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Posts
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Joined
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I was expecting since it was a location AoE that it wouldn't benefit from Domination, but it does!? Is this WAI?
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In case you didn't know, you can roll a corruptor on blue side the same as a defender.
As far as defender vs. corruptor, the defender generally gets better buffs/debuffs and the corruptor has slightly higher damage and scourge. For fire/storm I would say corruptor because I hear Rain of Fire is so good with scourge. -
Quote:Ah, I guess I was looking at the abridged info that you get when you hover over the icon. Usually those say -KB if the power has it.You're implying the -res isn't useful. The -res is what makes it such an amazing power. Sleet's debuff numbers don't change between ATs, that -30% res is defender mod debuffage. With the achilles proc that can be bumped up to -50%. The knockdown is nice but it's not why you should be considering to take or not take the power.
It does prevent Knockback. Copied right out of the game:
3 Ticks of 4.14 negative energy damage over 5.20s on target after 1.00s delay
-5.25% to hit for 8.00s on target
3.00 magnitude immobilize for 17.04s on target unresistable
50.00chance for 1.00 magnitude immobilize for 8.52s on target
10000.00% resistance to knockback for 15.00s on target Ignores buffs and enhancements unresistable
10000.00% resistance to knockup for 15.00s on target Ignores buffs and enhancements unresistable
100.00 knockback protection for 15.00s on target unresistable
100.00 knockup protection for 15.00s on target unresistable
1.60 fly protection for 15.00s on target unresistable -
Actually, I don't believe Living Shadows has -KB. Neither the wiki nor the in-game description claim it does. Though I haven't tested it...
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http://tomax.cohtitan.com/data/power...tor.Link_Minds
And unless it was changed, Link Minds is not affected by Power Boost. -
It does work in Seismic Smash. My Elec/Earth dom definitely gets the best use out of it there. Can't help with midnight grasp though. I assume it would work, but that doesn't necessarily mean anything.
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Quote:This. Also, keep in mind that when you have softcapped S/L defense, only 5% of the hits are getting through your defense, so your S/L resist is only cutting down part of the 5% of attacks that get through your. For that reason, I wouldn't bother slotting Tough or toggling it on. As Ail said, just put a steadfast def IO in there and be done.I've posted a somewhat recent build on the defenders forums and you only have to search for it, replacing of course whatever you like (I did blazing arrow) with the new ATO set.
I think resistance doesn't work that well in practice for low hit point ATs. Defense blocks the whole attack, if any component of it did damage that the defense defended against. Resistance just blocks that damage type. It might be blasphemy, but I don't even bother toggling tough on (even though defender tough modifiers are AMAZING!) and just use it as a steadfast prot mule.
The -damage in PGA will help you far more IMO--and to be honest I think it only helps me middling.
Best of luck. I tried a ranged-cap defense build by the way. I liked it, but when you get a really recharge-intensive build and realize you can have oil slick up almost all of the time, it is hard to go back to anything else.
Edit: Oh, also, use Flash Arrow, especially against AVs. It's an unresistable debuff, so it is just as good as defense. -
Keep in mind, unless it's been changed, Link Minds is not affected by Power Boost. As far as going for Resistance, that's perfectly fine. I had just assumed you were going for the softcap because of all the Kinetic Combat IOs.
Overall, I think it's a pretty good build, however, I would still suggest slotting up Conductive Aura because it is that good. I would probably take 3 slots from Stone Spears (since the power sucks) and you'll just lose the one Ranged/N/E defense bonus.
Edit: Also, the Force Feedback proc in Jolting Chain will only proc once when you cast it. It won't check on each jump of the chain. Tremor is probably the best place for it. -
Once you get Perma-Dom (which is possible in the mid 30's) Indomitable Will adds practically nothing to your build. For that reason alone, I would switch to Ice Mastery. That way you can pick up Sleet (which works great with Chain Fences, since it doesn't have -KB) and a S/L defense armor that will put you over the softcap.
I dropped Mud Pots for you because the radius flat out sucks and it costs way too much endurance.
Also, I swapped Jolting Chain for Chain Fences because I find on my Elec/Earth dom that Power Boost + Chain Fences + Conductive Aura saps everything in two applications of CF. And personally, I never found Jolting Chain all that useful once I got Tremor.
I removed the +End proc from Conductive Aura because I believe it will give end back to the enemies. Also, I slotted it up for End Mod/Accuracy because it is a very good power if you are planning to be in melee.
Lastly, the free slot on Seismic Smash is for the ATO proc which gives you a near constant 40-60% damage buff.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Stone Spears -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 4: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13)
Level 6: Chain Fences -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(19), Efficacy-EndMod/EndRdx(21)
Level 8: Conductive Aura -- P'Shift-End%(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Acc/Sleep/Rchg(27), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(21)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(50)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(42)
Level 20: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(34), CoPers-Conf/EndRdx(36), CoPers-Conf%(36)
Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(39), Empty(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Assault -- EndRdx-I(A)
Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
Level 41: Sleet -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(42), UndDef-DefDeb/Rchg/EndRdx(42), Achilles-ResDeb%(45)
Level 44: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(45)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Super Speed -- Clrty-Stlth(A)
Level 50: Agility Core Paragon
Level 50: Ageless Core Epiphany
Level 50: Storm Elemental Core Superior Ally
Level 50: Preemptive Radial Flawless Interface
Level 50: Pyronic Radial Final Judgement
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(25)
Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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When the proc fires, it casts a PBAoE heal around you. I haven't really tested it, but I suspect it can only proc if you hit the target.
As for how it works in caltrops or acid mortar, I can't say. But an educated guess based on how other procs work, I would say that it will have a chance to fire once when you cast them. Therefore, I would think they would be a bad place for it. However, the proc is not all that great to begin with, so I would just put it in with the other 5 pieces in a fast recharging single target attack; that way you get all the great set bonuses. -
Seismic Smash is a great place for it because it's a power you want to use any time it's up. And 5 slots is plenty to get enough accuracy/damage/recharge slotting into it.
As for putting it in the single target hold, Elec/ has a long activating one, so personally I only use it if everything else is recharging... -
That's odd. I don't know what the difference would be, but I have it in Seismic Smash and it seems to proc every single time. It procced about 15 times in a row for me just now.
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Another one that might fit your play style is Dark/Storm. I've got the Defender version and it's a lot of fun and very survivable with the tohit debuffs. Not to mention all the synergy. Freezing Rain + Tenebrous Tentacles, Thunderclap + Dark Pit + Tornado + Oppressive Gloom.
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Quote:As I understand it, the greater and lesser debuffs will stack with each other, but not themselves...Is the splash debuff considered to be the same effect, or a different one? In other words, while the main effect wont stack on a foe, can you cast it again on an adjacent foe (who may already be affected by the splash from the first foe) with the advantage of having the lesser effect also splash back onto the first foe?
If the greater and lesser effect are considered the same (dont stack from same player) then I wonder, does the lesser effect on an adjacent foe prevent you putting the greater effect on? If not, does the lesser splash onto the original creature then replace the bigger effect with the weaker splash version? Or is the larger debuff kept even if it is about to wear off?
Hmm.
Lewis -
I also have a Beam/Cold corruptor which seems like the best combo to me. It definitely contributes to taking down hard targets. With Sleet, Heat Loss, Benumb, Disintegrate Piercing Beam, and scourge on top of all of that, it hits pretty hard.
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Earthquake doesn't need all that many slots to be effective. You could probably just put a recharge IO and be good, if you don't have the slots to spare.
However, if you have three slots to put in it, my favorite is:
Undermined Defenses: Recharge, Recharge/Endurance, and Defense Debuff/Recharge. And an Achilles' Heel proc.
This gives you 91.78% recharge, 26.5% to Endurance and Defense Debuff, and a 20% chance for -Resistance. As well as a 2% global damage bonus and a 1.8% global max endurance bonus. -
There are a couple of things that I would change with the build...
1) You don't need both group invis and superior invis, and they are both way overslotted.
2) I would suggest going with the /Earth epic because Fissure, Seismic Smash, and Rock Armor are much better powers than Poisonous Ray, Disruptor Blast and Summon Tarantula.
3) Forge should be slotted better because it's a good power.
4) Melt Armor should have more recharge.
Here is a build that has Phantom Army with about 3 seconds of downtime (perma with tier 4 Spiritual Alpha) and about 36% Smashing/Lethal defense which should help with survivability. Granted this build is not cheap, but I suspect that it will definitely outperform the one you've posted.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Thermal Radiation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Blind -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Dam%:50(17), UbrkCons-EndRdx/Hold:50(36), UbrkCons-Acc/Hold/Rchg:50(37), UbrkCons-Acc/Rchg:50(37), HO:Centri(40)
Level 1: Warmth -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(31), Dct'dW-Heal/Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(34), Dct'dW-Rchg:50(34)
Level 2: Spectral Wounds -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(3), Apoc-Dmg/EndRdx:50(15), Apoc-Dam%:50(27), Entrpc-Dmg/EndRdx/Rchg:35(27)
Level 4: Thermal Shield -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(5), ImpSkn-EndRdx/Rchg:30(5), ImpSkn-ResDam/EndRdx/Rchg:30(15), ImpSkn-Status:30(25), S'fstPrt-ResDam/Def+:30(43)
Level 6: Deceive -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(7), CoPers-Acc/Conf/Rchg:50(7), CoPers-Acc/Rchg:50(9), CoPers-Conf/EndRdx:50(9), CoPers-Conf%:50(13)
Level 8: Superior Invisibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50)
Level 10: Plasma Shield -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(11), ImpSkn-EndRdx/Rchg:30(11), ImpSkn-ResDam/EndRdx/Rchg:30(13), ImpSkn-Status:30(43), GA-3defTpProc:50(50)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(19), ExRmnt-EndRdx/Dmg/Rchg:50(19), ExRmnt-Acc/Dmg:50(21), S'bndAl-Dmg/Rchg:50(21), S'bndAl-Build%:50(25)
Level 20: Thaw -- EndRdx-I:50(A)
Level 22: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(23), S'dpty-Def/EndRdx:40(23)
Level 24: Assault -- EndRdx-I:50(A)
Level 26: Spectral Terror -- HO:Endo(A)
Level 28: Forge -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(31), GSFC-Build%:50(40), GSFC-ToHit/EndRdx:50(46)
Level 30: Tactics -- AdjTgt-ToHit/EndRdx:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(31)
Level 32: Phantasm -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33), ExRmnt-+Res(Pets):50(33)
Level 35: Heat Exhaustion -- Acc-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Melt Armor -- UndDef-Rchg:50(A), UndDef-DefDeb/Rchg:50(39), UndDef-Rchg/EndRdx:50(39), Achilles-ResDeb%:20(39), Acc-I:50(50)
Level 41: Fissure -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Knock%:50(43)
Level 44: Seismic Smash -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(45), Hectmb-Acc/Rchg:50(45), Hectmb-Dmg/EndRdx:50(45), Hectmb-Dam%:50(46), HO:Endo(46)
Level 47: Rock Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), S'dpty-Def/EndRdx:40(48), RedFtn-Def/EndRdx:50(48)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(37), P'Shift-End%:50(40)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run -
Coming from a /Poison MM, there are quite a few issues with the set.
#1) The heal takes a ton of endurance, is slow to fire, and is not very large to begin with.
#2) Envenom/Weaken only hit a small number of targets (better now that it has at least a small AoE)
#3) Neurotoxic Breath is a good power, but it's your only real every spawn AoE debuff. (Cone slow with a small chance to hold)
#4) Poison Trap was absolute garbage when it had sleep instead of hold. Now, it's only slightly better than absolute garbage.
#5) Noxious Gas on an MM is only up about 50% of the time due to it's long recharge. (The toggle is a better way to go, I hope they make it a henchman toggle instead of a click buff for MMs)
Basically, the problem with the set is that it cannot take on large groups of enemies. I essentially soloed my Necro/Poison MM all the way to 50 because every time I got on a team, my henchmen would be decimated very very quickly. (although now with all the AoE buffs, it would probably be better, though that doesn't really have anything to do with poison) I probably spent 60-70 percent of my time summoning and upgrading.
In order to make the set work well for PvE IMO, it would take a couple of things.
1) Make the heal AoE.
2) Make Envenom and Weaken have a larger radius. (Half strength would be fine as long as you could actually hit more than 3 or 4 enemies with it)
3) Make Poison Trap the same as the /Traps version.
4) Make Noxious Gas a toggle henchman debuff for MMs.
I think if any 3 of these 4 changes were implemented, it would definitely bring the set up to par. As it is, Poison is really only useful for the (non-stacking) -Special and -Res against an AV.
Again, this is coming from an MM's point of view, so YMMV. -
Quote:With incarnate powers, pretty much anyone can solo an AV, (though maybe not all can solo a GM), so I would venture to guess that yes, it can be done. Having said that, Earth/Thermal will probably not be one to solo AVs/GMs easily. Thermal certainly has the debuffs to do it, assuming a good amount of recharge, and Stoney with the resistance buffs should be able to tank well enough. The tedious part is going to be doing enough damage.2 days, 68 views...nothing
so, is it the Earth primary that can't do it?
is it the Thermal secondary that can't do it?
is it the combination of the 2 that can't do it?
is it that nobody else has tried? am i to be a pioneer with this?
My guess is that the reason that no one has responded is because it's not a build that most people solo with, so maybe no one has done it with an Earth/Thermal. (at least not someone on the boards) Instead of waiting around for someone to tell you it can be done, go out and try it yourself, then let us know how it goes. -
Yup. Welcome to Poison... Imagine how bad it was before the buffs. Luckily, I already had a lvl 50 Necro/Poison, so I wasn't tempted to waste my time with a new Poison toon, but now that it's subpar performance affects more people, maybe the devs will take another look at it.
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The entropic chaos will proc on the first target. After that, it will either do nothing, or heal the enemies since they would be the caster of the chain jumps, not you.
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Quote:Are you sure that's a bug? I know if you hold the left and right buttons down for a certain amount of time, you'll stay running. I think that's a feature...Actually my complaint stems from a bug in COH, where using the right+left click to move and then hitting a power causes you to autorun and youll just keep running all over the place. This problem makes it a pain in my *** to be super mobile. I've missed plenty of cones and such for due to this problem. I've moved with the keyboard AND mouse since my Everquest days, I'd rather form the characters to work in the style I prefer than deal with their shortcoming and be frustrated with the character.
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The only set where you are probably gimping yourself by not taking cones is Dark. Pretty much all of it's AoE is contained in Tenebrous Tentacles and Nightfall. Other than Dark (and possibly Psi, it's two cones are pretty good), they are probably not essential.
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If you like to be in melee, Elec/Earth would be a good choice. One reason that is is good is that the AoE Immobilize does not prevent -KB. This makes Tremor and Jolting Chain (I would take it early, but can be dropped later on) solid powers. Seismic Smash and the two hammers hit hard. And /Earth has Power Boost which saps endurance faster. IMO, /Earth may be the best secondary for Elec.