Question about Ele Assault and Nrg Assault!


Chrome_Family

 

Posted

For the past 3 days I have been trying to look up any information on Electricity Assault and Gravity Control. Both of these sets have pets, my question is, does these two sets go well together?

If not then can someone enlighten me as to which sets solo the best. Ever since the Dom changes, I have heard some interesting things about Dom’s and I want to give them a try.

The reason I put these too sets together is because they both have pets which to me increases their damage and control output. I was leaning more towards Grav/Nrg Assault at first because I know Nrg Assault can put out some decent damage, but the idea of two pets just appeals to me. Any tips or info from experienced players?


 

Posted

Try both I say.

The grav pet is great, though the /Elec Pet is rather short lived.


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Posted

QR

If any set was nerfed in the last issue, /Elec was (despite the /Psi whiners.)

That said, give it a try. It should be fun. Make sure to take the melee range attacks and build up.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

So Ele did get hit. I had heard people talk about that, but they did not go into detail.

And as far as trying both, I think I will, but I just wanted to know how high lvl Doms are fairing with these sets, and how easy is it too solo.


 

Posted

Grav is going to be one of the most difficult to play with, it doesn't get it's soft-control until level 26. I can't really go into more detail on that, because I never get the set past 10 myself. ^.^;


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Posted

[ QUOTE ]
If not then can someone enlighten me as to which sets solo the best.

[/ QUOTE ]

Sorry, I missed this.

As far as dominators go, ignoring any /nrg vs /elec debates, I would say probably

Fire/Fire

or

Plant/Fire

solo the best. Others doubtless have different opinions.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

Just got through looking at Fire/Fire. That combo has great controls and damage. I also got a tell from a friend who is playing an Mind/Nrg Assault and he is pushing me to make one of those.

I am going to have to clear up some slots cause I need to make a few of these to give them test runs.


 

Posted

Test server is your friend. Or use a secondary server.

And also? Mind/NRG is a very reliable, small-medium team powerset. It is like unto a people mover or a small truck. You will hit hard, you will provide very regular damage output, and you will have a great toolbox of controls.

Fire/fire is all about doing the same thing again and again as regularly and as quickly as possible. That thing is killing everyone in the room.


 

Posted

The only big downside to Mind is that you tend to feel a bit anemic on larger teams. Terrify is pretty nice, but I'd much, much prefer to have Ice Slick or Earthquake or Seeds of Confusion every spawn. Ice Slick can lock down a spawn like nothing else, whereas Terrify, while being a great debuff, doesn't fully prevent everything from wailing on your party.


 

Posted

I have a lvl 24 Grav/Eng Dom... and I love it. I hit like a freight train. Of course I tend to add some flair to my fights via alot of movement.. jumping/running around the baddies, also implement my hover/flight powers into most of my fights indoor and outdoor. Thats why I like grav. I get to throw pple high into the air and then shootem on the way down. I do sorta burn through my end pretty quick though on the larger mobs. Mainly due to the mass containment power. I still have some tweaks to make but Grav/Eng. is if nothing else fun to play.. and for me thats what this game is all about.. what is fun.


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Posted

Grav/Eng would be my vote is must go Grav. I would say focus strongly on your secondary and have lift and your ST hold slotted up in the early levels. However, as said before Grav is very late bloomer with no solid AE control until later game.

If I can suggest Plant/Energy as an odd pairing that works well. Power Boost + Seeds of Confusion gives you early and reliable AoE control. Carrion Creepers is great neutering alphas and taking aggro. The set also does some decent damage. Combined with Energy it works unexpectedly well.


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

Quote:
Originally Posted by Vermain View Post
The only big downside to Mind is that you tend to feel a bit anemic on larger teams. Terrify is pretty nice, but I'd much, much prefer to have Ice Slick or Earthquake or Seeds of Confusion every spawn. Ice Slick can lock down a spawn like nothing else, whereas Terrify, while being a great debuff, doesn't fully prevent everything from wailing on your party.
Try this: Mass confusion on the first spawn, Total Domination on the 2nd, and if you're team is moving fast, then Terrify on the 3rd spawn, then repeat.


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Posted

If grav/electric intrests you GO FOR IT.

I have a 48 grav/electric named Magnet Man. It is a great build both PvP and PvE. Electric assult is so good and you only need a few powers from grav so it works out well.


I am PL in RL.

Freedom- Magnet Man, Hott Sauce, Stand-Up Comic

 

Posted

After much thought, I have decided to go with both Grav/Ele and Mind/Nrg. My Mind/Nrg is lvl 14 now and is soloing fairly well, and I know it will get better as I lvl up.

I will make a grav/ele tonight when I get off work. I wanted to lvl one up real quick doing double xp weekend, but I was distracted by doing a bunch of TFs/SFs.


 

Posted

Quote:
Originally Posted by Vermain View Post
The only big downside to Mind is that you tend to feel a bit anemic on larger teams. Terrify is pretty nice, but I'd much, much prefer to have Ice Slick or Earthquake or Seeds of Confusion every spawn. Ice Slick can lock down a spawn like nothing else, whereas Terrify, while being a great debuff, doesn't fully prevent everything from wailing on your party.
When did Terrify become a debuff??


 

Posted

Quote:
Originally Posted by jlappe View Post
When did Terrify become a debuff??

I think he is confusing it with dark miasma's fearsome stare or illusions control spectral terror. Its a very common mistake - both of them are area fears that also debuff to hit so the three powers get frequently confused. It doesn't help that terrify accepts to hit debuff enhancements even though they don't do anything (at least mids has it accepting to hit debuff enhancements - I don't know if the live power still does or not).

I wish terrify had a to hit debuff - i would prefer that over the damage it now does as its on to long a timer to really be use full as a damaging power, then it would be a decent control. As it is it is on too long a timer to use as more than an opener and costs WAY to much end for just a control.


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Posted

Quote:
Originally Posted by EricHough View Post
I think he is confusing it with dark miasma's fearsome stare or illusions control spectral terror. Its a very common mistake - both of them are area fears that also debuff to hit so the three powers get frequently confused. It doesn't help that terrify accepts to hit debuff enhancements even though they don't do anything (at least mids has it accepting to hit debuff enhancements - I don't know if the live power still does or not).
Is that a bug? I have a tohitt debuff set in my Mind/ Dom and Mind/ troller currently.



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Posted

Quote:
Originally Posted by Chrome_Family View Post
Is that a bug? I have a tohitt debuff set in my Mind/ Dom and Mind/ troller currently.
That you can socket it is a bug. The powers don't actually debuff tohit. It's a curious thing, actually - if you look at Fearsome Gaze, it looks like it's designed as a controller power, complete with a % for mag 4. Terrify is the same power, minus the Tohit debuff, but it still allows the set.

Probably relates to the claim Arcanaville made months ago that setting effects to 0 and painting over them is far more feasible than deleting them.


 

Posted

Quote:
Originally Posted by Michael1_NA View Post
So Ele did get hit. I had heard people talk about that, but they did not go into detail.
Electric has been nerfed in that its attacks do less damage per hit. (Than previously under permadom) It does have reduced Endurance cost, and its melee attacks, including Thunder Strike, recharge faster. It actually does more DPS than before, but less burst damage and less AoE. So in terms of raw damage, it's probably a nerf.

It's still an extremely good set, though. I feel like I'm doing way more damage than before, since I was never a permadom. It really depends on whether you are coming from that performance, or from permadom levels.


 

Posted

Quote:
Originally Posted by Talen_Lee View Post
I'm not sure 'raw damage' should be considering old permadom.
Maybe not, but it sets a standard. If your comparison is to old pre-Domination damage, then yeah, Electric does way more damage. But your base line is so low you can't really make out the subtle differences between the sets based on their own changes.

Electric always did have a lot of damage, though.


 

Posted

A standard that's got nothing to do with the performance from which balance decisions are made and exploits a weakness in the engine, yes. I don't see such a standard as meaningful.


 

Posted

Quote:
Originally Posted by Talen_Lee View Post
A standard that's got nothing to do with the performance from which balance decisions are made and exploits a weakness in the engine, yes. I don't see such a standard as meaningful.
The devs did say that they were adjusting the base damage of Dominators based on the performance of Dominators under permadom. If you have a problem with that, argue with the devs about it.

It's a little late to question the decision now. The deal is done.

And while Electric Assault may be doing less damage, Energy Assault and Psi Assault (outside of PSW) are doing more. Really, the whole point of balancing Psi Assault was to make the rest of its attacks do a lot more damage to make up for PSW doing less. It's not an even trade, of course, which is why it's a nerf. But nobody's arguing that PSW is weaker, only, you know, whether or not it deserved it.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
The devs did say that they were adjusting the base damage of Dominators based on the performance of Dominators under permadom.
Where?


 

Posted

Quote:
Originally Posted by Talen_Lee View Post
Where?
Wow. You're really going to make me go search for it, with the Dev Digest broken and all.

Okay, the main point is what Castle says here

Quote:
The gist of it lies with removing the Damage Bonus from Domination, and adding that to the Base Damage values for the AT.
He also previously stated that one of his goals was to "have minimal impact on 'Perma-dom' players". So the idea was to effect permadom as little as possible, but to give Dominators outside of Domination the same damage level as those in Domination. Castle even provided equations where he compared the damage at level 50 to the damage of single-Dom, double-Dom, and triple-Dom at level 50 under the old system.

In short, permadom damage was moved out of Domination, and made the base damage for the AT.