AWRocketman

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  1. I've got a 40 Earth/Storm that I play every once in a while and in looking at your build it is obvious that what Local Man said is true. You've de-emphasized overall effectiveness of powers for the set bonuses and this will hurt you.

    Here are some general comments:

    - Go with Combat Jumping and Super Jump as your travel powers instead of Flight. Hover and Stalagmites doesn't work well and Hover also has a much higher endurance cost over Combat Jumping - and Earth/Storm is an endurance-hungry pairing. Additionally, you need to slot Hover for flight speed if you want to use it in combat.

    - One of the most beneficial IO sets to slot for ranged defense is Thunderstrike. O2 Boost can be useful, but consider slotting Stone Prison up with Thunderstrikes in that spot instead. It will get you more ranged defense and you will need the damage from Stone Prison.

    - You're going to want to 3-slot Hasten

    - Thunderclap is of dubious value. You're building for ranged defense and will use Hurricane to herd up baddies and keep them at range, yet Thunderclap is a PBAoE. You won't use it much, if at all. I don't have it in my build and those slots can be better used elsewhere.

    - Steamy Mist has as much value as a resistance power as it does as a defense power. When properly paired with a resistance power from an epic pool you can get some very nice resistances across almost the entire spectrum of damage types.

    - Freezing Rain should be slotted for recharge first. The more this power is out, the better. It can also use a little endurance reduction.

    - I don't find I need Snow Storm. It's a nice to have, but I never use it.

    - Salt Crystals is a worthless power for this combo.

    - Your choice of epic, like Thunderclap, contradicts the ranged basis for the build. Fissure and Seismic Smash are both great powers, but are also both close range. Fissure can potentially work when slotted for range, but Seismic Smash is likely a waste. Also, Rock Armor and Earth's Embrace are very important powers to take out of this pool and Hurl Boulder is not. Additionally, this pool isn't being slotted enough to make it the most useful. Still, I would switch to something like Fire or Psy (for Indomitable Will - when Hurricane goes down due to mez you die quickly).

    I haven't redone my build for I19 yet, but just did a quick one by slotting up Sprint as a proxy for Stamina. Note that you will need 4-slots in Stamina with the 4th being a Performance Shifter chance for +end proc

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Stone Prison
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (40) Thunderstrike - Damage/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Recharge
    • (50) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Gale
    • (A) Empty
    Level 2: Fossilize
    • (A) Lockdown - Accuracy/Hold
    • (3) Lockdown - Accuracy/Recharge
    • (7) Lockdown - Recharge/Hold
    • (21) Lockdown - Endurance/Recharge/Hold
    • (23) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (43) Lockdown - Chance for +2 Mag Hold
    Level 4: Stone Cages
    • (A) Trap of the Hunter - Accuracy/Recharge
    • (5) Trap of the Hunter - Endurance/Immobilize
    • (5) Trap of the Hunter - Accuracy/Endurance
    • (7) Trap of the Hunter - Immobilize/Accuracy
    • (23) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (45) Trap of the Hunter - Chance of Damage(Lethal)
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 8: Boxing
    • (A) Empty
    Level 10: Steamy Mist
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance
    • (15) Aegis - Resistance/Endurance
    • (37) Aegis - Resistance
    • (43) Aegis - Resistance/Endurance/Recharge
    Level 12: Stalagmites
    • (A) Stupefy - Accuracy/Recharge
    • (13) Stupefy - Endurance/Stun
    • (13) Stupefy - Accuracy/Endurance
    • (15) Stupefy - Stun/Range
    • (34) Stupefy - Accuracy/Stun/Recharge
    • (43) Stupefy - Chance of Knockback
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (46) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Freezing Rain
    • (A) Touch of Lady Grey - Recharge/Endurance
    • (17) Undermined Defenses - Recharge/Endurance
    • (17) Recharge Reduction IO
    Level 18: Earthquake
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (19) Dark Watcher's Despair - Recharge/Endurance
    • (40) Dark Watcher's Despair - To Hit Debuff/Endurance
    Level 20: Hurricane
    • (A) Endurance Reduction IO
    • (21) Endurance Reduction IO
    Level 22: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    • (25) Luck of the Gambler - Defense/Endurance
    Level 26: Volcanic Gasses
    • (A) Lockdown - Accuracy/Hold
    • (27) Lockdown - Chance for +2 Mag Hold
    • (27) Lockdown - Recharge/Hold
    • (46) Lockdown - Endurance/Recharge/Hold
    Level 28: Hasten
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 30: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    Level 32: Animate Stone
    • (A) Blood Mandate - Accuracy/Damage
    • (33) Blood Mandate - Damage/Endurance
    • (33) Blood Mandate - Accuracy/Endurance
    • (33) Blood Mandate - Accuracy/Damage/Endurance
    • (34) Blood Mandate - Accuracy
    • (34) Blood Mandate - Damage
    Level 35: Tornado
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (36) Expedient Reinforcement - Accuracy/Damage
    • (36) Expedient Reinforcement - Damage/Endurance
    • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (37) Expedient Reinforcement - Endurance/Damage/Recharge
    • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 38: Lightning Storm
    • (A) Devastation - Chance of Hold
    • (39) Devastation - Accuracy/Damage/Endurance/Recharge
    • (39) Devastation - Damage/Recharge
    • (39) Devastation - Accuracy/Damage/Recharge
    • (40) Thunderstrike - Damage/Recharge
    Level 41: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Recharge
    • (42) Red Fortune - Defense/Recharge
    • (42) Recharge Reduction IO
    Level 44: Mind Over Body
    • (A) Impervium Armor - Resistance
    • (45) Impervium Armor - Resistance/Endurance
    • (45) Impervium Armor - Resistance/Endurance/Recharge
    Level 47: Psionic Tornado
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    Level 49: Quicksand
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    • (9) Empty
    • (9) Empty
    • (31) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 11.1% Defense(Fire)
    • 11.1% Defense(Cold)
    • 15.8% Defense(Energy)
    • 15.8% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 3% Defense(Melee)
    • 24.9% Defense(Ranged)
    • 11.8% Defense(AoE)
    • 61.3% Enhancement(RechargeTime)
    • 3% Enhancement(Stun)
    • 5% Enhancement(Immobilize)
    • 5% Enhancement(Held)
    • 25% Enhancement(Accuracy)
    • 4% FlySpeed
    • 110.6 HP (10.9%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 9.65%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.15%
    • MezResist(Terrorized) 2.5%
    • 13.5% (0.23 End/sec) Recovery
    • 62% (2.63 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 11.6% Resistance(Fire)
    • 11.6% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 9% RunSpeed
    ------------
    Set Bonuses:
    Thunderstrike
    (Stone Prison)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Lockdown
    (Fossilize)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Trap of the Hunter
    (Stone Cages)
    • 5% Enhancement(Immobilize)
    • 19.1 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • MezResist(Held) 2.75%
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Steamy Mist)
    • 10% (0.42 HP/sec) Regeneration
    • 11.4 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Aegis
    (Steamy Mist)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Stupefy
    (Stalagmites)
    • 2.5% (0.04 End/sec) Recovery
    • 19.1 HP (1.88%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Blessing of the Zephyr
    (Super Jump)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    • Knockback Protection (Mag -4)
    Dark Watcher's Despair
    (Earthquake)
    • 15.3 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Luck of the Gambler
    (Weave)
    • 10% (0.42 HP/sec) Regeneration
    • 11.4 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Lockdown
    (Volcanic Gasses)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.42 HP/sec) Regeneration
    • 11.4 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Blood Mandate
    (Animate Stone)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Expedient Reinforcement
    (Tornado)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    • 10% (0.42 HP/sec) Regeneration
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 10% Resistance(All)
    Devastation
    (Lightning Storm)
    • 12% (0.51 HP/sec) Regeneration
    • 22.9 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Luck of the Gambler
    (Indomitable Will)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Impervium Armor
    (Mind Over Body)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Positron's Blast
    (Psionic Tornado)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
  2. My top recommendation would be /Mental. Drain Psyche + Psy Scream + Hail of Bullets is nasty. Ice would be second thanks to Chilling Embrace and Ice Patch.
  3. Comments:

    - Put a Devastation Chance to Hold proc in Acid Mortar and fill it out with damage procs. The chance to hold is a must

    - Put a Lockdown +2 mag proc in Poison Trap. This combined with the above yields amazing hold results when you go into a spawn.

    - I'm not a fan of Frost Breath because it's got a long animation and you're going to be in the middle of mobs where cones don't work as well. I like Triage Beacon for AV fights instead at level 4.

    - Switch Hover over to Combat Jumping. As mentioned above, Hover doesn't work super well with Traps.

    - I used to 6-slot Aim as you've done until I realized that I can get more out of those slots elsewhere. Every extra slot in FFG gets you about .5% so you can put 3 there and get back 1.5% of the 2.5% of overall. Put one more into Trip mine for 3.75% Melee, one into Bitter Ice Blast to get 2.5% ranged and the last three into straight up defense IOs in FFG. This would give you a total of 49.3% melee defense, 48% ranged and 46.5% AoE. So AoE stays close to the same, but you get bigger gains in Melee and Ranged to help with those mobs that have some level of defense debuff. OR you can use some of those slots to fill out Freeze Ray, Poison Trap and Acid mortar.
  4. Quote:
    Originally Posted by Carnifax_NA View Post
    Well used Knockback is not a bad thing in the slightest overall. The worst sort of knockback is something like Explosive
    Very true. I'll add in some verbiage to that effect. I still don't like it though

    Quote:
    Elec/Thorns on the other hand has a few issues, Elec Control is a busy set and relys on a sleep. Thorns redraws a lot (but its baked into the animation times) which is kinda annoying. But the biggest issue is a lack of synergy between the DoT of all of your attacks and the sleep patch. Thorntrops is also difficult to leverage well with Static Field.
    These are all very valid points. I hadn't considered the DoT nature of spines.

    Quote:
    Jolting Chains End Drain only affects the initial target. Chained targets won't loose End (but apparently WILL be affected by the Chance for -End PROC which is odd). You can verify this by looking at the Real Numbers description of the power, the -End is only mentioned once.
    I didn't know that. It is somewhat annoying to find it out.

    Thanks for the input. I'll incorporate in the next rev.
  5. Quote:
    Originally Posted by Dirges View Post
    Nice start, but just so you know electric fence does have knockback protection.
    Thanks for the correction.
  6. Here is my first draft of an Electric/Earth Guide. I'm posting it here with no formatting for comments. I will format for the final draft. Any and all input is appreciated.

    Those of you who have read my Ice/Kin guide for corrupters, know that I like to find synergistic pairings of powersets. When I18 hit I knew that I wanted to try out an Electric Control character. I'd been playing enough controllers recently so I settled in on a Dom. After weighing all the options I finally settled on an Elec/Earth Dom.

    This guide will discuss the pairing of the two powersets, synergies that exist between them, power explanations and tactics. Additionally there is a discussion on Power Pools and Epic Pools and what makes sense to marry up the character. I do not PvP so there is nothing in the guide relating to it.

    Electric Control in a Nutshell

    I have to say that after having played my Electric Control Dom for a couple months now I am really enjoying it. It lacks a little in true hard control, but has such a great bag of tricks that it can shine in almost any situation. Additionally, in decent sized groups of enemies it is extremely endurance friendly. As a matter of fact, I played the vast majority of the character's life without Stamina. My end-hungry teammates love me too because I help them a little with endurance through Static Field (though there is no icon to prove it).

    I love the "arcing" nature of a couple of the powers in the set. I love the great diversity of powers. I love not having to worry about endurance (or pre-I19 having to take Stamina). The bottom line is that this is a fun set to play! My best moment occured just last night where I was playing with my duo partner, a Kinetic/Shield scrapper. We were playing at x8 and had aggroed two mobs of Rikti. For some reason he went down early and I was left on my own against at least five bosses and a whole host of lesser foes. With him feeding me a few greens I was able to not only weather the storm, but take them all down in dramatic fashion. At the end he said, "how were you able to do that?"


    Why Electric/Earth

    After deciding on Electric, I went through a thorough review of each of the secondary sets and how I THOUGHT they'd pair with Electric. The "thought" was based on my experience (6+ years) in the game and my limited knowledge of the Electric Control set, since it was brand new. As far as the playstyle of Electric goes, it is definitely what I call "up close and personal," meaning you do best when you're in the middle of a group of mobs. As such, things like knockback are bad, narrow cone attacks (not necessarily melee cones) are less useful and ranged attacks are less utilied. Below I go through my thoughts on each secondary and their pluses and minuses as they relate to Electric Control.


    Electric Assault
    This is clearly a good potential pairing with Elec/ and I almost went with it. The ability these two combined have to drain enemy of endurance quickly. Why didn't I go with it? The primary reason was that it does not have good enough AoE for me. Electric shines in larger groups so pairing it with a primarily single target set does not do it justice. Yes, Electric Assault has a cone and PBAoE, but Additionally, as I've found through playing, Electric Control has the ability to drain mobs plenty fast by itself. Adding some single-target drains doesn't help much, especially in big groups.


    Energy Assault
    Knockback = bad. There is really nothing in the way of synergy here and lots of knockback to get mobs out of your PBAoE and sleep. Not a good pairing.


    Firey Assault
    This is another that I considered strongly. Combustion is a very nice PBAoE and pre-I19, Consume was a great add to the set for those times when your endurance got low and you didn't have Domination close to repowering. But then I tend not to take fire-based sets because they are all about damage and I am a fan of utility. As a result, synergies are lacking other than you do a ton of damage. Also, it has a ranged cone. Not a bad pairing, but nothing amazing either.


    Icy Assault
    Another "not bad" pairing. The PBAoE in Ice Sword Circle is good, but then it also has a cone in Frost Breath. Chilling Embrace is great to combine with Conductive Aura, but then it conflicts a little with Static Field as it wakes up the sleepers. The slows are nice to help mitigate damage. Power Boost is a good add.


    Psi Assault
    This is a very close second to Electric in my book. If it hadn't been for the fact that I finished playing a /Psi Dom not too long ago, I may have gone this route. Psi, like Electric Control, needs to be up close to maximize its effectiveness. With one of the best PBAoEs in the game and the amazingness of Drain Psych, it is a strong pairing. I like that Drain Psyche doesn't mess with sleep and the additional "defense" you get from the -rech secondary effects of Psi Assault. The -recovery of Drain Psyche is also an extremely nice pairing with the endurance draining capabilities of Electric Control. Overall a VERY nice pairing, I just don't like waiting until level 38 to get my only good AoE.


    Thorny Assault
    Another pretty good pairing, but mainly as it relates to damage. Thorny has a very nice PBAoE and two cones with very wide angles, making them good for middle-of-the-pack use. Definitely not bad, but no real synergy either.


    That brings us to Earth Assault:
    Earth has some very devastating attacks. It has two AoEs that, while each individually is less devastating than those of other sets, have either good secondary effects, large radius or both. Tremor, available at level four, has a 15' radius and knocks down opponents. Fissure, the last of the Earth attacks, also has knockdown and adds in disorient as well. What this means is that with Static Field up and running you have mobs knocked down that fall asleep again before they get up and launch an attack. It is a very nice combination. The knockdown in itself (on all the ttacks), is great mitigation and Seismic Smash gives a high damage, fast animating second hold. Add Power Boost into the mix and you've got a great set to pair with Electric.


    Key Strategies

    There are a few key strategies that should be considered for an Elec/Earth Dom:

    Perma-Dom
    Getting Perma-Domination is not as easy with this combo as it is for others. Not that it can't be done and not that it can't even be done without purple sets, but it doesn't come until the late 40s and can't be done without a number of Luck of the Gambler +Rech IOs. Still, Perma-Dom is not what it used to be and I don't consider it the Holy Grail of Doms that it once was.


    Defense Build
    While Electric and Earth together provide significant mitigation (defense) in their powers, additional defense is always welcome. It is relatively easy to get to close to 30% melee defense, which can jump to close to 40% with Power Boost active. This can make a big difference in early survival each fight while you're in the most peril.


    It's All About the Mag
    Between Tesla Cage, Seismic Smash, Domination and hold procs you can lay down some serious mag of hold.


    Wait... It's Also All About the Knockdown
    It seems like about everything you do knocks down opponents. That's not quite true, but it sure seems like it. Embrace this and love it.


    The Powers - Electric Control

    I was worried that in taking Electric Control I would have a new powerset that still needed a lot of tweaking to be effective. What I got instead was one that seems perfect out of the box. It seems very well balanced and, as mentioned earlier, has a whole bag of tricks with which to play. I'd almost call it the "Trick Arrow" of control, but it doesn't quite have THAT much utility... not quite. In short, it has a very effective AoE control in Static Field, a multi-mob confuse that is up every fight, a multi-mob knockdown that is great for procs and an aura that drains mobs of endurance and gives it to you.


    Electric Fence:
    Your standard control set single target immobilize. It does not stop knockdown, which is good considering all the knockdown you do. It also drains some endurance. This power is more useful for a controller than a dominator, where the extra damage is helpful. Easily skippable.
    When to Take: Only if you have a power slot with nothing else to take (doubtful).
    How Often Used: Rarely
    Standard Slotting: If you take it then one Acc, adding some EndMods if you want to go for more sapping capability
    IO Slotting: Similar to Standard. If you want to beef up your melee defense then 6-slotting Enfeebled Operation which gives a total of 4.38%


    Tesla Cage:
    This is your standard single target hold that, like Electric Fence, also drains some endurance. It does not stop knockdown. You have a choice of either this or Electric Fence at level 1. I'll give you one guess as to which one to take. Do I really have to say to take this?
    When to Take: Level 1
    How Often Used: Every fight
    Standard Slotting: 1-2 Acc, 2-3 Hold, the remainder Rech
    IO Slotting: I favor 4 Basilisk's Gaze to get the +7.5% recharge bonus. At level 30 those get you decent base stats which allows you to fill the last two with a Devastation Chance to Hold proc and the Lockdown Chance for +2 Mag proc. This gives a good chance of holding bosses when Dom isn't up and gives the ability to stack even more mag.


    Chain Fences:
    This is the standard AoE immobilize. Normally most AoE immobilizes on Doms get skipped, this one is a possible exception. It has both a -recovery and -endurance component. Fully slotted it has close to -200% recovery and -20% end (30% with Power Boost) in an AoE. This means that if you fire this off along with Power Boost, Static Field and Conductive Aura, you've got a quickly sapped group of enemies that stays sapped for a little while.
    How Often Used: Every fight in a sapping build
    When to Take: Tough to fit in with a defense build. If you forego the Fighting pool you could get it as early as level 10.
    Standard Slotting: 2 Acc, 3 EndMod, 1 EndRdx
    IO Slotting: Mixture of two Acc/EndRdx from Immob sets, one Acc/EndMod/Rech and two EndMod/Rech from Performance Shifter and Efficacy Adapters to max EndMod and Rech - OR - fill it up with Enfeebled Operation for a 4.38% melee defense bonus


    Jolting Chain
    I like this power. I don't use it a ton, but I still like it. When Jolting Chain is fired off at a target if it hits it will arc to a second target within range. If that hits then it will arc to a third target and so on. It will knock down targets, drain a base of 10 endurance, emparts a -100% base -recovery and, more importantly, serves as a great place to put a Devastation Chance to Hold proc. It has a chance to fire off on each mob it hits, meaning that it has a pretty good shot of going off at least once each time you fire the power off. Another possible proc to put in here is the Chance for -End from the Tempest set. This takes another 13% endurance away. Though one may argue that a single EndMod does better as it would give the same total endurance drain upon hitting four targets. It should be noted that procs that effect the player (e.g. Chance to Heal Self, Chance for Build Up) only have a chance to fire on the first target so really aren't worth slotting.
    How Often Used: Most fights
    When to Take: It helps a lot when it's available so take it at level 6
    Standard Slotting: 1 Acc with optional additional EndMods
    IO Slotting: 1 Acc IO, Devastation Chance to Hold - Optional: Devastation Acc/Dam (for the +12% regen), EndMod sets to taste


    Conductive Aura
    A great power, plain and simple. Conductive Aura is a toggle with a huge radius (20') that takes no endurance to run and both drains mobs around you and adds to your recovery and regen. Fully slotted with 6 mobs around you, you get a 30% recovery bonus which is better than base Stamina (25%). As mentioned earlier this power also boosts regen, but the value is so low that it's not worth slotting for.
    How Often Used: Continuously
    When to Take: When it's available at level 8
    Standard Slotting: 1-2 Acc, 3 EndMod
    IO Slotting: Frankenslot with one each of the Acc/EndMod/Rech and Acc/EndMod from Performance shifter and Efficacy Adapter. Another EndMod if you REALLY want to get the extra 6-7% EndMod bonus. Probably not worth the slot.


    Static Field
    Another GREAT power and possibly one of the best in the game. This location based AoE fires off a pulsing field that sleeps mobs in it. Normally sleeps are poopooed in the game, but this one is awesome. It pulses about every four seconds or so and puts things back to sleep that woke up. Additionally, it saps enemies and adds endurance to your friends (though annoyingly not you). It recharges quickly so is available multiple times per fight and has a HUGE radius.
    How Often Used: Every fight, sometimes multiple times per fight
    When to Take: When it's available at level 12
    Standard Slotting: I never see this miss (**VALIDATE**) so I don't know that accuracies have any effect. Slot for max recharge and endmod.
    IO Slotting: Frankenslot Performance Shifters and Efficacy Adapters to max EndMod and Rech.


    Paralyzing Blast
    This is a fairly standard AoE hold with all the goods and bads that go along with one. They tend to be good "oh *****" powers, but I don't like taking them. They aren't up enough to be used every fight and require significant slotting to be really useful.
    How Often Used: If you take then it will likely be up every second or third fight
    When to Take: I didn't take it so can't comment
    Standard Slotting: AoE holds take a lot - 2-3 Acc, 2 Hold, 1-2 Rech
    IO Slotting: Frankenslot to max acc/hold/rech - OR - 4 Basilisks Gaze for the 7.5% recharge bonus


    Synaptic Overload
    Another unique power and one that I really like. It operates very similar to Jolting Chain, but instead of knockdown it confuses. All other effects are the same. Usually this gets about 4-5 mobs, but occasionally gets a lot more. It immediately takes a chunk of an enemy group out of the fight at the get-go and sets them to killing each other. Considering it can be up multiple times per fight, it literally is a life saver.
    How Often Used: Every fight
    When to Take: When it's available at level 26
    Standard Slotting: 2 Acc, 1-2 Confuse, 2-3 Rech
    IO Slotting: 5 Malaise Illusions for the 6.25% recharge bonus


    Gremlins
    These are your pets and, unfortunately, not the greatest. They have Jolting Chain and some other attacks, but don't seem to do a lot of damage and are also pretty fragile. Not the greatest pet in the game (and maybe close to the worst), but worth taking.
    How Often Used: Continuously
    When to Take: When it's available at level 32
    Standard Slotting: 1 Acc, 3 Dam
    IO Slotting: 4 Expedient Reinforcement for the +6.25% rech bonus



    The Powers - Earth Assualt
    As I mentioned early in the guide, Earth Assault represents a great pairing with Electric Control. Its preponderance of knockdown, extra huge damage hold, two non-cone AoEs and Power Boost. The mitigation in this set great that I find I don't use Tesla Cage except on troublesome lts and bosses.

    Stone Spears
    You have to take this tier 1 attack and luckily it's not a bad one. It is a ranged attack that does moderate damage (low for a dom) and has an 80% chance of knocking down your opponent. This makes it great for a little extra mitigation against mobs that are out of melee range and causing you some pain, but not enough pain to take your holds away from the bosses. A lot of Dom tier 1 attacks stink, this one doesn't.
    How Often Used: Most fights
    When to Take: Level 1 - Required
    Standard Slotting: 1 Acc
    IO Slotting: 1 Acc IO


    Stone Mallet
    Your first of Earth's "Big Three" melee attacks and a very good one. The damage is good and it does knockdown. enough said.
    How Often Used: Every fight, all the time
    When to Take: Level 2
    Standard Slotting: 1-2 Acc, 3 Damage, 1-2 Rech
    IO Slotting: Six slots of Touch of Death (for melee defense) or five of Crushing Impact (for +rech)


    Tremor
    This is your first AoE and it's a good one. Available at level 4, you will use it throughout your entire run to 50. It is a PBAoE with a large (15') radius that does decent damage. It also knocks down everything in range so provides great mitigation. The only downside is the 3.3 second animation time, though I don't mind it because it allows me to reach for chips or a drink after I fire it off.
    How Often Used: Every fight, all the time
    When to Take: Level 4
    Standard Slotting: 1-2 Acc, 3 Damage, 1-2 Rech
    IO Slotting: Six slots of Obliteration (for melee defense and recharge) or five of Obliteration (for +rech) and a Force Feedback +Rech proc


    Hurl Boulder
    There is really only one power I'm not fond of in the Earth Assault set and Hurl Boulder is it. It does "ok" damage, but has a long animation time and knocks its target back. Skip this and don't look back.
    How Often Used: If you take it, rarely
    When to Take: Don't
    Standard Slotting: 1-2 Acc, 3 Damage, 1-2 Rech
    IO Slotting: Either Devastation for regen and damage or Thunderstrike for ranged defense


    Power Boost
    Some people on the boards advocate skipping this power. Don't listen to them. Those are the folks who look at Power Boost as a way to increase controls and feel it doesn't have a spot in the attack chain. I look at it as an extremely versatile power that has a variety of uses, probably the least of which is making your hold last longer. Some things I use it for:

    - Prior to jumping into each fight, fire it off and watch your defense from Weave, Combat Jumping and Stealth jump through the roof. On one of my builds I have a 33% melee defense and when Power Boost fires off it jumps to nearly 42%. Very nice for absorbing the alpha.

    - Have some particularly nasty mobs you're fighting? Fire it off while you're in the middle of them and watch your endurance draining powers suck them dry in no time.

    - As you will see later, I am a fan of the Ice APP from the hero side. This has in its arsenal the power Hoarfrost which both heals you and raises your hit points for its 2 minute duration. Fire Power Boost off prior to Hoarfrost and go from 55%ish heal to 88%.

    - Use it with Sleet and raise the defense debuff up to about 60% - perfect for those Paragon Protectors who've gone into MoG mode.

    Fun for the whole family.

    How Often Used: Every fight
    When to Take: When it's available at 16
    Standard Slotting: 2-3 Recharge
    IO Slotting: 2-3 Recharge IOs


    Heavy Mallet
    As the second of the Earth trifecta, Heavy Mallet does not disappoint. Essentially a more powerful version of Stone Mallet, it literally rocks.
    How Often Used: Every fight, all the time
    When to Take: Level 20
    Standard Slotting: 1-2 Acc, 3 Damage, 1-2 Rech
    IO Slotting: Six slots of Touch of Death (for melee defense) or five of Crushing Impact (for +rech)


    Seismic Smash
    The biggest, hardest hitter of the trifecta, Seismic Smash also is a mag 3 hold. This makes it quite nice for holding a boss in conjunction with Tesla Cage when Domination isn't up or when it is, holding an extra boss. This is a wonderful attack.
    How Often Used: Every fight, all the time
    When to Take: Level 28
    Standard Slotting: 1-2 Acc, 3 Damage, 1-2 Rech
    IO Slotting: Six slots of Touch of Death (for melee defense) or five of Crushing Impact (for +rech)


    Mud Pots
    Normally Mud Pots is a great power. It's the only damage aura available to Dominators and has the added bonuses of slowing and immobilizing foes. Additionally, you can totally load it up on procs if you want to and it can do some really nice damage. The only issue is that it interferes somewhat with the sleep from Static Field so costs you some defense. The big question to you is whether you are willing to take that hit. If you team a lot then it probably doesn't hurt. If you solo then it may prove too detrimental. A lot depends on your play style.
    How Often Used: Continually
    When to Take: Level 35
    Standard Slotting: 1-2 Acc, 2-3 Dam, 1-2 EndRdx
    IO Slotting: 6 Obliterations for recharge and melee defense - OR - Frankenslot with 2-3 Acc/Dam/End and the rest damage procs


    Fissure
    This is honestly a little weak as a Tier 9 power, but still a good one (also consider that Seismic Smash is a Tier 9 in melee sets so you even out). It is a targeted AoE (meaning you target a mob instead of a location on the ground) and all mobs within 10' get knocked down and minions get disoriented. It has a slightly better recharge than Tremor as its damage.
    How Often Used: Every fight, multiple times
    When to Take: Level 38
    Standard Slotting: 1-2 Acc, 2-3 Dam, 1-2 Rech
    IO Slotting: 5 Positron's Blast and one Recharge IO


    Patron/Epic Pools

    With Issue 18 came the ability to go to either the standard CoV or CoH epic/patron pools. This is good as I like a lot of the hero options. Below

    I go through each and talk the pluses and minuses.

    Villain Patron Pools

    Leviathon Mastery
    Not a bad choice, but it does have a narrow cone which has limited effectiveness when you're in the middle of a group of foes. I do like Hibernate and of course Water Spout is always fun.

    Mace Mastery
    If not for the fact that you have to draw the dang thing to use it, this would be decent for one primary reason: Scorpion Shield for the Smashing/Lethal defense. I don't like the knockback in the AoE. Poisonous Ray is hardly worth using.

    Mu Mastery
    More AoE is good, more end drain is good, power sink is good for nearly immediate AoE drainage.

    Soul Mastery
    Another pretty good choice. You get more effective defense out of Dark Obliteration which can give you close to 16% AoE -tohit when slotted for such and behind Power Boost. That's worth it in itself. Then add in the perfect compliment to any melee build in Soul Drain and you've got a real winner. I really like this choice.


    Hero Epic Pools

    Fire Mastery
    More AoE damage is always good and this epic gives both Rain of Fire and Fireball. The only bummer here is that RoF sort of spoils Static Field. Melt Armor isn't bad as it's an AoE -def and -res, albeit with low levels of each.

    Ice Mastery
    This is a good one. I like hibernate for those "oh *****" moments. I like Sleet for the huge -def and -res numbers (and knockdown). I like Hoarfrost for the heal and extra hit points (albeit with a long recharge). I like Frozen Armor for the Smash/Lethal defense. I like Ice Storm for the nice AoE damage (and good combo with Sleet). The problem? You can't take them all! The other issue is that Sleet and Ice Storm spoil Static Field (as with Fire), but unlike Fire you're getting two powers off that compliment each other quite well and Sleet has knockdown which helps with defense. If you can't tell, I really like this pool.

    Primal Forces
    Not a great match, in my opinion. Energy Transfer is great if you can heal yourself. When you can't it can become problematic. Conserve Power? Eh, you don't need it. Energy Torrent? Nice, but a narrow cone. Temp Invulnerability? Nice, but not great. Explosive Blast? Knockback = bad.

    Psionic Mastery
    Many Doms overlook this because of the Indomitable Will overlap with Domination. However, if you decide to NOT go for Perma-Dom then it can fill that mez protection hole quite nicely. Link minds is great for the extra defense and World of Confusion isn't bad to help stack with Synaptic Overload. Psionic Tornado is also a fun one. Again, if you want to focus on a defense build vs. a Perma-Dom build, you'd easily be able to cap melee and ranged defense (and Psionic too, while IW is up) and have full mez protection by going with Psionic Mastery.


    Power Pools - in Order of Importance

    Super Speed
    This pool is about as close to a must as you can have for the purpose of taking Hasten.

    Fighting Pool
    Both Tough and Weave are important out of this pool. Tough as a mule for the Steadfast +3% defense and Weave for its defense.

    Leaping
    Combat Jumping is one of the biggest no-brainers to take in the game. You get a defense power for placement of a Luck of the Gambler +7.5% recharge and a low endurance cost 2% defense that also gives immobilization protection.

    Leadership
    Primarily for Maneuvers, but I like Assault and Tactics too if you can fit them in

    Concealment
    Lots of powers to drop in LotG +7.5% recharge IOs plus extra defense

    Medicine
    Only if you want to be able to heal yourself and spend two powers to do it. Not a bad way to go.

    Flight
    Hover and Air Superiority are the key powers here. Hover gets you vertical combat movement, but you need a minimum of three slots to be effective. I'm not sure you need another knockdown power in AS, though it is a great power for most other builds.

    Teleportation
    Recall Friend is always nice to have and Teleport Foe is handy to bring those straggler mobs into your zone of death.

    Presence
    Why would you want taunt-like powers and you already have a power (Static Field) that mimics Fear to a certain extent.


    Summary
    To be written
  7. Frankly I wouldn't slot it anywhere. The chance for it to fire is so low that you rarely see it fire off. The slot is better used elsewhere.
  8. I'll add one more to the mix: Traps/Ice

    At level 50 I solo mine at +2/8 - very nasty. I am currently working on a guide for it. In short it offers:

    - Blaster level AoE in Ice Storm that also slows so it lets you use Caltrops AND keep things from running away from Acid Mortar

    - Two holds to help against those really annoying mobs

    - Some pretty good ST damage in the trifecta of ice attacks

    - Easily capped defense across the board

    - Mex protection (except sleep)

    My favorite moment was joining a farm with a scrapper. It was just the two of us and he commented on how I was doing more damage than him
  9. The corrupter version gives you a little more damage out of your primary, but not as much as you might think. The reason is that TA on a defender gets -20% resistance out of Acid Arrow vs 15% on a corrupter and the same out of Disruption Arrow. This means if you have both debuffs active, Aimed Shot base damage would be 50.54 on a defender vs. 54.21 on a corrupter (level 50). That's a 7.3% damage bonus for corrupters vs. a 15.5% difference normally (41.7/36.1 base damage). When you solo or are on small teams you actually outdamage corrupters

    On top of that, defenders get a MASSIVE 31.3% -damage out of Poison Gas Arrow vs. only a 20% on corrupters. I never take PGA on controllers or corrupters, but it's hard to pass up a 30+% AoE damage redux. That's a lot.

    But wait! There's more! Fully slotted, Flash Arrow on defenders can get close to -9.5% -tohit vs. roughly 7.7% on corrupters. Combine that with higher defender defense values for defensive powers like Weave and Combat Jumping and you can actually cap ranged defense relatively easily on defenders. Much tougher to do on corrupters.

    But if you order today you also get... no difference in your biggest damage power. Oil Slick Arrow has the same damage on both.

    Then there's all the other better debuff values.

    So you get all that extra goodness on defenders while losing only 7.5% damage on large teams and actually outdamaging them on small teams. Scourge makes it tough tell exactly by how much, but I've never thought Scourge helped all that much except against bosses and up.
  10. Quote:
    Originally Posted by Transhade View Post
    Offender is just another term that people want to make themselves think they are something they are not.
    My Traps/Ice begs to differ.
  11. I have an Elec/Earth and am having a ton of fun with it. PB works very well with Elec. It affects both endurance drain AND endurance recovery so you can both drain mobs quickly and run from fight to fight even if you're low on end.
  12. I actually think that Grav/Storm is one of the more controlled. The ablity to throw things into a corner a death and keep them there is just too much fun. I haven't played mine in probably a year, but should yank him out again.

    My Grav/TA is also fun, but in a different (oily) kind of way.
  13. Quote:
    Originally Posted by Tatum View Post
    Achillies is buttah. I also run the Devestation Hold Proc
    The hold proc combined with the +2 mag lockdown proc in PGT has some fun results
  14. Quote:
    Originally Posted by Tired Angel View Post
    The OP does say that this is their solo build and they will be dropping Gale fro O2 on their team build. As Storm/Dark doesn't get any healable pets then there is no point having 02 boost on a solo build and Gale will be useful for those "oops, Im over my head moments"
    I would question Gale's ability to get you out from being over your head when the rest of the Storm powers can't

    Even if you never use it to heal anything, you still can use its one slot as a mule for one of the healing sets' procs.

    Quote:
    Just a couple of points I am going to disagree on here. Dark Pit may be only a mag 2 stun but if you are soloing then the majority of the mobs you will be facing will only be minions, on my Dark/Storm I find it invaluable especially once slotted for some recharge and accuracy. On top of that you can stack both Thunder Clap from Storm and Oppressive Gloom from the Dark Mastery for some impressive perma-stun action. And with TT they won't be moving anywhere.

    Also if someone is on a low budget then Stun sets are quite cheap in comparison to anything else. And this includes the Purple Set. I would recommend slotting the Stupefy and Absolute Amazement sets as both can provide some nice Recharge and Recovery bonuses, two things I find are needed on a Storm toon.
    I don't disagree with what you're saying, especially at lower levels. However, it really comes down to a play style thing at higher levels where you can have capped def/-tohit. I respecced out of it a while back on mine after I found that I never needed it. Additionally, while in theory the Dark Pit/Thunderclap thing can work, TC is a PBAoE and Dark doesn't do well up close.
  15. Here are some suggestions:

    - I'm not a fan of Gale. Some are, but I think it's a waste on my Storm/Dark. It's a busy toon to play and Hurricane does a far superior job of positioning mobs. Take O2 boost instead.

    - Stormies tend to be more ranged than melee and your choice of an Epic pool is primarily melee. Power is my favorite because it has Power Build Up which has a nice effect on the Dark secondary (massively boosts -to hit) and gives a nice damage boost. I like to fire off Power Boost, shoot in Tenebreous, Hurricane them to a corner or wall then let off off the rest of the havoc. The larger -to hit in TT helps you get past the alpha, not to mention the nice boost to defense you get from Steamy, Hover and other defense powers. It is trivial to cap the first shot.

    - This leads to another suggestion: I would frankenslot TT. It does too many things to "waste" slots by going for set bonuses. It needs range, damage, accuracy, recharge and, ideally, -to-hit. Range is important, because it has a shorter range than Nightfall and to get a decent spread on Nightfall you need to be farther than TT's base.

    - Slot a Devastation Chance to Hold proc in Lightning Storm. It does amazing things.

    - To use Hover in combat, especially for Herdcaning, you need it max slotted for speed.

    - I'm not a fan of Dark Pit. Mag 2 blows and it has low accuracy. Minions are going to be missing anyway. Likewise I don't like Blackstar because of all the toggles it kills. Drop flight (use Ninja Run), those two and pick up the Fighting pool. With decent IO slotting you can get 30%+ ranged defense. It will pop up to high 30s with PBU, meaning that TT will cap out your defense. On top of that, with Tough and Temp Invuln running you can get to tanker level resistance against S/L and decent against all other common types except negative and psionic. With the Power epic Conserve Power helps manage all that endurance usage.

    - You're going to need more EndRed in Hurricane.

    - You probably don't need all those slots in FR. It needs recharge and end redux. Unless you're going up against much higher enemies with defense powers, extra Defense Debuff is overkill. It helps against MoG'd Paragon Protectors and that's about it.

    - Tornado is a highly situational power. I have it and it is useful for AVs, but aside from that it takes a perfect corner to work well on a defender.

    - Slot up Life Drain as both an attack and a heal. You can frankenslot it up to 70s accuracy and heal, 50s recharge and 90s damage. With PBU running you get 27% HP back each hit and the attack is ready every 6 seconds or so. Not bad.
  16. Quote:
    Originally Posted by milehigh77 View Post
    What does it say about the mindset of an individual who has mixed feelings about what is essentially a buff to endurance recovery, regeneration rate and movement speed at the levels we lovingly refer to the "pre-level 20 grind?"
    It says that I like a challenge and either fitting Stamina into a build or designing a character without adds to the challenge. It also adds to the uniqueness of each individual build. I'm not saying that something shouldn't be done, but I think you could accomplish essentially the same thing by giving an inherent power that slightly boosts recovery. Then you can get to the level of endurance/recovery you need by:

    1) Getting stamina
    2) Choosing a power set with a +rec power
    3) Utilizing IO builds

    With this change it takes the +rec powers and diminishes their importance. As an example, it's relatively straight forward to have a stamina-less /Regen scrapper. In fact, it's one of the benefits of that set. Inherent Stamina makes that set slightly less appealing. The same is true for Rad/ or /Rad, Elec Control, Kinetics, Cold, etc. that have +rec or endurance "healing" powers against which you could have Stamina-less builds.

    Quote:
    You mention working on a number of stamina-less and having fun...so your mixed feelings come from having a sense of accomplishment taken away from you?

    I find this sentiment odd...very odd actually. It's the primary reason I did not place a post until the thread had reached the eleventh page.

    So to close my post, we have members of the CoX community who have mixed feelings about characters receiving buffs to endurance recovery, regeneration rate and movement speeds at level 4.
    It seems we also have people who want an easy button. I'm not one of them.
  17. I have played numerous mind characters and am currently leveling an Elec/Earth.

    I agree with what others have said about Mind being better on Doms and Elec better on controllers - in general. However, there are exceptions and I believe Elec/Earth to be one of them. Power Boost is amazing when combined with both the endurance drain and gain and, as someone mentioned earlier in the thread, you can drain enemies dry in no time.

    In general I think Elec will shine against larger groups of minions while mind shines against smaller groups and bosses.
  18. Quote:
    Originally Posted by Lillika View Post
    Ofcourse not OP, you aren't the only person with completely irrational thoughts.
    Did you take Sarcasm 101 in grade school last year or does it come naturally to you?

    This isn't about complaining because I don't like the fact that I get a free buff on all my characters. This is about the game taking on a different tone that I'm not sure I like. I'm not complaining about it. I've played this game since beta and will continue to do so for some time to come regardless of how it changes. Unlike some, I actually play the game for the challenge it can present, not to see how quickly I can get every toon from 1 to 50. I like strategizing over certain builds to make them work. I like figuring out whether I need certain powers or not (e.g. Stamina).

    To me this seems like an "Easy Button" and that's why I have mixed feelings over it.
  19. I must say that when I found out about Stamina becoming inherent, rather than being happy about it I was somewhat dismayed. While on some builds it will be very nice for me, I have been working on a number of stamina-less characters and been having fun with it.

    I would much rather see a new inherent that, while not full Stamina, gives +end recovery that makes Stamina less of a required power. I had actually thought very early on in CoH that it would be good to have an inherent power choice you make early on that would give you one of the following auto powers (unenhanceable):

    - End recovery (like 20%)
    - Regen (like 30%)
    - Run speed (little less than sprint ~35%)
    - Jump (like 50%)
    - Resistance (5-10% maybe?)
    - Defense (3%)
    - Damage (10%)
    - Mez Resistance (not mag resist, but time reduction)
    - More?
  20. I hate to say it, but despite what others are saying about embracing the chaos, etc., Elec and Storm are not good pairings. Here is why:

    - Storm is all about kb and Elec is about being up close and personal. With no -kb in Fences, this is problematic. LS and Tornado knocking stuff out of Conductive Aura is bad. Knocking stuff out of Static Field is worse (mob is woken and not getting re-ticked).

    - Herdcaning is bad with sleeps. Pushing one mob into Static field likely means waking others.

    - Herdcaning works best with AoE immobs that provide -kb since when a mob is on the ground it doesn't get pushed.

    - The only good thing is that Thunder Clap now has usefulness, but with no corresponding disorient power in Elec, even that isn't great.

    Here is how I would rank the secondaries:

    1) Rad
    Rad is a common #1, but with a confuse to group mobs for RI/EF and endurance help to keep Choking Cloud up, it really shines with Elec.

    Three are tied at #2

    2) Cold
    Main thing here is Heat Loss, but lots of other support too.

    2) Kinetics
    Like Elec control, Kin is an up close set so there is good synergy in that respect. Transference means no need for Stamina, though with I19 that is no longer an issue.

    2) TA
    Elec has limited hard controls and TA helps with that.

    5) Sonic/Force
    Similar, but different. These rank close to the same.

    6) Therm/Emp
    No real synergy, but nothing that hurts either.

    7) Storm
    Too much that actually hurts. Limited/no synergy and lots of bad pairing.
  21. Quote:
    Originally Posted by kinaki View Post
    I'm going to try a respec with both, dropping Power Boost to do so. I've never really felt a real need to use Power Boost on a perma-dom elec/ so far - it's mostly been a novelty power.

    I like it for the endurance drain aspects. With Power Boost on mobs get drained super fast. I fire it off before jumping into every fight. I'd hate to do without.
  22. A little late, but I'm surprised no one chimed in with Stone/Fire. Less AoE, but the new burn takes care of that for you. Lots of mitigation to help with Fire's relative squishyness. One of my favorites.
  23. Quote:
    Originally Posted by RedSwitchblade View Post
    :/
    I think you could make an insane Stone/Fire brute, and you'd probably love every second of it. Plus, that could be FA with two FF +Rech procs by level 32... *drools*
    I did and loved it... and I haven't played it with the new changes... (I don't tend to play my 50s much)
  24. AWRocketman

    Elec/Earth Build

    I rolled one last night and am working on the build. I don't feel real comfortable sharing because I haven't had a chance to play with any of the powers. The build I came up with, however, gets me 75%+ recharge with no purple sets and 40.8% melee defense - 43.8% if I include the PvP defense IO.

    The best thing is that I plan on duoing this with a Kin/Shield scrapper so I'll be picking up another 12ish% from Grant cover which will yield well past capped melee defense and 30+% against ranged and AoE.
  25. I have a Vengeance wielding Rad/Elec. I thought long and hard about which APP to take and didn't really want Power. However, when on small teams running at +2/8 against mobs dishing out -def (e.g. Praetorian Rad Robots), even Vengeance isn't enough to stay alive in a bad situation. But if you hold on to PBU until you fire off V then you can laugh it off. Then there's the benefits that come along with Fallout - Paragon Protectors hitting MoG? Forget about it