Theres nothing more frustrating than encountering the final mission encounter with multiple bosses just as Domination drops. Once you're at midgame, I'd think about tossing a Sudden Accel KB to KD in it. Best solo Dominator spec? : r/Cityofheroes - Reddit Fire Imps: Stick around until defeated; if fewer than three are defeated, a resummon gets you three new instances all at once. Roster:MTeague's characters: The Good, The Bad, and The Gold. This includes "God Mode" powers, such as Elude or Kuji-in Retsu. It provides average to high damage, with a notable portion coming from its confuse effect. It seems to favor being in melee and using your ranged attacks there. While Domination is active, the bar stays full. For me, they usually run out of time before they get killed. Grant Invisibility, Invisiblity and Phase Shift have no benefit specific to Dominators. Copyright 2021 Homecoming Servers LLC. The long duration and fact that the targets will damage each other means the Dominator should be able to finish the fight off before the confuse effect wears off. Reddit, Inc. 2023. By the mid 20s they can all be used to solo very effectively, with varying effectiveness in the earlier levels. Unlike the other Earth Control powers, Earthquake accepts defense debuff enhancements, which opens the possibility for slotting various procs. (I do have an elec/elec/elec Domi. Hasten is of particular importance to Dominators because it makes Domination recharge more quickly. Since everyone has it now when in combat. A Dominator's primary power sets are designed for controlling enemies. I think martial's trick shot bounce thing is the other weird one. "Stoney" is tough and usually can keep up to the group but sometimes gets hung up by staircases and banisters. Their original primary powersets were Fire Control, Gravity Control, Ice If Power Boost or Aim is being used to buff Wormhole, being out of range can be very frustrating, because it can cause the buff to be lost. Since its also boosted by Domination, it is the most important of the AoE control powers. Activating it doesn't drain the Domination bar until after those 90 seconds end. We are not affiliated with any private servers. Teleport Foe is occasionally useful to break up closely grouped enemies, although a ranged attack is almost always sufficient for such a task. 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. Subreddit dedicated to the loyal community of City of Heroes. Earth Assault provides some useful secondary control effects, most importantly a reliable hold in Seismic Smash, but also chance for knockdown, knockback or stun in several other powers including the AoEs. You're correct in some of your assessment that the Patron pets are pretty squishy but there are ways to mitigate that through things like Barrier and some other team buffs. After I lock down the field, there's not so much worry about them dying. I still consider it very good on Homecoming because: Hey. The Dominator doesn't have any ways of protecting itself in its sets, and it gains a very small boost from most Pool Powers designed to improve Defense or Resistance; in practice, this means that the Dominator feels very vulnerable, and many Dominator players take this to mean they should play like a Blaster, or perhaps a Controller. Getting that fixed has long been on my list of Control set requests. The visual effect appears and persists for a while when a power from the secondary is activated, and disappers when any other power is activated, including those from the primary. Fire's probably do the most damage though not durable at all, Gravity's and Dark's are a close second, Dark's Haunts are decently durable and do good damage for pets and the dog does some more, with some control that it doesn't always aim very well. Suggested slotting is 0 3 additional slots with 35 40% endurance reduction and 0 95% defence. Gravity Control 3.6. Essential Powers: Power Push, Power Burst Disappointing powers: Sniper Blast. I can tell you which ones I think synergize well for me - but the kinds of things I consider playstyle synergy might not appeal to everyone SOhere are some random ones, they are going to generally revolve around utilizing the aspect of the secondary that makes it most unique: Lots of great info there! So any strong combos i should look into while the Devs get the new servers up and running? While Domination is active, you have some level of resistance to all status effects. Something simple like adding 'Assault' style damage with the domi' button. Admittedly, it helps that Plant Control also favors a Captain Hit-and-Fade partial melee, as you run into midrange to get good coverage with Seeds of Confusion and go from there. City of Heroes Dominator Powers Guide by Liliaceae, Contents 1. The high endurance cost means that it should be used judiciously, when there are enough enemies to make it worthwhile, and its certain that they will stay in its area of effect. The remaining sets all deal very similar single target damage, with Psionic Assault having a slight edge in the early game due to having more single target attacks. Once a target is hit, there is a brief delay and then if theres another target nearby which hasnt been chained to already, the chain effect will jump to that target, with an increased chance to hit. When an enemy becomes aware of a pet, they become aware of the summoner as well, so an errant pet is very capable of bringing unwanted aggro onto their summoner. Subreddit dedicated to the loyal community of City of Heroes. To me maybe grav and mind would be the worst pairings (but still quite good!) Reddit, Inc. 2023. None of the attacks in Icy Assault have a hold unless I'm missing something. I'm not sure what to do it on though, so I was wondering which powersets benefit the most from it? I might even skip the cone and consider taking energy transfer instead of the snipe at 35 (this is something *I* probably wouldn't do, since I always take the patron pet on doms). Thorny and Fiery Assault are the leaders in AoE damage. Ice Mastery is a strong ancillary pool, balanced between offence and defence. Total Focuss long activation means that it can be a dangerous power to use, preventing the caster from reacting for several seconds. While Dominators dont receive the best bonuses for the Leadership powers, they are quite acceptable and can be useful on larger teams. EDIT: I'll add some thoughts on the beta changes eventually, especially if they go live. Honestly I don't see a stand out primary set for it - I played ice/psi and dark/psi on live and they were solid. For more information, please see our But the damage, is at best, 'polite.'). We are not affiliated with any private servers. Explosive Blast is a typical epic targeted AoE attack, see the Shared Powers section. Because my build is extremely powerful for soloing AVs/GMs at end game, but blooms rather late, as most of its damage comes from later power picks. This will NOT be a detailed power-per-power analysis and such - primarily because (keep reading) I don't think that's necessary for dominator secondaries, as they are very, very similar. If one goes through a full mission with Domination fully charged and never uses it, then they have wasted it. This means you can handle bigger groups, which means you can earn more experience, and faster. If you happen to play it on most other servers, where it and other Assault sets haven'tbeen rebalanced, it's far and away the best choice though, like it was on live. All in all, it's a solid set that just feels a little off to play (to me). Making Dominators and Corruptors : r/Cityofheroes - Reddit For me the two worst pets on Dominators are Fire Imps and Gremlins. Aim (Savage, Thorns) : Neither of the sets with aim have a snipe. Posts: 47 Best dominator secondaries? Concealment is primarily a matter of preference for Dominators. Synaptic Overload doesn't Dominate on its chain jumps, for example. Ice has power boost, it's mid strength range attack is faster and weaker than normal, a heavy ranged attack with a hold on it, NO snipe, and a slow aura that does no damage. Makes sense to me, since it would be in the context of a completed build list. Keep up the good work! There are also many guides that cover specific power set combinations, or even specific powers like Power Boost. Icy Assault and Psionic Assault both provide decent damage mitigation against uncontrolled enemies with recharge debuffs, which can be an important factor when fighting AVs. 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. The summoned Blue Coralax Hybrid has melee and cone attacks. I didn't play doms too much, although I played a ton of controllers. 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. It favors melee. The output location and targetted mobs need not both be in range simultaneously, if the power is activated and the location chosen while the enemy is out of range, then when the Dominator runs into range of the enemy, the chosen output location will still be used, even if it is very far away. A Stalker or someone stealthy can also help by removing the guesswork of where the tough encounters are. It is only recommended to characters suffering from endurance problems who have already explored other avenues for endurance management because it is rather difficult to use, and requires the investment of slots to ensure it works even when there are only a few available targets. Its low endurance cost means it can work even after being sapped by an enemy, and its small amount of damage is nice. WebFire Control and Plant Control are the highest damage dominator primaries. Sure, I could go Mind/Rad(and haveand Radiation adds much relief as it BOMPS the mobs.). Fire resistant foes can be problematic because no alternative damage type is available. For single target damage, Electricity Assault has notably better endurance efficiency, particularly in the low levels, while Icys is consistently the worst. Secondary Powers 4.1. Like Icy, the secondary effect of -recharge can be difficult to observe in action, but it's there! Ice would pair better with gravity or ice as primary because the have -spdas secondaries as well. Conductive Aura has a slightly long recharge time, which is unfortunate if it gets detoggled through being mezzed. Energy Assault 4.5. Earth Control has more AoE control powers than the other primaries, but most of them do not benefit from Domination. As a Dominator, you control a devastating combination of control and assault powers. Its secondary slow effects stack, even from the same power and when combined have some benefit against single hard targets, but are not overwhelming. Perhaps Drain Psyche does 'Mind bleed' damage over time? grav because it has no reason to be in melee, and mind because with all the aoes you can't capitalize on aoe sleep in the same way. They are not terribly compatible with Static Field because they tend to wake things up with their damage aura and Jolting Chain. So, barring that, what it has is a very good melee attack chain, so that's what I'd focus on. Sets with power-boost can get insta-snipe with Kismet proc+tactics+power boost. One of my favourite uses for Mesmerize is to open the fight by using it on the boss of a spawn, which typically results in pulling the entire spawn except the boss. Conserve Power provides a very nice endurance buff for Dominators having trouble with endurance management, and who are presented with a drawn-out battle. Fire Mastery is a very aggressive ancillary pool, with 2 AoE attacks, an AoE debuff, a basic shield, and a self-rez power for when extra damage wasnt enough. Mind/Psi domi is pretty slow and light to medium damage. The secondary slowing effect does exist, but takes several hits to be noticeable (and, in my experience, generally isn't except for the occasional boss). The two Assault sets I'm playing, Fiery and Electric Assault, have melee attacks with insane damage-per-cast-time values, compared to the blasts. Envenomed Blades: MA has what looks to be an OP version of fiery embrace that provides a base of 12% tohit that can be made very close to perma. They are: A Dominator's secondary power sets are designed for assault. Its long recharge time means that it wont be available every fight. However, Dominators are disadvantaged against the hardest targets, including most Archvillains, Heroes and Giant Monsters, who typically have very strong status protection. Oct 30, 2022 @ 11:29am. Jolting Chain. The power's description doesn't indicate that the drain only happens on the first target, it's just one of those things you have to figure out. Its AoE damage is easier to use than Fiery Assault because the cone attack has a much wider radius, and Thorntrops works well for close range AoE damage. Haunts do die sometimes, but even at +8x4 they often survive for me, due to all the -ToHit in Dark. When the bar is 90% full Domination can be activated if its recharged. Several of the Earth Assault powers require the caster to be touching the ground, which reduces the mobility of Earth Assault Dominators. 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. Ice Control 3.7. And it's super durable, my character dies before it does. Nevermind. Wormholes biggest failing is its small area of effect, which very often results in spawns being split into two separate groups. Earth, Energy and Electricty Assault provide the best damage mitigation of all the secondaries because holds, stuns, knockbacks and sleeps are a good complement for controls from the primary. Heck throw in the 2 +def pet IO's and maneuvers and he'd be close to softcap. 216 Posted October 3, 2019 (edited) Hello, I'm @Hopestar and I'll be maintaining a build list thread for each Archetype. Combat Jumping provides nice mobility and protection from immobilize for a low endurance cost. Against enemies who have many attacks, or very damaging and mezzing attacks, Shiver falls short, because they will still get each ranged attack once, which can be enough to lay a Dominator flat. I just rolled up a fire/thorn last night that I'll get around to leveling eventually. Because of Ice Controls lack of powers which work well with Domination, Glacier may be the only option for extreme crisis situations. Question about tags: how do you define, "solo friendly"? Many of its powers do additional DoT, lasting up to 7 seconds for Combustion, and with no upfront damage for Incinerate. Because of this structure its not possible to heavily slot more than two of the top three powers from the set, and the early powers are much more convenient to slot. Mu Mastery 5.9. Fitness 6.4. I can see what you're getting at, _Tex. It is also a very difficult power to use, because it requires good positioning of the caster, the target, and the output location. Combined with various other endurance management powers, such as Domination, Stamina, Consume, or Drain Psyche it may prove to be very useful on a rare occasion, for when other options have failed. Dark & Icy Assault : I would (and will, I haven't yet on HC but I'm working on concepts for it) pair it with a primary with a pbaoe aura (elec, fire or ice) and skip the cone power and just stay in melee to capitalize on the pbaoe. It's hard to lose track of him because of the annoying "icesword" sound that he makes all the time.Certain powers - like Vanguard psi blades - can take him down fast. Web3 of 8. my personal favorites: Singularity, Dark Servant, Stone Golem and if i can build for perma Phantom Army. For each power I recommend characteristics for slotting, along with percentages for those characteristics. The remaining powers are varied. Telekinesis is the one endurance intensive power, but is rarely used for extended periods of time. The rebalance of Dominators by HC was a welcome beginning. It also can prove extremely useful in some very tough encounters, by keeping AVs out of the fight until the team is ready to tackle them. Elec is a little better. I've rolled up a Plants/Savage and a Dark/Energy and am having fun so far! Thorny Assaults powers mostly have long activation times, which can be frustrating and dangerous for Dominators who need combat mobility. Global recharge bonuses and recharge enhancements do not change the relative performance of the sets. Leaping 6.7. Its one stand-out feature are its fast activating ranged attacks, and accompanying high endurance usage. I just think when the set was released there was so much going on with Going Rogue that it was a detail that was missed. Seeds of Confusion is the defining power of the Plant Control set, and the most effective AoE control power available to Dominators. Domination effectively makes a status magnitude double by adding a second instance of the original power cast upon a target target. Its attacks all deal smashing and energy damage. I teamed with a plant/psi/fire epic Dom once running against devouring earth and they were killing them before I could attack more than twice.I just watched them run from mob to mob while I could only watch.Not sire what they had slotted but I want one if the game comes back. 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. Stone feels really good. The Mu guy won't wander far and mostly stays alive. Flash Freeze inflicts damage as well, which prevents it from being stacked on top of other sleeps to deal with multiple stronger enemies. I never had my Crabbermind playing with a /Kin, and I had the recharge for the Patron pet set to be just good enough that I could resummon it when it expired (from the timer). The mu pet is nice, but I rarely use Mu Mastery. Psychic Mastery 5.6. Their excessive aggresiveness takes some getting used to, but with practice they are quite manageable. 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. Its effectiveness is spread across several powers, instead of being concentrated in a simple AoE power like the other sets. The light damage of psi only magnifying when you miss and get a tonnage crap load of damage from melee mobs for your troubles. Electricity Control is a versatile set with a variety of control options, and can contribute well when more refined tactics are required. Soul Mastery 6. For instance, it can be used to bring stragglers into the main area of combat, where more tunnel-visioned team members can deal with them. Very durable and controls for you while you can focus on damage. Glacier cannot be used while flying, somewhat limiting its effectiveness, and is also a PBAoE which makes it more dangerous to use. With the snipe changes, all the sets with aim (on its own) or build-up (requires slotting for tohit) or power-build-up (requires tactics slotted for tohit & kismet +6% tohit io) can get insta-snipe while it is up. Aside from pairing with elec/, I haven't found much use for the end draining secondary effect. I've lost track of exactly how powerful Fire Assault is on the Homecoming server. Energy Masterys unique quality is having two targeted AoE attacks. Against tougher enemies, this may be possible often, in which case it can noticeably improve a Dominators efficiency.