-
Posts
73 -
Joined
-
So finally after 5 years in game I got a blaster to level 50, yeah me!
He is dp/mm and I highly recommend the combo to anyone and everyone, fun and flashy!
So I have hoarfrost for beefing up my hitpoints which seem to cap at 1606? Is this correct? I though blasters were supposed to have higher hitpoints? I feel kind of jipped.
I was dreaming of drain psyche + hoarfrost being like a poor mans instant healing.
Also I was going to put in as many Luck of the Gambler recharge bonuses as I could and noticed for one more slot I could get a 10% regen and for 3 I could get 1.13% health boosts. So that would be 50% regen and 5.6% health boost which seems kind of piddly. Do you think this is worth it if the hitpoint cap is indeed 1606?
Any thoughts or threads along the hitpoint, health and regen of blasters would be greatly appreciated, my searchfu is weak and the search engine has defeated me. -
So a little more back story are in order, I just finished a dark/trap corruptor which I really enjoyed. I love what traps brings to the table but I need a break from that secondary.
I think I will tough out my original plan of AR/Cold. The AR/Trick Arrow looks cool as heck but I think the switching between weapons could get old real quick. Not sure about dark, I will take another look at that secondary before I get too far in with my AR/Cold.
Thanks for the advice all much appreciated. -
Trying to start up a new AR toon and see if I can get it too Full Auto, but am searching for a secondary with some kind of synergy.
I was kind of thinking cold or trick arrow both seem like they might be able to hold a group of mobs in a spot for ignite which could be good synergy, but I am open to anything. -
Fire is the best simply because no other sets offers a top end single target attack chain and a top end aoe attack chain simultaneously.
Since you like aoe that puts you in the assault rifle, radiation blast area and of course fire. Both have 3 aoe attacks at least but they are both disjointed AR the cones are all different sizes, and radiation has pbaoe, cones and ranged aoe. Pick up teams wont be fans of the AR knockback either.
So let me try to sell you on my current obsession...dark blast. It's a quirky set but puts out a suprising amount of aoe between teneberous tentacles and torrent. The single target damage sucks no way around that, gloom is awesome then you get dark blast...horrible damage and life drain (the same amount of horrible damage as dark blast). But they animate fast and you can put some damage procs in there for enhanced damage. My particular joy is putting three damage procs in teneberous tentacles, this really increases the aoe output and is fairly satisfying (but those procs arent cheap).
Dark blast is not for the min/maxer's but it gives a different play style and has some nice synergies with several secondaries. This is the key finding and maximizing those synergies because without it, dark blast just feels weak. -
If you are going to emphasize storm then it makes more sense to go defender, you get better debuff values. If you don't want to go fire as a primary, while it pains me to say it (since I dearly love corruptors) but this is one of those instances were the defender is going to be better. Fire/storm is a beast of a character but if your MM partner has any kind of aoe your typical fight combo will be sleet, fireball, rain of fire...next. On a decent team with any kind of aoe it is somewhat boringly easy.
Some reasons why I think the defender would be better if you specialize in just that set.
1. You get the storm powers faster.
2. Lighting storm does more damage on a defender (its very slight but they do get more damage out of it)
3. As a duo you will still get a pretty good damage buff (I dont know the math but it is something like 20% and scales down as add teammates). Really not sure about this ask on defender boards they will know the values.
4. You get to skip gale (a decent power but kind of redundant if you are good with hurricane).
5. Can't swear to it but tornado wont scourge (I don't remember it scourging at least) because it is a pet doing the damage and not you...and the damage values are identical between corruptor and defender. So getting it earlier is clearly advantage defender.
For it to be better on the corruptor you need to take full advantage of scourge and for that you need some decent aoe in the set to get the mobs health down to scourge range and then a damage over time ability to finish them (rains are best but any DOT works to some degree).
Storm works great with fire, and ok with dual pistols, assault rifle, dark blast. Probably in that order. I have a dark blast/storm that is pretty fun lots of synergy and very controller like but dark blast is an aquired taste (I happen to love it but it is very quirky). I also tried a rad/storm toon and was dissapointed in that combo, it looks good but unless you can afford to buy a lot of damage procs it probably is not a good pairing with storm. -
Don't forget about Dark Pit, this is the reason dark has no big third attack and it offers a lot to a team. The bad thing it takes a ton of slotting to be useful and is only a mag 2 stun so will only take out minions, but its a ranged aoe stun.
Teneberous tentacles will be your bread and butter attack, an aoe immobilize with a 7.5%tohitdebuff this really magnifies any defense you do have. Someone commented that the tohitdebuff percentage is approximately equal to the same number in defense against even con minions. So slotting it for the debuff looks like exactly what you want to do.
Also torrent might provide some mitigation and an additional source of aoe debuff but it is very narrow. I find that with two attacks hitting and about 20%defense (I am dark/traps so you will be dependant on IO's) I become pretty close to unhittable. Very nice on a ranged toon as it dodges most mezzes this way too. Myself I like the TT/Nightfall combo but it might attract too much aggro for you. The annoying part is how the two cones are different sizes, TT is wide (really wide) and short, Nightfall and torrent are narrow and deep.
Don't overlook the procs you can put in TT as well, I have mine loaded up with three damage procs and it is by far my most damaging power (I highly recommend this). Another proc I have not tried but is available (I think through the tohitdebuff IO's) is a stun proc. With this proc in TT and Darkpit you might be able to stun Lt's fairly regularly while still getting a large debuff on them.
The procs you can put in the dark blast powers are pretty varied, I have not really looked at them for anything other than damage, you might find some real gems in here. -
I was curious about ignite, does it work well in tandem with caltrops or would sleet/freezing rain be a better combo with it?
In my head I see it like the old burn, awesome damage but a big fear component. Is that how it acts?
If full auto does not scourge often thats a dissapointment. What kind of aoe attack chain do AR toons run late game because I am not fond of buckshot, Grenade combo. I was kind of hoping flamethrower, fullauto, buckshot with ignite would be my aoe and I could drop the grenad (M30 is the name?) late game. How viable is this? -
That last bit was supposed to be funny, I guess I needed to put emotes or something on there. Not sure what you want to hear, this is the corruptor forums and I am not about to say one of my favorite AT's is weaker than an AT I cannot stand to play. I thought I did a fairly decent job of explaining why I though corruptors are superior AT. Daring to express my opinion is clearly allowed for in the constitution, I certainly hope you would concede that point if nothing else?
Yes vigilance helps defenders but I don't think its a big enough advantage to tip the balance to defenders over corruptors. As the team size increases the endurance cost goes down....but so does the damage. That's a trade off that I don't think is worth it. If you would care to elucidate on vigilance feel free, I am assuming the original poster understands the inherents of the two AT's.
So now I will respond to the obvious troll comment in your brief response. In all seriousness, I don't think you could have insulted me more than by calling me a Republican (so I guess you get bonus internet points). I am a free thinking human who can make up my own mind on political issues and don't need or want the talking heads at Fox News or the Republican party to tell me how to think and vote.
I am not a fan of either political party as they both represent entrenched interests before you, or I get any input into the political process. I try to evaluate the candidates and the proposals on the ballot individually, but if I still can't make up my mind I will generally pick the lesser of two evils and vote democrat. -
Corruptor always and twice on tuesday. Corruptors do more damage and get comparable buffs. Scourge is great if you have any DOT powers and I can only imagine it is awesome on AR's final power. As a brief aside, I am not actually sure that AR/traps is the best paring, the reason being lots of cones in AR and traps needs to be up close to work. Sure you can setup and pull to you but if you play that way have fun soloing because no team will put up with that playstyle for long.
The only thing defenders have on corruptors is higher defense numbers in the defensive powers (and were talking 1-4% before enhancement) and in debuffs. Also the defender board has been around a long time and most those players dont want to admit their darling 50s are rendered obsolete by corruptors.
It comes down to what is more important to you offense or defense. Its very similar to the comparison between scrappers and tankers (wish I could take credit for this analogy but some genius already pointed it out on the boards). Tankers will live a very long time and are almost impossible to kill...but they do horrible damage just like defenders do (ka-ching two at once I deserve extra internet points for that one). If you are at all an aggressive player you want to go corruptor.
A perfect example is Traps, defender afficionado's will tell you FFG is much better and you get it earlier on a defender, but if you have more offense you dont need as much defense to survive you eliminate the opposition (and gee if only this game had a method for me to increase my defense). Now go ahead and take a look at the damage the trip mine does on the startup screen as a corruptor and compare it to the value the defender gets. If I remember right its 124 to 194 at level 50 unenhanced, I will take the higher damage in this game everyday. It's an important point that many people gloss over, buffs/debuffs are great but offense carries the day in almost every scenario in the game. So choose the AT with offense as a primary and defense as a secondary.
Yes a defender can get higher defense numbers easier but guess what your corruptor can too (sure it will cost a ton in IO's but the option is available). It really comes down to what you want at the end of the day and how you play. You like defense, support and watching other people kill stuff make a defender/tanker, you want to get in there and make some bodies drop then you want a corruptor/scrapper.
Just my 0.02 unless you happen to be a defender troll...then you got me and I am coming to your house burning it down and watching all the beautiful orange numbers scream SCOURGE!!!!!! -
It's just like almost every other corruptor besides traps for toughness. But with Sleet and all that aoe everything should die long before you do. If you are dying you arent using sleet and rain of fire properly, it is a great control/damage combo.
I still really like going with mace mastery for the s/l shield, if you dont, pack several breakfrees and you will be fine.
As an aside, I would love an ice mastery epic with a s/l shield, it would just complete this toon for me. Well I can dream at least. -
I have a dark/trapper at level 26 and it is a pretty sweet combo, I keep trying traps but never have got one out of the teens however this combo is going strong I am really enjoying it, a very different style of play from my fire/cold corruptor (by the by /cold is insanely fun to play I also recommend it, but your right it is slow to bloom). With FFG and two hits from the dark and it feels like being a SR scrapper. Each blast has 7.5%tohitdebuff (even both aoe), not sure what that correlates to on defense (if I had to guess half the debuff value in defense equivalance?).
Some real nice synergies here too:
1. Tohitdebuff in all blasts with FFG makes for stout defense to all (I am building in weave and manuevers).
2. Caltrops is normally kind of optional choice, but it does some middling aoe damage. Combined with Tenebrous Tentacles (aoe immobilize) its a good combo.
3. The seeker Drones have a nice stun which combined with dark pit should give a mag 4 stun from range with two casts...I cant confirm but this synergy looks insanely good.
Pure speculation on the following but the following are my impressions of the combo to date:
-Need additional aoe and damage to complete dark blast and trip mine looks like it will be perfect.
-Layered protection: guessing I can get 30% def pretty easily, 50%smash/lethal resist, some good regen with the healing trap, and then life drain on top of all that. That looks like a wickedly tough build.
-Since traps really benefits from high recharge and I have good defense as well also plan on going power mastery for buildup, force of nature, energy conservation to round out my toon. That just smacks of tank mage game breaking awesomeness endgame but I could be wrong.
The big negative of course is Dark blast is death by inches (death by paper cuts is the quote I believe but not sure who to quote). It is not a heavy hitter at all luckily your defense and debuffs protect you but it is slow killing so far. I am experimenting with procs in dark blast (fastest charging single target) and teneberous tentacles (this one takes 4 damage procs that I can see). I think my damage will also be fairly dependent upon trip mines too. -
So this thread inspired me to try a dark/trapper and I am only 12 at the moment but the set works pretty well together and I can see some real nice synergies between the two.
The FFG and the aoe tohitdebuffs are going to be incredible. Plus with lifedrain and the regen aura of the beacon, the defense, the tohitdebuffs. That is some stout layered protection, I anticipate this toon being on par with a /nin stalker for toughness (probably wishful thinking).
The seeker drones/darkpit should give an aoe level 4 combined stun.
The trip mine should fill the missing third aoe attack to complete the aoe attack chain.
Acid mortar is just great (I keep forgetting how powerful this really is).
I am really enjoying this combo and can see some nice potential here. -
Looks like I will make a plant/thorn, plant/fire and roll each up to 10 to see which I like better. I am a sucker for more damage so maybe fire is the way to go after all.
Thanks for the advice all, I appreciate it. -
Hoping to get some insight, I am finally getting around to playing Plant but am a little stumped at what secondary to pick with it.
I saw a good guide for plant/fire, but correct me if I am wrong it looks like it might go better with a more melee oriented set? Thinking might go great with /earth and maybe even /energy.
Any tips would be helpful. -
My Fire/cold corruptor is my favorite toon to play. Having all that aoe is incredible and I would think be the difference between the two toons. Fire has great graphics is fast and hits hard single target or aoe. The new color tints make fire look great and the fun of throwing fire and ice together makes me giggle and is a big part of the fun of the combo for me.
I keep trying sonic blast but the lack of aoe and the noise really annoy me. Also the aoe sleep which is a big reason most take it is totally negated and made obsolete by sleet. Sleet is control and debuff all in one you honestly don't need anything else.
The big lure for sonic is if you want to do the really crazy solo stuff at level 50 or solo a lot leveling up. -
I think we need to know what you want to do with this toon, teaming, pvp, dueling, soloing? The inherent scourge really helps dark blast so I think even with the recent changes to defender solo damage corruptors still come out as the way to go with this blast set.
I say /cold because sleet is that good, the shields are always appreciated on teams and I hate healing. Also this is a pretty decent dueling build. This combo will take some serious player skill to play and make shine but has a real high ceiling with IO's and late game.
Not a fan of /traps it is insanely good but a bit slow for my tastes. If you want to do solo GM/AV this is the way to go.
I tried dark/kin but I just dont enjoy how clicky /kin is.
/Dark or /rad would work too both are great but I just dont enjoy them that much and I don't know why.
The real answer is /storm the synergy is so good you should honestly consider adding a third storm toon. My biggest beef with dark blast is the single target damage feels really lacking so anything that increases damage does wonders but the lure of lighting storm, tornado is just one of the countless synergies storm brings to dark blast. -
I love my fire/cold toon, it is awesome, powerful and insanely fun at level 50. The shields are nice too as you can drop them on your pals and then just go to town blasting. That said it matures really late, until you get sleet at 35 you are going to draw a lot of aggro, but since you team a lot you should be fine. You can also pick up aid other and with some slotting really reduce down time for your team.
Another option is always storm, you get a single target heal and for a team of 3 it works pretty well with some slotting. The controls are decent but the big draw is freezing rain at 16, this single power turns you into a pretty decent controller and lets you open fights if you want.
Kin is awesome but man oh man is spamming Speed boost painful, very click heavy and hurts my hands to play.
Fire is my favorite primary by far great damage aoe/single target and awesome graphics I just never get tired of it.
I say fire/storm, I really want to recommend fire/cold because it is so much fun at level 50 but the heal from storm and early freezing rain is really going to save your gf's brute a lot of pain (electric is all resistance so it gets hit alot and hard). -
I really like this combo, someone called it the Swiss Army Knife of builds and they are right, extremely versatile and brings a lot to the table while taking the bare minimum off. I will add some more love for the hurricane, its a real useful power although I don't slot it up much myself, just some endurance reduction as I use it for emergencies.
O2Boost-if you team at all this is a pretty decent heal but it needs an endurance reduction and a couple of heals to shine.
Snowstorm-I dont like this once you get freezing rain, long animation, endurance drain and with all your other controls not really worth the bang for your buck, once I get to 24 I almost always respec this out. I would recommend adding dark blast!
Darkblast-fast cheap, and lots of good IO's you can load in here, in fact I would consider turning this into an IO mule for a bit extra single target damage and completes your single target attack chain of DB, Gloom, LifeBlast (underwhelming single target damage but still a chain). Tornado, Lighting Storm add a heck of a lot of single target damage to this build and is part of the insanely good synergy of these two sets.
Tornado-good set mule and when soloing or fighting AV/EB it is awesome so I would keep that slotting or reduce it to just the Expedient Reinforcement IO's.
Lighting Storm-very good power a lot of people swear by putting the Hold/stun??? IO in here, I think the purple one is the one they use. Also since you already have hasten remember to pop hasten before you pop this off it carries over to LS and is really nice. The one down side is knockback and the endurance cost of this power, so some add range if there is room, I would six slot this power.
Life Drain-I really dont like that chance to hold proc in here, this power is really good but difficult to get full value out of. You want as much healing, damage, accuracy, recharge as you can get in that order as quick as you can, the hold proc just gets in the way.
Teneberous Tentacles-this actually gives pretty good damage, and is a mainstay of my attack chain. I am not feeling the gravitational anchor set in here but never tried it so cant be sure.
Gale-decent power and as a corruptor you dont have any choice in taking it. Can't say I like the positron blast set here if recharge is that important look into Luck of Gambler Recharges you can throw one in Steamy Mist and get same recharge bonus while saving 4 slots.
Steamy Mist-very underslotted, if you are going to get weave, I would add slots to this power and put in defense, also the recharge bonus LoTG IO too. If you dont go with the Epic S/L shield than I also think you need to consider a knockback IO in here since you didnt go hover route.
Thunderclap/Dark Pit/Oppressive gloom-are you sure this isnt overkill? Isnt mag 4 all you really need and the first two get you that? I would lean towards getting the S/L epic shield or more endurance management in the build. Storm is a major endurance hog, Lighting Storm, Hurricane and Freezing rain all suck down the blue bar pretty fast. If you are still set on getting OG than I really think you need to make sure you have as high a defense as you can get and also add hover or the knockbackIO pronto.
Also, I might be the only person to say this, but I really dont think buying all those purples helps this toon as much as other toons. Your build is heavily tilted towards recharge and my point is which powers are you trying to cycle faster? The pets are all limited to one at a time and almost/essentially permanment with built in IO/SO load outs. The blasts are all already on ridiculously fast timers, it does help lifeblast quite a bit but that is about it.
I would build for the following bonuses in this order: defense, damage, endurance management and then whatever recharge you could work in. Good luck! -
I am a big fan of corruptors myself and prefer them over defenders...but the change to defender damage when soloing really does even the playing field quite a bit. That and the higher numbers for debuffs and defense and I dont think there is that big a difference anymore. The higher defense numbers and the ability to skip gale (gale is much, much better than torrent so it does not make that big a difference) really do help defender late game and with IO heavy builds (Not sure this is a build I would see worth loading up on purples/billions of influence being real useful though).
If you are more offensive minded first then go corruptor. Also with TT, Nightfall and gloom you have a ton of DOT which really shines with the corruptor inherent scourge. This cannot be over rated enough the scourge ability really helps any DOT type abilities make a quantum leap in effectiveness.
Essentially my main combo is freezing rain, teneberous tentacles, nightfall with gloom as often as I can throw it. The rest is just flavor and better control, having this combo by 16 on a corruptor and the scourge inherent is too much to pass up on for me.
This is a fun, flashy combo that feels very controllerish with ok damage, but at the end of the day will always fall behind all the other blast sets in damage. It feels distinctly different than almost all the other blast sets and is a very fun change of pace toon. It brings a ton of utility to the table without taking much off, that said if you dont know how to play storm well you will tick off melee toons and pugs no end. -
Shadow Meld is nice but I have seen a lot of dark armor builds with fairly significant defense to all in the the low 30s. That much defense, your resistances, awesome heal and ability to lock down half a spawn with OG or CoF in my mind would make Shadow Meld somewhat redundant.
I actually like the combo of Teneberous Tentacles and Nightfall for real significant aoe damage. Both attacks are on timers of 20 seconds which combined with almost any significant recharge in your build gives you a viable aoe attack chain. People are also underestimating the width of TT it is a wide, wide cone. Nightfall is awesome but fairly narrow so most dont like it, I happen to be a big fan though. Then both attacks have fairly lare to hitdebuffs, I am not a numbers guy so dont quote me but I want to say 7.5%tohitdebuff on TT not sure about nightfall. That is pretty significant if you are sporting low 30s/high 20s defense numbers.
Now that I have made that elaborate argument I will say it really depends on your toon, dark armor especially needs to be in the spawn to work and jumping back out to fire off cone aoe would be somewhat counterproductive. TT is still a viable option because of how wide the cone is, you should be able to fire it from the edge of a spawn and hit most of them well keeping them all in your auras and heal range. It will stop the aimless wandering that OG can cause too! It looks cool and fits thematically. I would actually avoid nightfall on a dark armor toon, you really have to back up quite a bit to catch most the spawn, otherwise it turns into the shadow maul of ranged attacks, looks great hits for a bunch but tricky to use.
My spines/regen uses the dark mastery and the combo of throw spines, teneberous tentacles, run in spine burst run out other side Nightfall just melts spawns. It's a lot of fun, I call him the lord of the cones...I should make him into a female toon called "Check out my Cones!" -
Thanks for the input, still frustrated with my doms so may just go flavor of the month and go mind/fire. The previous fotm builds I have tried turned out to be a lot of fun and ended up at 50. Really not enjoying any of these doms other than the Mind/Electric. I do love the /earth assualt animations though. Maybe Mind/earth wouldnt be too bad? The aoe would seem to be at odds with most of minds powers though.
-
I pick dual pistols it looks cool but the damage is horrid. Maybe this changes at later levels, but I cant get it past 16 to find out.
As for wasted bad powers how about any snipe and in particular that snipe/hold in ice blast (forgot the name) thats a real lemon of a power too. -
I was a fan of the old zone PvP. I really miss the old Sunday Night Sirens Call mass brawl that was some of the most fun I have had in CoH. So I will throw in my vote for the old PvP system in the chance some dev takes pity/gets interested in salvaging PvP.
Also, I appear to be a minority on the boards in that I am not a fan of the changes made to this game all in the name of balance. I hate to say it, but alot of the talk about balance started after PvP got introduced, the PvP community did this to itself with alot of crying about whatever uber build was out there at the moment. It all starts with people whining about one power doing more damage than the others and that they all need to be made equal. That really reduces the fun of the game and makes it bland across all the sets. Each set should have a unique, quirky, fun aspect to it. The differences make the game more vibrant.
Powers should be different and fun, ranged power sets should have some incentive trade offs over melee toons. In the old game melee generally kicked tail in pve and ranged in zone and it seemed like a reasonable trade off to me (Yes, yes an extreme generalization but it was just my impression from preI13).
Also, if there is one toon/build kicking tail in a zone you always have the option of teaming up. A well played team in pvp chews up uber/powergamer/iopimped builds fast, quick and in a hurry. I think it was and is a mistake to use a mathematical equation to try and standardize all sets and powers across those sets. Maybe as a guideline its ok, but last time I looked there was no Unified Theory in life so why should a video get one (sorry I love philosphy and arguing which is why I love these forums so much...probably too much information).
Well just my opinion so laugh at it if you will...I know I do.
-
Good thread, lots of good info in here. I will specify a skilled player can make almost any combo in the game seem overpowered simply by understanding their powers and the mob AI behavioral patterns.
My picks are:
Fire/Kin-its good but its good in large part due to skilled players and special builds that make the combo either unfriendly for teaming or so overpowered teaming isnt necessary.
Ill/Rad & all MM's - and simply for my personal pet peeve, the pets do most the damage, you sit around and just manage them. I play a game about super heros to be a super hero not watch something else be super for me....LAME and OVERATED!
Brutes-It pains me to write this as I love them, but with the recent changes to fury they dont feel as smashtastic to me.
/Rad- AM,Heal, 2Toggle Debuffs, Lingering Rad and you get them all early. The set never feels like it grows as you level. After 30 levels of the lame Rad Infection toggle animation I get burned out and move on.
I would argue with I19 and inherent fitness any set that doesn't have enough useful powers and powers that work with fewer slots (such as FF/Cold shields) it hurts the overall combo's efficiency. Dipping into the power pools for fighting/leadership is fun but I think your build suffers if you dont have enough viable powers beyond your cornerstone powers. This is why I think Rad is overhyped.
Finally any set that requires 4 to 5 sets of purples and billions of dollars of IO's is overhyped. -
Header says it all, want to make a Mind dom and was leaning towards Mind/Elec over Mind/Energy or Mind/Ice but I am not sure. So can anyone with experience with electric assualt give me some feedback?
1a. Buildup-this looks and sounds ridiculously good to me in a perma hasten dom, but I hear no one talking about it. Like this kicks embrace of fire to the curb, down the drain hole and out too sea, so what am I missing?
1b. The short duration of aim on my corruptors for the minimal damage increase really annoys me and I have dropped it altogether on several of them with little drop off in damage. So if the damage contributed is not fairly significant then I picture it being a poor trade off for a lack of a third ranged blast that is harder hitting.
2. Will not having a aoe immobilize hinder the build when I start spamming Rain of Fire late game? On my corruptors I kind of depend on them to run rather than shoot back at me, but...
3. Will the 2 ranged electric attacks, lift and mesmerize be enough ranged single target damage? And by enough I want to kill minions in 3 or fewer attacks and lt's in 4 or less.
4. Will the combo terrify+buildup+static discharge+fireball+rain'o'fire destroy spawns and not get me killed?
5. I have never been a big fan of power boost on my other doms, but it looks like it could be incredibly powerful when paired with mind control in particular. Does this overcome the loss of damage from no buildup?
Basically anyone with a highlevel mind/electric assualt dom do you ever regret this secondary and not one of the others?