UnicyclePeon

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  1. All,

    I'm a sucker for unusual combos for characters, and recently I've become a bit infatuated with Energy Assault because I love it, even though it is very single-targetish. I am also a sucker for Ice Control because its kinda awkward but interesting.

    So I was thinking, what better wacky/odd combo to try than Ice/Energy?

    Has anyone else tried it? What are some other unusual Dominator combos you've tried? Ice/Thorns seems odd too. And I've done one of the most tedious-to-level Doms already (Gravity/Fire). Just looking for other ideas.

    But in particular, Ice/Energy is calling to me.

    Yes? No? Maybe? DIAF?

    Lewis
  2. Welcome back, Rooftop Raider!

    I'm with you man. I have 15 Doms of levels 40-50 and absolutely all of them need to use respecs.

    Lewis
  3. Quote:
    Originally Posted by kinaki View Post
    If you are the type of person who loves reveling in the chaos you create while standing in the dead center of 10+ mobs, then mud pots is for you. It will out-dps any other attack in such situations (over time).
    Cool. I managed to tweak my build to drop Power Boost, move some stuff around, and pick up Mud Pots. Do you think that dropping Power Boost is a good idea?

    On my Fire/Ice and Earth/Ice and Earth/Energy Dominators, I would never give up Power Boost but I kinda feel like that because of the way Electric Control plays and because of the way I play it, it could be skippable such that I could take Mud Pots.

    Or is that a bad idea, skipping Power Boost on Elec/Earth?

    Lewis
  4. UnicyclePeon

    Concept help?

    I think Illusion/Storm is exactly the way to go.

    Of course, I base this on some X-Men comics I saw long ago with portals and spirits coming forth and storms and elemental stuff.

    Lewis
  5. So what is the deal with Mud Pots? I see lots of people looking forward to getting it, but I was thinking that it looked kinda "meh" and I was also worried that it would tick damage at a time when I might prefer to not wake anyone up. Sure, the sleep would pulse and re-sleep them but then mud pots would wake them again. Now, I've picked Rain of Fire for one of my Epic attacks, but it isnt on all the time by default, whereas presumably I'd leave Mud Pots on if I took it.

    Is Mud Pots essential or skippable? Because my build skips it.

    Lewis

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

    Click this DataLink to open the build!

    ZZZ DOM ELEC EARTH: Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15)
    Level 1: Stone Spears -- Acc-I(A)
    Level 2: Stone Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19)
    Level 4: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), EndRdx-I(48)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46)
    Level 8: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(11), Efficacy-EndMod/Acc(37)
    Level 10: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(40), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(46)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
    Level 22: Heavy Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 24: Super Speed -- QckFt-EndRdx/RunSpd(A), Zephyr-ResKB(48)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(29), CoPers-Conf%(40)
    Level 28: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 30: Power Boost -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(37)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
    Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run



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  6. Quote:
    Originally Posted by Katie V View Post
    For an Illusion/Storm/Leviathan, I make it 13:
    3 Phantom Army
    1 Spectral Terror
    1 Phantasm
    1 Phantasm Decoy
    And, given perma-PA levels of recharge
    2 Tornado
    3 Lightning Storm
    1 Waterspout
    1 Coralax
    I know you can have multiple lightning storms out, but I thought that casting a second Tornado would cancel the first one. Not sure tho.

    Lewis
  7. That is definitely a strong combo. Good call!

    Lewis
  8. One other thing to consider about Jolting Chain is that its recharge is pretty darned good. So, if you get a perma-hasten build going, you can basically perma-knockdown whole groups as long as you are willing to click it. At 2.06 seconds to animate, and about 2.36 seconds of recharge, you can cycle it every 4.42 seconds ... more or less.

    I bet that is pretty hilarious. Perma-flop? Yes please.

    Lewis

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

    Click this DataLink to open the build!

    ZZZ CON ELEC SONIC: Level 50 Science Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Sonic Resonance
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9)
    Level 1: Sonic Siphon -- Acc-I(A), EndRdx-I(31)
    Level 2: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(34), GravAnch-Hold%(36)
    Level 4: Sonic Barrier -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(11), ImpSkn-EndRdx/Rchg(11), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-Status(46), ResDam-I(46)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34)
    Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(15)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-End%(43)
    Level 22: Sonic Dispersion -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(23), ImpSkn-EndRdx/Rchg(23), ImpSkn-ResDam/EndRdx/Rchg(25), ImpSkn-Status(36), ResDam-I(36)
    Level 24: Sonic Haven -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(25), ImpSkn-EndRdx/Rchg(31), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-Status(48), ResDam-I(48)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
    Level 28: Disruption Field -- EndRdx-I(A), EndRdx-I(31)
    Level 30: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(48)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Clarity -- EndRdx-I(A)
    Level 38: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 47: Sonic Cage -- Acc-I(A)
    Level 49: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run



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  9. Wow. Looking at it again, Electric/Fire is a tight build.

    Normally, I never take Incinerate on a Fire Assault Dominator, due to the fact that the set does most of its other damage at range, and so I drop Incinerate for the slots. Flares + Fire Blast + Blaze is usually all I need. However, Electric Control is one of those sets that begs to be played in close, and as such, it is hard to skip Incinerate.

    I guess this is more or less how I'd build at level 50. I even think the power selection and slotting would work, with some struggling, as an actual level-up build. It is a pie-in-the-sky almost perma-hasten build, but you could level with it using generics and/or frankenslotting.

    If you were willing do drop Incinerate, or else not slot Flares, the build would get a lot less tight. You could throw a slot on Tesla Cage, and then with some slot shifting you could throw 2 more recharge on Hasten (for a total of 5) for perma-hasten. Or you could just throw 1 on Tesla, one on Fire Blast, and one more wherever you like.

    But yeah tough, tight build.

    Lewis

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

    Click this DataLink to open the build!

    ZZZ DOM ELEC FIRE: Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Fiery Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(19)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(25)
    Level 2: Incinerate -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(34)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
    Level 8: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(40), Efficacy-EndMod/Acc(40)
    Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(19)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(46)
    Level 14: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(17), GravAnch-Acc/Rchg(37), GravAnch-Immob/EndRdx(43), GravAnch-Hold%(46)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
    Level 22: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(37), EndRdx-I(50)
    Level 24: Embrace of Fire -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
    Level 30: Super Speed -- Zephyr-ResKB(A)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(50)
    Level 38: Blaze -- Thundr-Dmg/Rchg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), TtmC'tng-ResDam/EndRdx(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run



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  10. I also meant to note that a Plant controller might be a good option too. The seeds of confusion will get the bad guys to clump up rather nicely for her AOE attacks, and you'd have the immobilize to keep them from running out. Of course, you could do something similar with Electric Control's chain confuse.

    Lewis
  11. I would personally drop the leadership powers, but that's just me. I also think Tesla Cages is underslotted by 1 slot, and I prefer to slot and use my Flares power, even in the end game. Your Jolting chain may be underslotted, but hey, its adequate I suppose. I myself would drop Consume, and I do like Paralyzing Blast. Ooh! And you skipped Fire Breath. I think the confuse power gives you a great opportunity to use Fire Breath safely before you move in.

    So we would do things differently, but your build seems workable I suppose.

    Lewis
  12. Thank goodness. This has been irritating the crap out of me, especially since I want to do a respec on a character with the Ice Blast power, but I didnt want to have to deal with not being able to use my enhancements.

    Lewis
  13. If you weren't dead set against /Rad, I'd say Fire/Rad for the Fire/Rad thematic duo.

    Anyway, otherwise, it almost doesn't matter what combo you make. Any corruptor + controller combo will probably be very effective, with perhaps a few exceptions, and even the exceptions would work I'm sure.

    If you want both Damage and Utility, Illusion Control may be the best primary. Later on, Fire Control matches or exceeds the damage aspect. However, don't under-estimate how much easier you'll make her killing with a fully developed Earth Controller ... plus you can add lots of damage procs to Earth control.

    For secondaries, keeping in mind the sets you want to avoid, I think interesting choices would be Empathy, Storm, Trick Arrow and Sonic.

    Storm, TA and Sonic all add significant amounts of -resist to stack with her -resist toggle.

    Storm and TA also add control and damage. Sonic adds resist shields, mez protection for both of you, and later strong mez protection for her (for keeping her rad toggles going).

    Empathy is an option though perhaps less interesting. Lots of heals and buffs, and mez protection for her.

    Illusion/Trick Arrow, Earth/Storm, and Fire/Sonic would all be excellent choices.

    Or you could follow the link in my signature, click "Randomize" and pick one of the 3 randomly rolled controller options.

    Lewis
  14. MentalMaden beat me to the punch.

    But yeah, Illusion/Storm was always the one with the most.

    Now if Controllers ever get /Traps then Illusion/Traps would be insane (with all the pets and pseudo-pets).

    Lewis
  15. You have a strange build there.

    Anyway, you wont do a ton of damage until later and then only if you take Epic/APP attacks. You didnt take any pool powers early on or any epics later, so yeah, your damage will be slow. Expect to team a lot.

    Here is my build. It isn't cheap, but you could throw cheap sets in the same power order and slot order and be functional. It is a teaming build until 32, and really even after, but it does eventually pick up the APP attacks (Fire in particular, for lighting the Oil Slick).

    Maybe it will give you some ideas.

    Lewis

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

    Click this DataLink to open the build!

    Power Freak: Level 50 Technology Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9)
    Level 1: Entangling Arrow -- Enf'dOp-Acc/EndRdx(A)
    Level 2: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(19), GravAnch-Hold%(50)
    Level 4: Glue Arrow -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(40), TmpRdns-Rng/Slow(40), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(48)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
    Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(48)
    Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(43)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
    Level 22: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(23), AnWeak-Acc/Rchg(23), AnWeak-DefDeb/EndRdx/Rchg(43), AnWeak-Acc/Rchg/EndRdx(46)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
    Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(31)
    Level 30: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(34)
    Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(46)
    Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
    Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Containment
    Level 4: Ninja Run



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  16. Quote:
    Originally Posted by Shadowe View Post
    And, general question to the people out there who think about these things: What are the implications of this idea for gameplay?
    I think it would make the game far less fun for unwinding/relaxing.

    Lewis
  17. I *think* I read that as long as you have hasten on auto and your other sources of global recharge (not counting hasten) are at 70% then you'll have Perma-Dom. Maybe shoot for 75% global for comfort. I think your recharge (not counting hasten) was enough, if I remember what I saw in your build.

    Or you could go crazy and shoot for perma-hasten (or close).

    Lewis

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

    Click this DataLink to open the build!

    ZZZ DOM ELEC EARTH: Level 50 Technology Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Earth Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), Lock-Acc/EndRdx/Rchg/Hold(11)
    Level 1: Stone Spears -- Acc-I(A)
    Level 2: Stone Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 4: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(34), EndRdx-I(50)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(37)
    Level 8: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(19), Efficacy-EndMod/Acc(34)
    Level 10: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(17), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(46), GravAnch-Hold%(46)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(37)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
    Level 22: Heavy Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(31), CoPers-Conf%(45)
    Level 28: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 30: Super Speed -- Zephyr-ResKB(A)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(37)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40), RechRdx-I(40)
    Level 41: Indomitable Will -- LkGmblr-Def/Rchg(A), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(45), TtmC'tng-ResDam/EndRdx(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run



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  18. Quote:
    Originally Posted by Pedro Schwartz View Post
    Could anyone post here a good Elec/Energy build?
    That's my main Dom,and i'm havin some doubts on how to slot it right =/
    Well, I dunno if its good or not, but here is my almost-perma-hasten, perma-dom, leveling-up-order all-in-one build. It relies on the fact that I have Ninja Run, in that I dont take a travel power until my 20s. Note that there is a bug in Mids planner where Energy Transfer is flagged to be PBAOE but it really takes melee sets. However, the set bonus I put in there has the same numerical value as the set I would use (Crushing Impact) so its the same overall recharge numbers.

    I hope it gives you some ideas!

    Lewis

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

    Click this DataLink to open the build!

    Mega Shock: Level 50 Science Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Energy Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Primal Forces Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(19)
    Level 1: Power Bolt -- Acc-I(A)
    Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 4: Power Push -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(37)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(48)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23)
    Level 10: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(37)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(25), FtnHyp-Sleep/EndRdx(48)
    Level 14: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(46), GravAnch-Hold%(48)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
    Level 24: Super Speed -- Zephyr-ResKB(A)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
    Level 28: Total Focus -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 30: Power Boost -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(37)
    Level 38: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
    Level 41: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), EndRdx-I(43)
    Level 44: Energy Transfer -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run



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  19. I guess I'm a little bit late to this thread, but this is how my Earth/Electric Dominator is shaping up. I recently did a minor respec, mostly to my post-40 choices (because it slightly affected what I'd done pre-40, but not much). Here is my build. I hope it is helpful. It is a perma-hasten build, but the power picks and slotting choices are exactly how I slot as I level up. So yes, this is a perma-hasten, perma-dom leveling-up build.

    Maybe it will give you some ideas, maybe not, but here ya go.

    Lewis

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

    Click this DataLink to open the build!

    DiamondFist: Level 50 Mutation Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Electricity Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(17), Lock-Acc/EndRdx/Rchg/Hold(21)
    Level 1: Charged Bolts -- Acc-I(A)
    Level 2: Charged Brawl -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 4: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 6: Quicksand -- RechRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40), RechRdx-I(50), RechRdx-I(50)
    Level 10: Havoc Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15), Rope-Acc/Rchg(17)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Earthquake -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(19), UndDef-Rchg(19)
    Level 20: Health -- Mrcl-Rcvry+(A)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
    Level 24: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-EndRdx/Rchg(25), AdjTgt-Rchg(25)
    Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(34)
    Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
    Level 30: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(34), GravAnch-Acc/Rchg(43), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), EndRdx-I(43)
    Level 38: Air Superiority -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
    Level 47: Fire Shield -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(48), ResDam-I(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run



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  20. Your link didnt work and the data chunk was absent, so its kinda hard to analyze.

    Therefore, I just made a rough outline of how I'd make an Elec/Thorns Dominator.

    Sure the build is expensive. I'd make sure my power order and number of slots matched. Then I'd frankenslot the best I could with cheap sets. Then if I got serious about the character I'd shoot for this build.

    Lewis

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

    Click this DataLink to open the build!

    ZZZ DOM ELEC THORN: Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Thorny Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15)
    Level 1: Thorny Darts -- Acc-I(A)
    Level 2: Skewer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 4: Fling Thorns -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
    Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(45)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 10: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(31)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
    Level 22: Thorn Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(34), EndRdx-I(46)
    Level 24: Conductive Aura -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(25), Efficacy-EndMod/Acc(46)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
    Level 28: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(31), GravAnch-Acc/Rchg(40), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
    Level 30: Aim -- AdjTgt-EndRdx/Rchg(A), AdjTgt-Rchg(31), GSFC-Rchg/EndRdx(34)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), EndRdx-I(45)
    Level 38: Thorn Barrage -- Thundr-Dmg/Rchg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 47: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(50)
    Level 49: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run



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  21. I'm feeling a bit too lazy to dissect your build, so I'll just post mine instead.

    I went with the Stone epic, but I didn't take the armor because I don't like the way it looks. As much as it would make sense to get some Smashing/Lethal defense for an Elec/Rad who lives in melee range, I feel that Elec/Rad has enough mechanisms for survival to get by without it.

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    |-------------------------------------------------------------------|
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    |B0B73DE40E1A1FADFCF4B5F3ECE3B5D069A4089A1CCA0CCA2CCA1CCA3E82867500C|
    |94DCEBC26AFF6EEC6B0FCA5E947D28B5F8065A45A7071FB172141F4A05CA0E143F4|
    |A00A51AA509E53E4AEE1F3ABF073B|
    |-------------------------------------------------------------------|
    Lewis
  22. Well, I can get to Perma-Hasten either way. But yeah, I think I'll go with a cheaper set, be 1.3 (basically 2) seconds short, and use O2 Boost. The City of Data info is pretty convincing that I don't need both.

    Sweet. Thanks!

    Lewis
  23. Quote:
    Originally Posted by Local_Man View Post
    Do you really need to STACK slows? Isn't one ranged slow power pretty much at the runspeed and -Recharge cap?
    I always thought that 1 power could cap the -runspeed but that it took 2 to cap the recharge (or get near). But maybe not.

    I'm still torn. Going the Snowstorm route is cheaper to perma-hasten, but I do honestly find I never use SS unless I'm fighting AVs. At least on my controllers. On Masterminds, I am more inclined to use it. But the O2 Boost option is the more expensive / more awkward one.

    Lewis
  24. Quote:
    Originally Posted by Oedipus_Tex View Post
    Well that does say one thing for Elec Control. It will make you hate Energy Blast and wreckless Storm Summoners all over again.
    I will say that Energy Assault works just fine, though. You don't have any area knockback in the secondary, just single target knockback, so it is a lot easier to deal with. I'm enjoying my Electric/Energy Assault Dominator.

    Lewis
  25. Quote:
    Originally Posted by MaHaBone23 View Post
    The other downside is with all our customized EC powers throbbing away, my screen looked like someone vomited Fruity Pebbles on it. LSD doesnt even come close.
    No, no. That is one of the upsides.

    Edit: someone should make a trio with a SG name of American Power and rock the red white and blue auras.

    Lewis