Suggested slotting is 0 2 additional slots with endurance reduction. The Manipulation sets are really successful in this regard, IMO and offer a template for the kinds of fun things that could be added. It seems to favor being in melee and using your ranged attacks there. The attacks are weak compared to those in the assault secondaries, and are only there because the set was inherited from Controllers. Have a finished build that isn't here? And it's super durable, my character dies before it does. Gravity has weak AoE control for a Dominator primary, and slightly above average single target control, but still less than Mind Control. There's no balance reason for that that I'm aware of, it's just that it summons pseudo pets, and they were never made to Dominate. Roster:MTeague's characters: The Good, The Bad, and The Gold. The remaining powers are varied. I'm still not quite sure they went far enough with the secondary effects of the Assault sets. I loved my elec/icey on live. However, Dominators are disadvantaged against the hardest targets, including most Archvillains, Heroes and Giant Monsters, who typically have very strong status protection. From here I'll be linking any finished builds from the forums and pm'd to me or pinned on the discord into this topic. Patron pets exist outside the Crabbermind secondary, and neither of these describe the T1/T2 mastermind pet resummons, so I suppose the Patron pets could behave 'better'. Its most notable special benefit is Drain Psyche which provides additional survivability, endurance management for the Dominator, and gives a very useful debuff against tough enemies like AVs. So far various characters have the dark, earth, ice, and fire pets. Electric Control provides decent AoE control, spread across all its power, hence improving progressively to level 32. It is also unique in that its termination can be accurately predicted due to a sound effect that plays exactly 13 pulses throughout its duration. The patron pools all have an Arachnos themed pet. For this reason it doesnt real suit a solo Dominator, and is more appropriate in a team situation. Scan this QR code to download the app now. City of Heroes Dominator Powers Guide by Liliaceae. Looking to do end game content/PvP. It favors melee (imho) due to chilling embrace. Outcome: While Controllers do have powers for buffing and debuffing, they lack damage inducing powers, and in a one-on-one fight with a Dominator, it is unlikely a Controller would be able to bring a Dominator to his knees. Its two PBAoEs and short range targeted AoE can all be activated from the same location in the fight. Their excessive aggresiveness takes some getting used to, but with practice they are quite manageable. Line of sight is not required, which means it can be used in great safety, and with minimal additional aggro effect. Psi, fire and thorns have a faster animating and recharging T1 that does less damage than the other sets. Someone else said /Ice had a low level hold and as a Fire/Ice, I'm baffled by that statement. On live I played plant/fire, elec/ice and ice/psi deep into incarnate content. Its long recharge makes it difficult to use for regular endurance management. But the added 'balladic' feel of the combat with the nice and graceful (long?) Looking at it now, I like dark and using the fear lockdown followed by the immob, then just picking things off one by one (since energy heavily favors single target damage). Of course, having a power to prevent defeat in the first place like Personal Force Field or Hibernate might be nice, but Rise of the Phoenix has a great feeling to it. Though that doesn't stop me trying to 'tank' with my Mind/Psi. Surge of power is a dramatic increase to survivability, allowing a Dominator to survive a nasty situation and attack at the same time. Central Catholic's stats have been entered for the 47-0 win @ Village on 10/28/2022 6:30 PM. Its low damage means that Singularity is not a dramatic increase to the Gravity Dominators speed, only their safety. Domination effectively makes a status magnitude double by adding a second instance of the original power cast upon a target target. The rebalance of Dominators by HC was a welcome beginning. The repel is fast, which makes mobility of the caster very important if the victims are to be kept in the right place. Essential powers: Blaze Disappointing powers: Blazing Bolt, Consume. lol. Plant Control 4. The biggest problem for Carrion Creepers is all the sources of immobilize in Plant Control which protect against the creepers knockdown effects: Entangle and Roots, as well as the Fly Traps Entangle power, and finally the Entangle power generated by Carrion Creepers itself. These guys last a shorter duration than "true" pets, but can be perma'ed. Reddit, Inc. 2023. However, it can be a very frustrating travel power in vertical terrain. Fire Imps: Stick around until defeated; if fewer than three are defeated, a resummon gets you three new instances all at once. One pet that I think gets slept on is the Dark pet, Haunt. Perhaps Drain Psyche does 'Mind bleed' damage over time? Fire Mastery 5.3. Psi has drain psyche instead of buildup/etc., TWO medium ranged attacks (one of which immobilizes), the larges range cone, the best pbaoe (same size but 16 targets instead of 10), NO heavy melee OR ranged attack, and a snipe with NO access to insta. Presence 6.9. I specced out of them on my Elec/Psi. It's not going to have the burst damage to fire, but it should be right behind fire. Fire Imps is a typical pet power, see the Shared Powers section. Acrobatics is an excellent protection power, with a moderately high endurance cost, and can greatly increase survivability at later levels. I put a couple hours into going over the secondaries this weekend to figure out what makes each one special mechanically (from my PoV). These builds can be annoying solo before perma-dom with all the enemy mezzes. For dark, I'll consider if there's a way I can get close to some capped defenses with the inherent -tohit on the secondary as well. A Dominator can freeze foes in place, render them unconscious, or cause them to flee in terror. Its ranged and cone attacks have much greater range than other sets, but also has significant melee damage. Hello everyone. Static Field takes a bit longer to affect enemies than the other sleeps, because theres the extra step of summoning the pet before the sleep effect is applied, which reduces its effectiveness in emergency situations. Dominators can also smite their foes with a selection of single-target melee and ranged attacks, with devastating effectiveness. and our This set favors moving in and out of melee to maximize (you want to take advantage of the cone, pbaoe and drain psyche since your single target attacks are lacking). The biggest challenge of playing a Dominator is deciding when to use Domination. It can be used to block doorways and narrow passages to keep enemies at bay. Its high damage makes Fiery Assault a very aggressive set, and a good contributor even on an effective team. It may be able to hold more protected bosses (eg Arachnos Spider and Fortunata bosses, some Longbow Wardens, Cimeroran Traitors) and Elite Bosses, but certainly not reliably. Energy Torrent is its best AoE attack, since it includes control through knockdown, while Explosive Blast is much like the targeted AoEs in the other sets. Medicine 6.8. As if that werent enough, confuse is also one of the top two control effects, since it not only prevents enemy attacks, it also causes enemies to damage each other, to bunch together for AoEs, and can steal their buffs and debuffs. For some reason, it won't load any of the builds. The one weakness of Seeds of Confusion is that it is necessary to be at close range to gain the most effect. It is also significantly improved by Power Boost. I haven't tried Dark Control yet, but I have a Plant/Psi permadom and she is canned destruction, only, no can. Geezanother alt. Unfortunately for Lift, Gravity Distortion grants knockup protection, which means that Lift cannot be used to control a boss in between applications of Gravity Distortion. Subreddit dedicated to the loyal community of City of Heroes. * Darkness Control used to require VIP status or purchase on the Paragon Market. All were 100% viable - I used the fire snipe in melee range without insta too! Game Stats. Mind Control provides the best single target control through all 50 levels, Gravity Control is second best, and the remaining sets are all about equal. It has a higher target cap of 16 targets, making it the best AoE damage against large clustered spawns. It is a versatile power, with many useful applications and can greatly increase the safety of a team. And the secondary slow effects doesn't take long to notice seeing how every attack has -spd. The endurance cost of Sleet is high, but reasonable for its effects. Energy and Electricity trail with only one AoE attack each. Question, I skipped Fissure altogether while leveling, what are your thoughts on that power compared to Tremor? Stealth is a useful power for opening fights with a well placed AoE control, notably Plant Controls Seeds of Confusion, or convincing a pet to engage the enemy and take the alpha strike, and it combines with Super Speed from the speed pool to give complete invisibility against most enemies. They are: A Dominator's secondary power sets are designed for assault. Thorny Assault provides some damage mitigation from Thorntrops and two attacks with knockback. I don't remember her casting often Yeah the Fortunata has Mind Link, she has pretty nice psi damage and tends to range for a bit then runs into melee. But I'd like to see Trollers/Dominators get a worthy 'aggregate' for their troubles. Melee attack chain options, vaguely ranked: The sets with heavy ranged attacks can and should use those, as they do about the same damage as T2 melee attacks. By Interested to see how they perform with the DOM changes. The second may be considered a minor exploit, the sniper attacks add Domination when initially activated, but if the Dominator interrupts them by moving, they dont fire, wont aggro the target, and may be activated again immediately for another boost, but at a sizeable endurance cost. With high damage and accuracy and guaranteed control that works against bosses, Power Push is a very useful and versatile power.
Electricity Assault really performs well against single targets at melee range, and using Build Up can deal a lot of damage very quickly. Fling Thorns is probably the best of the cones for using in melee - which, in practice, means it (along with Psionic) is one of the cones I'd actually take (I often skip the cones on doms for the reason I mentioned above - too tired for the ping-pong playstyle these days). Sure, if you want to piddle around with +0x1 content, you'll be fine pootling along. The small range requires the Dominator to be close to the enemy, which is typical for an Earth Assault Dominator anyway. are still mostly copies of Scrapper and Tanker punches and kicks with similar secondary effects. I see your reasoning. Link Minds works very well with any defence buffing powers from teammates, which are fairly common, meaning its often a very useful asset. Psychic Scream is a a nice cone. Drain Psyche alone is worth the price of admission, given that Dom's have very few self-healing / maintenance options, and the fact that it comes with a GIANT -Regen debuff and you can have it up almost all the time as you get to Permadom is huge. The last one I recall was around Issue 4 or 5 when ED was introduced and the recharge on aoe holds increased to 240 seconds. Domination: All sets with snipe can have access to insta for the first 15 seconds of domination (+25% tohit, you only need +22%). Domination 3. It is new to Homecoming, so there aren't any traditional builds for it from Live. Bonfire is very effective in a small number of situations, and provides some utility in others. There are a few tricks to speed filling the Domination bar, which may be useful on occasion. Typically it would be paired with Fire Breath, Frost Breath or Psychic Scream to have two cones of similar shape for ease of use.
Best dominator secondaries? It is especially useful in early levels where hold durations are low, when there are too many enemies to hold, or holds cannot be stacked on bosses. Subreddit dedicated to the loyal community of City of Heroes. I think of syncing Domination through the attacks. Summon Seer summons a typical patron pet, see the Shared Powers section. It has a short activation, high damage, and a fast recharge, making it the best of the final blasts, and the most important power of the set. I do not address specific IO sets or set bonuses, since that is a much more individual decision. Hasten is an excellent power, providing noticeably increased effectiveness when it is active. As you increase in level and your Holds last longer and you gain more and different controls, the number of opponents you can keep from attacking you increases. Great idea! TK Thrust is a you love it or you skip it. If you are fighting a group of three opponents, say, a Lieutenant and two Minions, by holding the Lieutenant, you have effectively reduced the amount of damage you will take by more than a third. Because it increases regeneration, rather than healing, it is not terribly effective for saving a battle that is going badly, but must instead be used prior to any problems occuring. *shrugs. Leadership 6.6. Soul Drains longish activation and recharge times make it somewhat unwieldy to use. Earth is also pretty end heavy, so will have to build taking that into account. When surrounded by many targets it can easily refill the endurance bar completely. None of the attacks in Icy Assault have a hold unless I'm missing something. Currently I am playing dark/savage, grav/martial, elec/rad, ice/earth & earth/energy, all in the 33-40 range. Synaptic Overload doesn't Dominate on its chain jumps, for example. It has good endurance usage due to its high damage and long activation times. Thorntropss tendency to cause scatter reduces the effectiveness of other AoE powers. Even with Domination active the Dominator is still dependant on control for survival, and is still fragile in the face of uncontrolled enemies. It has above average endurance usage and somewhat useful secondary control effects. In fact sometimes it is better to resummon them than heal them. The biggest drawback of Chilling Embrace is that to have an effect the Dominator must be in melee range with an uncontrolled enemy, which is very dangerous. Mindmeltdown DoT dam' when Domi is active. If not enough creepers are summoned initially because the targets were hard to hit, then some enemies will immediately attack the caster. Its large selection of control types (sleep, knockup, hold, confuse, repel, fear), makes Mind Control the most versatile control set, and the most likely to be able to exploit weakness in the enemies. For the Psi set? In PvP the control durations and damage of each power is very different, as well as the playstyle required to fight players, so most of the conclusions drawn here do not apply to the PvP game. The caveat for cones is that there are a couple things I treat as cones that aren't actually cones but that function the same way in play and have similar damage #s : earth's short range aoe Fissure and Martial's Trick Shot. It can be placed on buff eminators, such as those used by the Devouring Earth, as well as Triage Beacon and Spirit Tree. Hey. Do you have a build for a Dominator fire/stone? tks This means you can handle bigger groups, which means you can earn more experience, and faster. Since it doesnt cause any aggro, Mass Hypnosis can be very effective for starting a fight and take the edge off the alpha strike. Oct 30, 2022 @ 11:29am. They will perceive and attack invisible enemies within their perception radius. Stalagmites is Earth Controls reliable AoE power, and doesnt give affected enemies small opportunities to fight back like the other AoEs. We are not affiliated with any private servers. power-boost with a damage bonus, two medium blasts (exact same damage), one of which has a small heal on it, and a heavy melee, and a snipe with access to insta. Every time I go to plan out a corruptor, I end up making it a defender. So, barring that, what it has is a very good melee attack chain, so that's what I'd focus on. When slotted for endurance modification it is able to drain all of a bosss endurance within a few seconds. Since its also a hold, it can be useful for quickly stacking hold mag onto bosses, and then dropped once the boss is held. One of the better improvements HC made to the Assault sets is making most of the PBAoE attacks have a 15ft radius. Without a sharp corner to pin them in, it is tricky to keep the repel from pushing them in unwanted directions.
City of Heroes Best Solo Builds (One Man Army) | GAMERS The snipe availability is a buff in general, so it's just a better set now. The visual is great, the damage is OK, the debuff is solid. The final note here is that once you start using Domination regularly and stop treating it as a rare thing that must be conserved, you will realize that sometimes you can rebuild Domination before the actual Domination power has recharged. Its not an uncommon misfortune for a Dominator to fail to anticipate a problem, activate Domination too late, and be defeated shortly thereafter. Fly is a slow, but practical travel power. Shared Epic Powers 5.2. Fiery Assault 4.6. Recap: San The Assault sets that stand out tend to be the ones with a strong exotic abilities that set them apart: Psi, because of its heal and recovery, Fire because of its strong ranged attacks and blue bar rescue, Dark because a combo of Power Boost and a self heal. In the early game, this will give one an idea of how rapidly this powerful inherent builds. A flat rate boost. you can 'do' it and see some potential. There is no icon or animation for the second instance of the power, even according to the target affected by the hold/mez. Dark has something like power build-up, two medium blasts (exact same damage), one of which has a small heal on it, and a heavy melee, and a snipe with access to insta. Mine is sub-3s recharge and it allows me to kill steal from blasters, scrappers, and most any other damage-forward build because I can get to the target first. The mu pet is nice, but I rarely use Mu Mastery. I've lost track of exactly how powerful Fire Assault is on the Homecoming server. If you happen to play it on most other servers, where it and othe An additional use of Dimension Shift is thinning out spawns, with low accuracy a portion of the spawn can be phased out, making things easier for the team. It has a very fun graphical effect as well. The secondary contamination effect is "free" damage, and the -def on all the attacks is always appreciated. Darkness/Earth/Soul, Tags - ex. Dark Control's Shadow Field is a pseudo pet that does Dominate, so its not that there is a rule against pseudo-pets Dominating. Most of its powers have a defence debuff secondary effect, and bonus toxic damage which complements its primarily lethal damage. Psi & fire cannot get insta-snipe without external buffs. Once you're at midgame, I'd think about tossing a Sudden Accel KB to KD in it. You may also just take a primary with -kb in its aoe immob (dark, earth, fire, ice, plant according to MidsReborn) and ignore the KB. At first, you won't be able to maintain more than one Hold at a time on an opponent, but provided you apply your Hold to the Lieutenant whenever it becomes available, it should be unable to fight you at all, while you engage the less dangerous minions. Since its also boosted by Domination, it is the most important of the AoE control powers. Thorny : I like the synergy between caltrops and slows, so fire/ and ice/ are my primary choices here. Smoke does not help in splitting up a single spawn of enemies, in fact it may even make this more difficult, and it also tends to draw aggro to the caster when combat starts. A Dominator's primary power sets are designed for controlling enemies. Stalagmites provides complete damage mitigation against weaker enemies for shorter periods of time, Earthquake provides partial damage mitigation for longer and is effective against bosses and high level enemies, Volcanic Gasses has a long duration and works against all enemies, but is not available as regularly, Quicksand provides some partial mitigation as well, because enemies spend more time moving, and less time fighting. I'm not sure what to do it on though, so I was wondering which powersets benefit the most from it? The original draft of this is up on reddit, but I figured not everyone is on reddit, and I DO need to start posting here more. Glacier cannot be used while flying, somewhat limiting its effectiveness, and is also a PBAoE which makes it more dangerous to use. Or a damage buff (no Build Up on mind) ala like the Mire effect on WShades? * Patron Power Pools require villain alignment to obtain. The pets noticeably increase the Dominators effectiveness, particularly when solo, and these powers are highly recommended. Plant/fire? Psionic Assault 4.8. I see you already addressed it in a follow-up. Dominators with confuse powers, high damage pets (Fire Imps), or high damage secondaries may find that its not necessary, while those with Icy Assault will almost certainly want it. And working with my lowbie Dom in Mids Reborn, I can't figure out what's skippable and what isn't. Dark would be the way to go if you're Once combat has been initiated its often inadvisable to use Wormhole, to prevent confusing teammates. WebCoH Buildshare. Additionally, while not available every fight, Carrion Creepers or Fly Trap can be used to absorb the initial strike and allow Seeds of Confusion to be used safely. By the mid 20s they can all be used to solo very effectively, with varying effectiveness in the earlier levels. So I guess here's some things I'm wondering about playing a Dominator: Am I a melee character? The mindset claims that it doesn't want to 'waste' Domination. Plant is a ranged control set, so it pairs best with ranged damage. Jolting Chain is a very important part of Electricitys low level effectiveness, particularly in a team environment where sleep isnt always appropriate. This section contains information about changes that took place in City of Heroes/Villains. Thorny Assaults powers mostly have long activation times, which can be frustrating and dangerous for Dominators who need combat mobility. Pool Powers 6.1. Suggested slotting is 0 3 additional slots with 35 40% endurance reduction and 0 95% to-hit buff.
Gravity Control | City of Heroes Wiki | Fandom 12 of 22. In all cases the damage from the primary pales in comparison to the damage from the secondary set. Lift can be used effectively with Crush, since it doesnt provide knockup protection. Probably yes. Fire Assault usually then goes with the fire epic pool where you'll get fireball that gets greatly boosted thanks to Fiery Embrace pl Bile Sprays most important advantage over the cone attacks in the secondary is having a higher target cap. With insta-snipe, it has 3 very powerful ranged attacks, and lends itself best of all the dominator sets to being ranged. I'm curious what you mean by "heavy ranged attack with a hold on it." Cookie Notice Would ice/ice be a decent pairing? Lift is similar to Levitate from Mind Control, except that it has a longer activation time.
Which Dominator has the Best Pet? - Dominator It can be combined with Stone Cages to prevent affected enemies from slowly scattering, although this is not essential. Additionally, it can be stacked with Confuse to confuse bosses without causing aggro. Paralyzing Blast is the only AoE in the set that prevents enemies from attacking and which is boosted by Domination. The way I build is to choose a power-set combo that seems to have interesting mechanical synergy or an engaging or fun playstyle - also likely rooted in synergy. Primary Powers 3.1. Power-Boost/Gather Shadows (Dark, Earth, Energy, Ice): Earth and Ice lack a snipe. Neither of them has good protection, and their AI often makes them aggro nearby packs. Propels incredibly long activation time makes it one of the poorest Dominator attacks for damage, as well as suffering from the other problems of long activation, that the caster is unable to react to other events, and that the target may be defeated by other attacks before the damage is applied. Combat Jumping provides nice mobility and protection from immobilize for a low endurance cost. Also, even if it fails to hit an enemy the first time, it will try to hold them again soon. Plant Control is the most effective team accelerating power set, specifically due to Seeds of Confusion and the way it causes enemies to bunch up and damage each other, making it very easy for the team to dispatch an entire spawn. On live I had a 50 Plant/Psi, so you would think I'd plug through, but those early levels of /Psi SUUCCKK. Earth Assault is unusual because it has 3 AoE attacks, 2 with a small radius, meaning its AoE damage is high, but only against closely packed enemies. PM me.Please no theorycrafted (as in never played) builds, I want your used builds. World of Confusion provides some extra damage and protection for a Dominator who regularly enters melee range and an interesting visual effect. It is good for keeping a spawn contained, because it tends to prevent running, and prevents retaliation from enemies who are not being attacked. Speed things up a bit with hasten and recharge recipes, add in some proc damage HERE and THERE and try and get base defence numbers up high enough to absorb the errant Wolf mobs that sprint up to me and SLAP half my HPs. Mind Control is a very endurance light set, in large part due to Confuse, which dramatically improves soloing efficiency. This tends to have a lot of different outcomes but ultimately a fun time. I always liked /earth, though it was weaker in aoe and lacked build up. I also had grav/energy, ice/thorn, earth/elec, and dark/psi up to at least 50+1 and some incarnate content. Possible approaches are: use Ring of Fire or Fire Cages to ground enemies; jump or fly and ground enemies with Air Superiority or Hot Feet. It has a secondary effect of endurance reduction which is useful when mixed with endurance drain from other Dominator sets like Electric Control. Propel has the best attack animation in the game, a random object appears in the air and flies at the target, falling to the ground after it hits (or misses), and remains for a long period of time. Popular uses are to create a safe location for ranged characters to avoid melee, to pin enemies against walls, to block narrow places like doorways, or trap ambushes as they come through a doorway. Assault. Its secondary slow effects stack, even from the same power and when combined have some benefit against single hard targets, but are not overwhelming. As far as I know, the only "pets" you can stack are the Shades from Haunt, and they are not exactly like regular pets. a version of build up with much less ToHit (not super relevant), faster/weaker weak melee, TWO heavy melee attacks, the heaviest damage pbaoe (if the #s are correct), and a snipe with access to insta. Staying still for the entire activation time can be risky, particularly in a team situation, and there are a large variety of effects which can interrupt the power. He has a weak ranged attack, a melee hold and high damage melee attacks. In these fights, Ice Controls slow effects, Electric Controls endurance drain effects and Earth Controls defense debuff effects become more useful. Its attacks all deal smashing and energy damage. Agreed. The summoned Blue Coralax Hybrid has melee and cone attacks. Fire Control 3.5. Volcanic Gasses is better than the AoE holds available to the other primaries because its base duration is the same as the maximum enhanced duration of the others, and with some duration enhancement it is able to hold normal bosses on its own. When facing mezzing enemies, defence shields are often better than resistance, because they can prevent some mezzing attacks from ever landing. Prior to 8-1-06, Domination didn't work this way.
A brief guide to Dominator secondaries : r/Cityofheroes - Reddit Privacy Policy. Power Burst, Blaze, Bitter Ice Blast, and Thorn Barrage are the final blasts, and are all high damage medium range single target blasts. With a base duration of four minutes out of every fifteen, they can be a frustrating power to use. It has mostly ranged attacks, as well as an ally perception and confuse resistance buff. They have one more popular use, which may be considered a minor exploit: if they are interrupted by moving before firing they add Domination but dont activate and aggro the enemy; allowing Domination to be built with a substantial endurance cost but without actual combat. Mind Control benefits less from Total Domination than the other sets from their AoE holds, because it has so many other effective AoE powers. I suppose the assault sets did seem somewhat 'thrown' together. Power Sets [] Primary Power Sets [] A Dominator's A Mind/Psi domi feels like pulling teeth. He also has a lot of nice attacks, does good damage, and also has his own hold attack.
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