Badge time.png   The Paragon Wiki Archive documents the state of City of Heroes/Villains as it existed on December 1, 2012.

Difference between revisions of "Dominator"

From Paragon Wiki Archive
Jump to: navigation, search
m (Added archetype factions.)
m (External Links: update link)
 
(76 intermediate revisions by 25 users not shown)
Line 1: Line 1:
 +
{{TOCleft}}
 +
{{Infobox_AT
 +
|image=[[File:v_archetypeicon_dominator.png]]
 +
|pri=Control
 +
|sec=Assault
 +
|inherent=[[Inherent Powers#Domination|Domination]]
 +
|hp_base=1017.4
 +
|hp_max=1606.4
 +
|pri_sets=8
 +
|sec_sets=8
 +
|anc_sets=8
 +
|dam_melee=1.050
 +
|dam_range=0.950
 +
|buff_def_melee=0.085
 +
|buff_dam_melee=0.085
 +
|buff_hpmax_melee=0.070
 +
|buff_tohit_melee=0.085
 +
|debuff_def_melee=0.100
 +
|debuff_dam_melee=0.100
 +
|debuff_tohit_melee=0.100
 +
|endmod_melee=1.100
 +
|fear_melee=1.490
 +
|heal_melee=117.799
 +
|healself_melee=101.735
 +
|immob_melee=1.490
 +
|kb_melee=2.077
 +
|res_melee=0.085
 +
|sleep_melee=1.490
 +
|slow_melee=1.000
 +
|stun_melee=1.490
 +
|taunt_melee=1.030
 +
|threat_melee=1.0
 +
|buff_def_range=0.075
 +
|buff_dam_range=0.075
 +
|buff_hpmax_range=0.100
 +
|buff_tohit_range=0.075
 +
|debuff_def_range=0.075
 +
|debuff_dam_range=0.075
 +
|debuff_tohit_range=0.075
 +
|endmod_range=1.000
 +
|fear_range=1.490
 +
|heal_range=107.090
 +
|immob_range=1.490
 +
|kb_range=2.077
 +
|res_range=0.075
 +
|sleep_range=1.490
 +
|slow_range=1.000
 +
|stun_range=1.490
 +
|taunt_range=1.030
 +
|threat_range=1.0
 +
|dam_res_max=75%
 +
|dam_res_min=-300%
 +
|stat_res_max=10,001.01%
 +
|stat_res_min=-300%
 +
|stat_prot_max=N/A
 +
|stat_prot_min=N/A
 +
|dam_max=400%
 +
|dam_min=10%
 +
|def_max=175%
 +
|def_min=-100%
 +
|tohit_max=200.35%
 +
|tohit_min=-100%
 +
|rech_max=400%
 +
|rech_min=-75%
 +
|regen_max=2000%
 +
|regen_min=0%
 +
|recov_max=750%
 +
|recov_min=0%
 +
|stealth_max_pve=200 ft
 +
|stealth_min_pve=-180 ft
 +
|stealth_max_pvp=571.5 ft
 +
|stealth_min_pvp=-180 ft
 +
|percep_max=1153 ft
 +
|percep_min=0 ft
 +
|rng_max=500%
 +
|rng_min=25%
 +
}}
 +
{{clr|left}}
 +
 
== Overview ==
 
== Overview ==
{{TOCright}}
+
As a '''Dominator''', you control a devastating combination of control and assault powers. A Dominator can freeze foes in place, render them unconscious, or cause them to flee in terror. Dominators can also smite their foes with a selection of single-target melee and ranged attacks, with devastating effectiveness. Additionally, each time a Dominator attacks, he comes closer to unleashing his true sadistic power of [[Inherent_Powers#Domination|Domination]]. With so much emphasis on diverse offensive powers, Dominators lack in defenses and work best with teammates who can provide protection.
[[Image:v_archetypeicon_dominator.png|left]]
+
Wielding a potentially counterintuitive array of powers, '''Dominators''' are a complex class. You excel at forcing foes to bend to your will.  You can lock your enemies to one spot, render them unconscious, or even turn them against their allies.  But you do far more than control the battle; you truly dominate by dealing damage while you hold or immobilize those around you.  You are a fairly effective solo class though you lack defenses and have no mez protection beyond the use of your Inherent Power.  For this reason, you are particularly fearsome when paired up with a corruptor to buff you or a stalker to strike down your dominated targets. When an entire group can take advantage of the foes you've locked down, your controlling powers will really shine.
+
 
+
The Dominator's inherent power is Domination, and mastery of its use is the most common sign of an experienced Dominator and a novice.  Each time you attack your enemies you build up Domination; the more people you have in your team, the more Domination you build. Once your Domination bar is full you can unlock this power, increasing your base damage by 75% while effectively doubling the effectiveness of your holds and other control powers.  While Domination is active, your longer and more powerful control powers can turn the tides of an otherwise hopeless battle. Furthermore, Domination protects you from controls yourself, and refills your Endurance bar - making it a power that on its own can completely turn the tide of a battle!
+
 
+
Faction: '''Villain'''
+
  
 
The Dominator's power sets are:
 
The Dominator's power sets are:
  
'''Primary''': Control<br>
+
'''Primary''': Control<br />
 
'''Secondary''': Assault
 
'''Secondary''': Assault
  
The Dominator has Low Hit Points and Medium Damage.
+
{{ATStats|survive=3|melee=6|ranged=6|control=10|support=2|pets=5}}
  
 
== Power Sets ==
 
== Power Sets ==
 
 
=== Primary Power Sets ===
 
=== Primary Power Sets ===
 
+
*A Dominator's primary power sets are designed for controlling enemies.  They are:
A Dominator's primary power sets are designed for controlling enemies.  They are:
+
<ul style="width:50%">{{Category Listing|Dominator Primary}}</ul>
 
+
{{PMarket Purchase|ec}}
* [[Fire Control]]
+
{{PMarket Purchase|dc}}
* [[Gravity Control]]
+
* [[Ice Control]]
+
* [[Mind Control]]
+
* [[Plant Control]]
+
  
 
=== Secondary Power Sets ===
 
=== Secondary Power Sets ===
 +
*A Dominator's secondary power sets are designed for assault.  They are:
 +
<ul style="width:50%">{{Category Listing|Dominator Secondary}}</ul>
 +
{{PMarket Purchase|darkass}}
  
A Dominator's secondary power sets are designed for assault.  They are:
+
=== Ancillary Power Pools ===
 
+
* [[Fire Mastery#Dominator|Fire Mastery]]
* [[Energy Assault]]
+
* [[Ice Mastery#Dominator|Ice Mastery]]
* [[Fiery Assault]]
+
* [[Primal Forces Mastery#Dominator|Primal Forces Mastery]]
* [[Icy Assault]]
+
* [[Psionic Mastery#Dominator|Psionic Mastery]]
* [[Psionic Assault]]
+
* [[Thorny Assault]]
+
  
 
=== Patron Power Pools ===
 
=== Patron Power Pools ===
 +
* [[Leviathan Mastery#Controller / Dominator|Leviathan Mastery]]
 +
* [[Mace Mastery#Controller / Dominator|Mace Mastery]]
 +
* [[Mu Mastery#Controller / Dominator|Mu Mastery]]
 +
* [[Soul Mastery#Controller / Dominator|Soul Mastery]]
 +
<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
  
* [[Leviathan Mastery]]
+
=== Inherent Power ===
* [[Mace Mastery]]
+
* [[Inherent Powers#Domination|Domination]]
* [[Mu Mastery]]
+
* [[Soul Mastery]]
+
  
== Strategies ==
+
== Historical ==
The Dominator as an archetype is counterintuitive to play, difficult to master, and relies on mechanics and techniques that are not obvious to many styles of player. Furthermore, the Dominator has a legacy of being underpowered, and suffers in the early game slightly as the game becomes more difficult, often leading to them being considered a 'weak class'. While not as obviously powerful as the other Archetypes of City of Villains, strategic and tactical play can make a significant difference to the play experience.
+
{{Historical|type=section|reason=change}}
  
'''Active Defense'''
+
* Dominators were added to the game in [[Issue 6]], originally a City of Villains [[archetype]]. Their original primary powersets were Fire Control, Gravity Control, Ice Control, Mind Control, and Plant Control. Their original secondary powersets were Energy Assault, Fiery Assault, Icy Assault, Psionic Assault, and Thorny Assault.
 +
* Leviathan Mastery, Mace Mastery, Mu Mastery, and Soul Mastery were added to the game in [[Issue 7]].
 +
* Earth Control was [[Power Set Proliferation|proliferated]] to Dominators in [[Issue 12]].
 +
* Electricity Assault was added to the game in [[Issue 12]].
 +
* The Dominator was revised in [[Issue 15]]. The inherent power [[Inherent Powers#Domination|Domination]] lost its damage buff and the buff was moved directly into the archetype's [[Damage#Damage Scale|Damage Scale]] instead. All Dominator secondary Power Sets were adjusted according at the same time to be more equalized.
 +
* Earth Assault was added to the game in [[Issue 16]].
 +
* Electric Control was added to the game with [[Going Rogue]].
 +
* The [[Ancillary Power Pools]] became available to Dominators in [[Issue 18]].
 +
* Darkness Control and Dark Assault were added to the game with [[Issue 22]].
  
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. This strategy can work in the early game, but it neglects some of the best powers in the Dominator's secondary, and generally makes for slow play. The Dominator's ranged damage isn't as good as its melee damage, and its controls are not as long-lasting outside of Domination.
+
== See Also ==
 +
* [[Archetypes]]
 +
* [[Dominator Strategy]]
  
What the Dominator player needs to consider to make the most of the early game is the idea of an Active Defense. The principle is simple; a held opponent cannot hurt you. 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. 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 much-less dangerous minions. As you increase in level, and your holds last for longer and you gain more and different controls, the number of opponents you can keep from attacking you increases. This means you can handle bigger groups, which means you can earn more experience, and faster.
+
== External Links ==
 +
* [http://www.alteredgamer.com/city-of-heroes/7715-coh-city-of-villains-guide-to-the-dominator-archetype/ Summary and Analysis of Dominator Powersets]
 +
* [http://web.archive.org/web/20121025125339/http://na.cityofheroes.com/en/game_info/archetypes/villain_archetypes.php Archetypes documentation] on official City of Villains site
 +
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Villains Manual] as a PDF file
  
Learning and adopting this principle is the first step towards a surviving Dominator. If you play like a controller or a blaster, using your controls to keep an opponent at bay while you whittle away at their health with ranged blasts, you will level slowly and be in trouble when you finally miss an opponent.
 
  
'''Building And Using Domination'''
+
{{Navbox Archetypes}}
 
+
A good bit of advice for beginning Dominators is to set Domination as their auto-power. In the early game, this will give you an idea for how rapidly this powerful inherent builds. Too many Dominators see Domination as rare, something that has to be conserved and saved or it won't be available when you need it. The mindset claims that it doesn't want to 'waste' Domination. If you go through a full mission with Domination fully charged, and never use it, then you ''have'' wasted it. Domination charges relatively fast, now, and degrades slowly. It's very easy to take a break to rest, even go away from the game for a moment or two, and still have Domination accessable.
+
 
+
Domination changes fights around; it gives the Dominator a full bar of Endurance, it breaks them free from status effects, it significantly increases their damage, and it multiplies the effect of their control powers. Sometimes, what counts as a control power can be a little oddly-defined by the game - for example, Bone Smasher (a melee attack with a 60% chance to Disorient a foe) is considered a control power by the game because of its disorient effect! Knowing what attacks benefit the most from Domination can change your attacking once you've used the powerful inherent.
+
 
+
The final note here is that once you start using Domination regularly, and stop treating it as a rare thing that has to be conserved, you will realise that sometimes, you can rebuild Domination before the actual Domination ''power'' has recharged. This is a common enough situation, and one of the reasons many Dominators invest in Hasten. Hasten does three things for the Dominator - it allows Domination to recharge faster (by shortening its recharge time), it allows Domination to be built faster (by letting you make more attacks in a short amount of time), and it allows Domination to be used more effectively (by allowing you to make more attacks under the influence of Domination). The practical upshot is that Hasten is a cornerstone power to many Dominators.
+
 
+
'''Double-Fire Domination'''
+
 
+
Domination's effects last 90 seconds. Activating it doesn't drain the Domination bar until ''after'' those 90 seconds end. The base recharge time for activating Domination is only 200 seconds. With enough recharge time reducers -- typically Hasten combined with multiple instances of Speed Boost and/or Accelerate Metabolism -- it is possible to activate Domination a second time off the original bar.
+
 
+
'''Dominators vs Controllers'''
+
This article might be bit controversial, but I recently had several duels with my friend who chose an Ice/ForceField Controller. I am a gravity Dominator with Energy Assault. We started with a Arena fight, which lowered him and myself to lvl6. I found that his attacks did little to no damage, his hold powers did hold me often, but he lacked a secondary power with which to do damage to his held victim. I on the other-hand was able to survive longer, almost indefinitly at 90% health and above, and charge my Domination bar, fire it off, and then my holds held him more often than his held me. Controllers get an extra point of Magnitude, which means they can hold bosses and Lietenients Solo, and in most cases, hold Villains solo too, Dominators dont get this extra point, and as such, stacking of holds is necessary, unless we have Domination charged.
+
 
+
*Controllers - Extra Point of Magnitude, means can hold Dominators more often, unfortunatly, they lack damage inducing powers.
+
*Dominators - Do not have extra point of Magnitude, which means stacking of hold powers is necessary, theyre secondary powerset will usually make it possible to kill most enemies without the hold being necessary though, when Domination Kicks in, it does make Dominators Stronger, Durable against status effects, including knockback, and able to hold at same level as, if not above that of a Controller.
+
*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.
+
 
+
== Notes ==
+
 
+
* You can currently trigger Domination while under status effects, this works like a break free inspiration.  While Domination is active you have a some level of resistance to all status effects. Prior to 8-1-06, Domination didn't work this way.
+
 
+
== External Links ==
+
 
+
* [http://www.cityofvillains.com/gameinfo/archetypes.html Archetypes documentation] on official City of Villains site
+
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Villains Manual] as a PDF file
+
  
 
[[Category:Archetypes]]
 
[[Category:Archetypes]]
[[Category:Patch Watchlist]]
 

Latest revision as of 03:36, 14 December 2013

Dominator
V archetypeicon dominator.png
Primary Control
Secondary Assault
Inherent Domination
Base HP 1017.4
Max HP 1606.4
Primary Sets 8
Secondary Sets 8
Epic Power Pools 8
v  d  e


Overview

As a Dominator, you control a devastating combination of control and assault powers. A Dominator can freeze foes in place, render them unconscious, or cause them to flee in terror. Dominators can also smite their foes with a selection of single-target melee and ranged attacks, with devastating effectiveness. Additionally, each time a Dominator attacks, he comes closer to unleashing his true sadistic power of Domination. With so much emphasis on diverse offensive powers, Dominators lack in defenses and work best with teammates who can provide protection.

The Dominator's power sets are:

Primary: Control
Secondary: Assault

Dominator Stats
Survivability     3                
Melee Damage 6    
Ranged Damage 6    
Crowd Control 10  
Support 2    
Pets 5    

Power Sets

Primary Power Sets

  • A Dominator's primary power sets are designed for controlling enemies. They are:

* Electric Control requires VIP status, purchase on the Paragon Market, or purchase of Going Rogue.
* Darkness Control requires VIP status or purchase on the Paragon Market.

Secondary Power Sets

  • A Dominator's secondary power sets are designed for assault. They are:

* Dark Assault requires VIP status or purchase on the Paragon Market.

Ancillary Power Pools

Patron Power Pools

* Patron Power Pools require villain alignment to obtain.

Inherent Power

Historical

Badge time.png This section contains information about changes that took place in City of Heroes Freedom. It is provided for historical purposes.
  • Dominators were added to the game in Issue 6, originally a City of Villains archetype. Their original primary powersets were Fire Control, Gravity Control, Ice Control, Mind Control, and Plant Control. Their original secondary powersets were Energy Assault, Fiery Assault, Icy Assault, Psionic Assault, and Thorny Assault.
  • Leviathan Mastery, Mace Mastery, Mu Mastery, and Soul Mastery were added to the game in Issue 7.
  • Earth Control was proliferated to Dominators in Issue 12.
  • Electricity Assault was added to the game in Issue 12.
  • The Dominator was revised in Issue 15. The inherent power Domination lost its damage buff and the buff was moved directly into the archetype's Damage Scale instead. All Dominator secondary Power Sets were adjusted according at the same time to be more equalized.
  • Earth Assault was added to the game in Issue 16.
  • Electric Control was added to the game with Going Rogue.
  • The Ancillary Power Pools became available to Dominators in Issue 18.
  • Darkness Control and Dark Assault were added to the game with Issue 22.

See Also

External Links