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This is my goal build of my Electric/Electric Dominator. I am trying for max recharge. I am not sure the ramifications of spiritual alpha slotting on domination, but I seriously believe I will go to the musculature to make up for any damage shortcomings.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
TesIa Teen: Level 50 Natural Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(13)
Level 1: Charged Bolts -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(3), Entrpc-Acc/Dmg(5), Entrpc-Dmg/Rchg(5), Entrpc-Dmg/EndRdx/Rchg(46)
Level 2: Chain Fences -- Acc-I(A), Acc-I(7), Efficacy-EndMod/EndRdx(7)
Level 4: Lightning Bolt -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(9), Entrpc-Acc/Dmg(11), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(46)
Level 6: Jolting Chain -- Acc-I(A)
Level 8: Conductive Aura -- Acc-I(A), Acc-I(13), EndMod-I(15), EndMod-I(15), EndMod-I(17), Heal-I(17)
Level 10: Super Jump -- Jump-I(A)
Level 12: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/Rchg(21)
Level 14: Static Field -- Acc-I(A), Acc-I(23), EndMod-I(23), EndMod-I(25), P'ngTtl-EndRdx/Rchg/Slow(25)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 18: Paralyzing Blast -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Acc/Rchg(29), BasGaze-Acc/Hold(31)
Level 20: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-Rchg(45), AdjTgt-ToHit/EndRdx(45)
Level 22: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(43)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Synaptic Overload -- Bfdlng-Acc/EndRdx(A), Bfdlng-Acc/Conf/Rchg(34), Bfdlng-EndRdx/Conf(34), Bfdlng-Acc/Rchg(34), Bfdlng-Conf/Rng(48)
Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(46)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- ExRmnt-Dmg/EndRdx(A), EndMod-I(37), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(39)
Level 35: Thunder Strike -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Dmg(48)
Level 38: Voltaic Sentinel -- Acc-I(A), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Rchg(42), EndRdx-I(42)
Level 41: Link Minds -- S'dpty-Def/Rchg(A), Ksmt-Def/Rchg(43), Krma-Def/Rchg(43), LkGmblr-Rchg+(45)
Level 44: Maneuvers -- LkGmblr-Rchg+(A)
Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A)
I am putting this build in this post as an exercise in seeing how to permadom a more popular domination primary. I didn't mean to threadjack. -
Quote:Thank you for the input, I do want permahasten, too.70% global recharge with 3 slotted Hasten is the bare minimum for permadom. While for permahasten, you need about 106% global recharge with 3 slotted Hasten. Finally, for permadom without Hasten, you need about 123% global recharge and at that point, only 2 slots are required for permahasten.
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Quote:I read in the Domination guide they were trying for 70% global recharge bonus with hasten perma-hasten. Can someone confirm?As I understand it: If you have enough global recharge that dom comes up again before it ends, the bar is magically full. It only drops when dom ends. So if it comes back to fully recharged before the previous one expires, you can reactivate it for another 90 seconds.
Let's see. It's 200 seconds, we want recharge under 90, so 200/(1+x) = 90, so 200 = 90 + 90x, 110 = 90x, 11=9x, 1.222..., so 123% global recharge, probably plus a little for the activation time, so about 140% global recharge. At that point, you're sure looking like you might want to shoot for perma-hasten as well. As it happens, perma-hasten only requires about 110% global recharge. That seems really low, but:
1. You can 3-slot hasten, getting you about 95% recharge.
2. While hasten is up, you're getting a 70% recharge buff.
That gives you 165% already, you need about 275% total, so... 110% or so.
So if you have 110% global recharge, and take hasten, you now easily have permadom. -
Ah, I think I see now. You fake out the domination power. The bar remains full while the power itself recharges and you hit Domination again before it has a chance to drop. I wonder who figured that one out.
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When Going Rogue came out my first praetorian was built as an Electric/electric dominator because I wanted to prove to myself after 6 years I _could_ play a dominator. I played around with a lot of dom combinations, but I came back to my electric/electric because it just seemed more intuitive to me. I am also madly in love with static field.
My question is how does permadom work? How is it activated? I know you need a lot of recharge, but whenever my domination expires the dom bar falls back to nothing. Is it possible to build domination while using domination? There I said it. 78 months of experience and I admit I don't know how one of the successful villain ATs works, (cries). -
Quote:I agree totally with this post.While I agree with all you said.. I do have one small issue. I have been on Kill all TFs recently since shards started to drop. I did am ITF in about 1:40 and even after we defeated romulus we stayed and wiped out the troops in the towers and on the walls. I did a similar LGFT (defeat everything we can find) and that took all of around 1:30 to 1:40. What in heaven's name was a team doing, aside from dying repeatedly taking on Hamidon which can happen, that caused them to take 3 full hours to complete any of the 6 TF/SF every 50 level is rushing to get on since shards started to drop? LOL Oh and by the way while the Random Number Generator may be random on that ITF I got 11 shards and a Purple Drop and on the LGTF 8 more shards. Now how many shards dropped on that trio of TFs you mentioned that everyone rushed through and left mobs standing everywhere? I've been on those types as well and trust me the numbers are much lower. 4, 5 maybe 6 shards.. The speed run teams claim they make out because they can get actual components faster.. true but then again at best if you run an ITF, LGFT, BSF, LRSF, STF and KTF you can get 6 common components .. and then no matter how many more times you run them you can't get anymore for 18-20 hours ( I forget the exact time limit). Not that that is bad by any means.. 6 components and lets say 4 shards per TF, for an average, so they also picked up 24 or more shards (which equals another 6 components). Let's say they managed to do each in around or less than 1 hour and just say 6 hours maximum. Anyone on those teams should easily have their Alpha slotted with an uncommon with shards and components to spare.
Of course I picked up 19 shards and 2 components on those two "Kill all" Tfs in under 4 hours and using Vanguard Merits to buy a Gr'ai Matter I also went from no enhancer to having an uncommon in my Alpha Slot. So both systems work and frankly from all the TFS i have run, no I don't collect numbers, it seems to me that shard drops are in some way tied to the number of enemies you defeat. Regular salvage, purple recipes and the rest just happen when they happen and i don't even worry about them .. just enjoy the surpises when they come. -
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Actually.... >.> ... <.< ... the demons were neutered at an early age.
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It appears you are asking more about style than substance or min/maxing damage/second or debuff ability. To be honest, I would have to compare for style and substance after both sets hit level 32
. The demons appearances are starkly different once they get the second upgrade, abyssal empowerment.
If you are going for how they play, the demons and necros do share a lot of commonality. Two of the three little demons like to fire off a volley of ranged attacks and then proceed to melee range; the third one stays at range. The three little zombies like to puke about twice and then move into zombie slapping range. The two second tier demon start briefly at range, and then move into melee range. The gargoyle really moves into melee quickly. The second tier necros, the grave knights are far better in melee range. I tend to push them into melee position quickly if they for some reason stay back. The demon prince has ranged powers and some very strong melee attacks. He seems to dive right in, which is great since he has a powerful slow debuff icy aura around him. The slows your demon prince has in his attacks should not be discounted. The lich is strictly a ranged character. Again, this isn't bad when he is using cone attacks and debuffs such as fearsome stare.
Demons and the zombies have ways of healing themselves. Demons and Necros both have a recharge instensive pet power that you can toss the Pet and Recharge Intensive Pet IO pet aura buffs into. To me, both demons and necro have very nice appearances. For the Demons, you can use a lot of secondaries that are successful. For Necros, and of course this is just MY opinion, there are realistically only 2 sets, /Dark and /Thermal. (I can see FF as being successful, I just can't wrap my head around the aesthetics of the combo.)
The major differences between demons and necros is that demons out of the box without the secondary are far less squishy than zombies. At level 32 with the empowerment, your ember demon will use his AoE heal that heals all demons, teammates, and allies within the heal radius. Ember demon also has a resistance aura that affects demons, teammates, and allies. Considering the secondaries I suggest for necros, twilight grasp, shadow fall, warmth, and fire shields provide your zombies tons of buffing goodness that cover some of the big holes in the zombies resistance, specifically fire damage.
In damage per second, it is my opinion that demons/thermal is negligibly different from necro/dark. However, the demons would still be more sturdy -- twilight grasp and the to-hit debuffs would be that good for keeping the necros upright. -
Quote:Very well stated, I think you covered all the bases on that one.Because (tm)
Seriously, there's been tons of speculations ranging from the technical side of things
(the engine doesn't really support customizing MM pets - each pet is simply a numbered option to keep down required information passing back and forth between the servers and each player in visible range. ie instead of having to pass: this pet has head #1 with hairstyle #2 in color #3, shirt #2 with texture #4 in color #5, pants #4 with texture #6 in color #3, etc all that needs to be passed is: pet #1 is active)
to the "social" side of things where folks think the devs may have been concerned about
"Pimp-Masters" and thier bevy of slave girls.
The truth is that we don't know all the thought processes of the Devs and we don't have female minions because "that's just the way it is" -
This discussion in no way diminishes my appreciation for benumb in taking down the hardest targets. It DOES inspire me to work my /poison masterminds into more frequent play of my alts.
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Quote:Now I am wondering which way the -special works in Benumb. My previous understanding was that Benumb, functioning similar to mastermind's poison power 'weaken', applied a debuff on the amount/mag of mezz directed at your defender from the foe under the effect of benumb.Sounds like it suppresses the amount of status protection they get from PToD. City of Data's Benumb information seems to suggest it suppresses 74.5% of status protections.
53 * (1 - 74.5) = 13.515
That makes sense now. I should be able to keep an AV perma-stunned with my build. I won't have PBU, but I will be able to stack 15-18 mag of stuns from my attack chain. -
Pet Damage Sets
Sovereign Right Resistance Buff
Edict of the Master Defense Bonus
Recharge Intensive Pet IOs
Expedient Reinforcement Resist Bonus Aura for Pets
Call to Arms Defense Bonus Aura for Pets
I took the first three for my Demon Summoning/Thermal Build -
As SilverTooth and DreadShinobi are pointing out, there are many variable, yet successful builds for Rad/Rad. When multiple builds came out, I slotted a build for solo/SG build and a PUG build to take maximum advantage of the inevitable slips (recall friend, vengeance, fallout, mutate rinse/repeat). With three builds you could even get a solid PvP build team or solo.
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Quote:This is the only statement I disagree with. When my Rad/rad is standing in melee range of the RI anchor running choking cloud, I am doing it RIGHT. I do expect choking cloud to be part of what is keeping me alive or else I wouldn't run it.
if you're in a situation where you're relying on choking cloud to keep you alive, you're doing it wrong. -
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I have a Demon Summoning/Thermal that I really like. Dark is plenty effective, too. Howling Twilight with two Twilight grasps has a steady -regen. Thermal's heal is larger in radius than Twilight Grasp. The resistance shields and aura from your pet are good survival tools. The -tohit in Dark Miasma is heavily resisted by AVs.
What is this PvP you speak of? ()
Heat Exhaust from the Red Tomax Data:
Target:
DMG(All Types) -37.5% for 40s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Regeneration -5 for 40s PvE only [Ignores Enhancements & Buffs]
-5.19 Regeneration for 40s If target is a player [Ignores Enhancements & Buffs]
Recovery -2 for 40s PvE only [Ignores Enhancements & Buffs]
-2.076 Recovery for 40s If target is a player [Ignores Enhancements & Buffs]
Endurance -0.13 PvE only
Endurance -0.13 If target is an Archvillain or Giant Monster
-3.33 Endurance If target is a player
This may seem obvious, but I would suggest strongly that you put your two Pet IO set auras in Hell on Earth along with the Recharge Intensive Pet aura. Six-slotting your demons is highly recommended since you need to get some endurance reduction in them. -
Carnies' phantasms? The four pylons around Lord Recluse in the Statesman TF (cage the ones not currently being whacked on for great safety against LR). Any pets of dopplegangers would do, too, methinks. I think if you had too many of the four AVs active with Reichsman in the last room of the Khan/Cuda TF it could come in very handy, too.
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It's a very good start. There are three powers IMHO that are underslotted shadow fall, fearsome stare, and howling twilight. Fortunately! You have hover and fly overslotted with flight speed. Just recently, the flight pool got a boost in base speed. Putting a fly IO in Swift helps both hover and fly some. I would shift at least one slot for resistance to shadow fall; it has a nice resistance to psy attacks which is rare in defenders. I would put another recharge in howling twilight. I would put a tohit debuff in Fearsome Stare (base ToHit -18.75% for 20s)
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Mea culpa, brain fart. For some reason I was misremembering you had to sneak some acc in Power Sink a la Choking Cloud via IO sets. I re-checked my stormy's build and he slotted no accuracy in Power Sink.
When I read the OP was looking for ranged defense, I supposed he was thinking Choking Cloud would deal with melee foes, radiation infection for a good group of foes, and the ranged defense for everything outside of melee and radiation infection. I totally do NOT subscribe that the OP wouldQuote:. The safest place for a Radiation defender to be is near the Radiation Infection anchor while running choking cloud.supposedly be playing the rad/rad from range ... -
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Quote:With the hero alignment missions, I try to get one every 4 or 5 days.That's actually similar to the build i'm looking at but.. I want fly, not SS as a travel power (concept thing, silly rp'r, heh).. was thinking of dropping hasten into my level 6 slot and getting hover where hasten/ss are.. but that leaves me down one LotG... then again it'll be an exceedingly long time before I can even AFFORD that, so.. I guess it's not TOO much of a net loss. mrrh.
I'm sure I can find a way to make it work, just have to poke it a bit. -
I see what you are going for. Rad/Rad is kind of an endurance hog if by hog you mean the massive animal at the state fair that says "world's largest".
Accelerated metabolism is a bit underslotted. I would at least switch the third recharge for a recharge/end mod IO like a performance shifter.
Your survivability will skyrocket if you switch from Undermined Defenses defense debuffs to a good To-hit Debuff IO set. I like to six slot Radiation Infection for To-hit Debuff first and defense debuff as a minor focus for benefits from both.
Three Endurance reducers in enervating field is a bit overkill. I would use the third slot elsewhere.
The third slot in combat jumping for defense/endurance reduction is overkill. Combat jump uses 0.0325 end/per sec. The defense is 2.5%. I would use this slot elsewhere.
Acrobatics doesn't really need 2 slots of endurance reduction. The endurance cost is 0.26/sec. Enervating field is twice as much 0.52; Choking Cloud is a whopping 4.16!
Weave is 5% defense at an endurance cost of 0.1625/sec. I can see the use of the procs in Tough. In my own opinion, Fighting costs too many powers for too little. So what would I do with extra power selections? Your tier nine radiation emission power would love to go for a spin. Stacking choking cloud on an EM Pulse can do amazing things to spawns. You will hold as well as any controller.
Aim is a power I usually don't take on my Radiation Defenders. With just two slots for endurance reduction in Tactics, you get +perception for the nasty foes that use 'blind'.
Charged Armor could use another slot just for pure Resistance.
Power Sink is your end refill power. It needs more slots, too. I would make sure to get one accuracy in it and some endurance modification to go with some recharge.
Revisiting Choking Cloud, I would stick another slot in the sixth position for pure endurance reduction. The Ghost Widow set provides for increased maximum endurance, but despite that, I would put AT LEAST the Lockdown Hold Proc in Choking Cloud if not one of the Hold set damage proc IOs as well.
So the suggestions I made are impossible to implement all at once, not enough slots, but I wanted to show some options to increase the effectiveness. Good luck. Radiation Infection, Choking Cloud, and Power Sink are the more pressing issues. -
I would go for Black Scorpion mace mastery to stack defense on top of dispersion bubble, perhaps maneuvers, for more personal safety.