on the other hand dovetails nicely into a number of the Assault sets (although not Ice Assault particularly).
    My Ice/Rad/Ice controller would disagree with this statement.

    My Ice/Ice/Fire Dom would also disagree. /Ice has the some of, if not the, fastest activating powers of all the Dom attack sets. The -rech and slows in the primary and secondary combine nicely (when properly enhanced) to keep even +4 mobs at the -Rech Cap. Ice Slick is then merely a tool to mitigate the Alpha.
  22. All of them. When I am done playing a particular toon the last thing I do for the night is hit the market and play it. Some days I do this with multiple toons.

    I have one toon that logs on daily (or more) to check the markets and marketeer. It's my main so it sees play time too.
  23. Quote:
    Originally Posted by JulioThom70 View Post
    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.

    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.
    This.

    I tried several dom combinations and ran them up to varying levels. I was never satisfied with their performance until level 39 or higher and then only marginally. Then I got perma on my Mind/Ice/Fire......

    It is an entirely different world and the view is breath taking. I would say that it's more OP than an Elec/Shield Brute.

    All of the negatives - gone.

    *2 shotted by a boss from range (before you can get the second control down) - gone
    *Gaps in the attack chain (because you can't min/max much of anything on a Dom it's max or nothing) - gone
    *Long animating (PB)AoE powers (because of all the extra recharge) - gone, unneeded because you can use the fast activating ones in your Epic instead.
    *Being a non-mez protected squishy (at least half of the time) and being forced into melee to get both the extra damage from melee attacks and to have a complete attack chain - gone (if you want it to be)
    *The "range dance" bouncing back and forth in and out of melee to maximize your cone attack and then back in to use your PBAoE. Tabbing like a dervish to get the right mob targetted. - gone

    All the positives there all the time.

    *Mez protection for a character that is designed to spend time in melee - Perma
    *Eliminating boss damage by one shot controlling them - Perma
    *Controls that last long enough for you to cycle your AoE chain before they expire - Always
    *A full bar of endurance - every 70 seconds

    I've tried a soft-capped S/L Dom and it pales in comparison.

    The difference is like comparing a Prius on city streets to a Lamborghini on the Audubon.

    Once you go perma you'll never go back.
  24. Quote:
    Originally Posted by seebs View Post
    I don't think a set should be called bad because you could misuse it, but because you can't use it well.

    That said... Grav/storm was what I picked for Helpy McHelperson, the character who is Helping You. (He will start teams, but will not invite anyone who doesn't understand the intent of the character. It's actually a ton of fun, and surprisingly safe, just takes forever.)
    It is hard to use well. Not only because it is much different that other control sets but because the controls it has are comparatively weak.

    Add in the fact that it is the easiest control set to grief with and you have a set that gets a double thumbs down from me.
  25. Really it depends on the primary and what you want to accomplish.

    One thing that I have noticed is that with all the Doms I have played they are slot hungry and don't really blossom until the late 30s/early 40s.

    If I'm going to solo a Dom I usually concentrate on single target powers and bypass the AoEs until the 30s (inherent stamina changes this in some cases).

    If I'm going to be teaming regularly I'll take some of the AoE powers early.

    Outside of domination all of my doms feel like a combination of an under powered controller plus an underpowered blaster. Most of the animation times on the cones and PBAoEs are long. My corruptors always felt like they were defeating mobs faster even though they have a much lower damage modifier.

    Inside Domination the Dominator becomes a minor deity being able to affect bosses in a single application of a control power and for long enough to actually have a chance to defeat the mobs before they unmez and retaliate. Elite bosses can be affected in 2 applications making the Dom extremely fun to play.

    Permadom isn't a way to play..... It's the only way to play.

    The easiest primaries to perma are Mind, Elec, and Plant