New /Energy Goes With ... ?


BlackBellatrix

 

Posted

I'm going to roll a /Energy Dom with I16 to check out the I15 changes to /Energy and have a good base to play with the I16 customisations.

The issue I have is that I'm a bit ambivalent when it comes to the primary. The only primary I haven't taken to 32 is Gravity, but I'm a bit reluctant to do that one as I want this Dom to be useful for something after all that work and Gravity seems to have mediocre written all over it.

So, I'm looking for synergies I haven't thought of and suggestions of where to take this Dom. Just looking at it on paper, I'm thinking either Mind or Fire, but I'd be interested to see if anyone wants to argue the case for the other primaries.


 

Posted

Fire/Energy looks like a winner....


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

 

Posted

I like Mind/Energy, myself. It is a little single target oriented, however, but if you like solo'ing, the control can't be beat.

Plus, with Mind/Energy, I was able to make a build (expensive but meh) that has Hover, Soft-capped Ranged/Energy Def, 41 Neg and 38 S/L with Perma-Dom (No Hasten). I don't think I could have done the same on Fire/Energy.

Fire/Energy will generally be better teaming and bring more AoE to the table and have a stun to stack with the melee in /Energy. I just focused on Range for my /Energy.


 

Posted

I confess I'm leaning towards Fire over Mind for a few reasons:

  • I want to take as much of /Energy as I can and so much of Fire is skippable
  • Fire gives me Immobs if I find I need to tone down the knockback from the ranged attacks
  • On a purely personal note, my current Dom is Mind/Elec, and I'm not so enamored of the primary that I want to do another 40 odd levels of it straight away
That being said, soft-capped ranged def + permadom is very nice. Do you find that the defense comes into play much?


 

Posted

Quote:
Originally Posted by MinMin View Post
I confess I'm leaning towards Fire over Mind for a few reasons:
  • I want to take as much of /Energy as I can and so much of Fire is skippable
  • Fire gives me Immobs if I find I need to tone down the knockback from the ranged attacks
  • On a purely personal note, my current Dom is Mind/Elec, and I'm not so enamored of the primary that I want to do another 40 odd levels of it straight away
That being said, soft-capped ranged def + permadom is very nice. Do you find that the defense comes into play much?
To be honest (my build isn't 100% complete yet), no.

I mean, it's really nice to be able to not worry about total lockdown and to jump into the fray with a Whirling Hands and then back out to blast at range and generally not worry about being hurt... But with the control I can leverage in Terrify and Confusion/Mass Confusion, I'm not really having to worry about it too much. However, I still like collecting defense. And, I'm planning to eventually dip my toe into PvP and have heard it will help me out there. I've also got PFF on the toon, as if that was needed, haha.


 

Posted

Earth/energy is pretty sweet too. Power Boost increases the -acc on earthquake which softens alpha quite a bit. Also increases all the -def earth has.


"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll

Check out my Deviant Art: http://darkauthor81.deviantart.com/

 

Posted

just here for da lulz 8)

but fire is always win and the mass confusions and stuff will gimp your exp


 

Posted

I play a Plant/Enrgy/Leviathan and I must say I enjoy her Immensely!

Plant as a primary is incredibly fun and aestheticly pleasing. Many forget however that it also offers some great control and damage outup as well. Energy is fantastic for PowerBoost as it offers that extra control and buff to -defense allowing me to slot Water Spout for damage without too much concern for gimping the -defense and stun component.


I appended my build as it currently stands in case you would like to take a glance. It's a work in progress like every other build I like to full around with, but as you can see it is perma-dom and perma-hasten.


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Posted

I don't think there is much to argue. Energy can go very well with all the primaries. It's the little black dress (or glowing pompom) of Dom sets. It's got really nice options for range, melee, or a combination. I happen to really like the flexibility in options.


 

Posted

Quote:
Originally Posted by MinMin View Post
I confess I'm leaning towards Fire over Mind for a few reasons:[list][*] I want to take as much of /Energy as I can and so much of Fire is skippable
I'm no set bonus expert...but I think Grav/Energy isn't a bad choice either. Grav has lots of skippable powers leaving you open to slot the heck out of energy. Also some nice damage and secondary effects from its immobilizes and hold. I've played around with grav/energy to around lvl 35...and while its a slow start...it really does feel like a highly survivable blaster once you get the pet.

Plant/Energy..also has some very interesting possibility. Really, energy is such a strong set now..its hard to think of any primary it wont work with.


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

 

Posted

Quote:
Originally Posted by RiverOcean View Post
I'm no set bonus expert...but I think Grav/Energy isn't a bad choice either. Grav has lots of skippable powers leaving you open to slot the heck out of energy. Also some nice damage and secondary effects from its immobilizes and hold. I've played around with grav/energy to around lvl 35...and while its a slow start...it really does feel like a highly survivable blaster once you get the pet.

Plant/Energy..also has some very interesting possibility. Really, energy is such a strong set now..its hard to think of any primary it wont work with.
Whatever happened to the Q patrol or whatever they were called? Always wanted them to migrate to Virtue Server.


 

Posted

I have a level 50 Fire/Energy which was amazing with the recent changes to /Energy. I also have a level 40 or 41 Earth/Energy that is just crazy good. Plenty of time with the foes languishing in their doom for me to pop 'em.

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Quote:
Originally Posted by RiverOcean View Post
I'm no set bonus expert...but I think Grav/Energy isn't a bad choice either. Grav has lots of skippable powers leaving you open to slot the heck out of energy. Also some nice damage and secondary effects from its immobilizes and hold. I've played around with grav/energy to around lvl 35...and while its a slow start...it really does feel like a highly survivable blaster once you get the pet.
i highly argee, while its abit slower then others, its worth it. propel makes it fun, and i only think its slower cos the animation on grav is not as shinny (pre I16 ofc)

plus

i have a lvl 50 grav/nrg and its pure awesome. i only skipped 1 power from nrg i think and that was twirling hands or something, oh sorry and the snipe.

i havent found it boring and just pure fun. u got grav propel and nrg attacks ftw and grav holds incl pet<--wow.

and mako for more team help and hibernation for safety


 

Posted

Quote:
Originally Posted by Tokyo View Post
Plant/Enrgy/Leviathan
I've got one of these as well, with totally different results.

I started this char at release, as a solo alt - all the rest of my characters are completely team-oriented and I wanted a way to play by myself. /Energy is a good single-target set, and knockback offers mitigation for bosses which is important when you can't rely on domination being up all the time.

The problem is that both Carrion Creepers and the Fly Trap spam immobilizes with -kb on them. The first 28 levels you rely on knockback as mitigation against bosses; after 32 you can't reliably knock anything back anymore because the pets tie them down.

I'm also a little underwhelmed with Bone Crusher and Total Focus. TF should be a mag 4 disorient under domination, but for some reason doesn't stun bosses in one shot regardless. Same story with Bone Crusher and lts. The damage is OK, but the recharge is pretty long and the stun is unreliable - I ended up grabbing Air Superiority to fill out a melee chain and add mitigation through knockdown, which is often ruined by the pets.


 

Posted

Quote:
Originally Posted by Blpup View Post
the mass confusions and stuff will gimp your exp


...


Duel me.
I will work on my sig pic more when I have time.

 

Posted

Quote:
Originally Posted by Blpup View Post
the mass confusions and stuff will gimp your exp
Quote:
Originally Posted by ConFlict View Post
...
I just figured he was baiting me. Blpup is in my VG.


 

Posted

Gravity/Energy is a pretty good set up honestly. With the damage from lift and your energy attacks you get lotsa mitigation. Also Wormhole+PB+Domination = Teleporting Mitos out of hami to beat them down. Now if only you got boost range you could port them into Atlas Park!!!

No other primary I know of can do that and I have witnessed it first hand, tho it was a Grav/Psi and when he plucked one of those little glowies out I swear you could hear the OMGS.

2ndly Singy Rocks!


 

Posted

Mind/Nrg, Earth/Nrg, and Fire/Nrg are awesome. Earth/Nrg is especially good because it has lots of -def to conteract the lack of Aim/BU in Nrg.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

The purpose of the experiment was to see if /Energy had improved.

Well, it has. I can now categorically state that I love Power Push. It's just every other power that gets a resounding meh.

I went in wanting to like Energy Assault (it certainly looks cool now with I16), but it still feels very underpowered compared to the other secondaries.

So I hit the delete button and rolled an SS/Elec Brute to detox.


 

Posted

Quote:
Originally Posted by Hart View Post
I've got one of these as well, with totally different results.

I started this char at release, as a solo alt - all the rest of my characters are completely team-oriented and I wanted a way to play by myself. /Energy is a good single-target set, and knockback offers mitigation for bosses which is important when you can't rely on domination being up all the time.

The problem is that both Carrion Creepers and the Fly Trap spam immobilizes with -kb on them. The first 28 levels you rely on knockback as mitigation against bosses; after 32 you can't reliably knock anything back anymore because the pets tie them down.

I'm also a little underwhelmed with Bone Crusher and Total Focus. TF should be a mag 4 disorient under domination, but for some reason doesn't stun bosses in one shot regardless. Same story with Bone Crusher and lts. The damage is OK, but the recharge is pretty long and the stun is unreliable - I ended up grabbing Air Superiority to fill out a melee chain and add mitigation through knockdown, which is often ruined by the pets.
I don't rely on KB. I use Energy Assault more for proc delivery and herding NPCs into Carrion creepers with power push (Power push is the only Assault power I have IOed for Knockback and KB protection). Properly proced Carrion creeper does significant damage. Water Spout slotted for damage and the -achiles proc with PowerBoost, makes red coned and purple coned enemies melt.

Is Plant/Enrgy the most effective combination? Probably not. However I farm +3, +4 NPCs at full team cap with relative ease. And it's a lot of fun.

I recently respeced and this is how my Plant/Enrgy looks now (I don't have all the Apoc yet but i'm working on it):

Mac will probably say this is a bad build. While it probably isn't optimized for PvP, it's fun. The build works for me and I'm relatively proud of it.

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Posted

Quote:
Originally Posted by Blpup View Post
just here for da lulz 8)

but fire is always win and the mass confusions and stuff will gimp your exp
This made me "LOL" (Let us not be lazy on even abbreviated spelling). If the NPCs in the mob you're fighting can kill themselves before your team kills them and you lose out on that much XP....then you have a MUCH bigger problem then using Mass Confusion.

Lets be real, Mind/Nrg is a very reliable and potent Dom combination. Slotting can be tricky because there are so many good things to take and you have to keep sets in mind.


- Bow �o �he Reaper of Souls�
- 68 Unique Characters / Fifteen Level 50s & Counting! Damn you alt-itis!!!!!!!

 

Posted

Quote:
Originally Posted by Tokyo View Post
Is Plant/Enrgy the most effective combination? Probably not. However I farm +3, +4 NPCs at full team cap with relative ease. And it's a lot of fun.
Well, Plant/anything can farm decently given enough recharge to keep SoC and Carrion Creepers perma.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by macskull View Post
Well, Plant/anything can farm decently given enough recharge to keep SoC and Carrion Creepers perma.
plant is great, fires animation tends to get old very quickly. Really depends in the end what he would like to do with the build now and what he would like to do in the future. If he wants to keep PvP as an option, Mind/Enrgy looks like an excellent choice.

Wish they'd lower the recharge on Plants confuse and placate so it could be just as pvP viable.

I hope the OP enjoys his build and keeps us updated.


 

Posted

Quote:
Originally Posted by Tokyo View Post
I hope the OP enjoys his build and keeps us updated.
I didn't and I did.

I rolled a Fire/Energy and deleted it after being quite disappointed in /Energy. It's a little better than last I tried it (and I loved Power Push), but overall I felt it compared poorly with every other Dom assault set that I use (caveat: I haven't rolled a /Earth yet and I've never liked Thorns for reasons that have nothing to do with its actual performace).

I gave it a fair go, and I really did want it to be good, particularly given how cool you can make it look with I16 power customisation. Unfortunately, underpowered is underpowered.