Min/Elec build and Attack Chain help
i haven't played my fire/elec since i13, is thunder strike(high dam melee attack) bad now?
if it hasn't been nerfed should definitely grab that power, does huge dils damage
edit: fixed my terrible spelling
also if u didn't grab this power in i12-i13 you were retarded, but like I said I'm not sure if it has been nerfed ;P
VORI
VORI
VORI
VORI
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Yeah, I used to have it, but cut it out. Thunderstrike takes 3.3 seconds to animate, and does 137.5 base damage. In that same 3.3 seconds I could instead used Charged Bolts, Charged Brawl, AND Havoc Punch for 244 base damage, plus 3 times as many proc chances.
i haven't played my fire/elec since i13, is thunder strike(high dam melee attack) bad now?
if it hasn't been nerfed should definitely grab that power, does huge dils damage edit: fixed my terrible spelling also if u didn't grab this power in i12-i13 you were retarded, but like I said I'm not sure if it has been nerfed ;P |
I don't remember what the numbers used to be before the revamp to say if it's always been that poor or not.
If you could find a way to get just a little more recharge you wouldn't even need hasten, you would have permadom with out it.
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Wow, you're right! I checked on that a while ago and it seemed far off. I guess I made a lot of improvements since then.
If you could find a way to get just a little more recharge you wouldn't even need hasten, you would have permadom with out it.
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I figured it out now too. Might as well spring for the 5th purple set at this point. Will drop Unbreakable Constraint in the ST hold (stealing the Range slot from Static Discharge)
That brings Domination down to 89.4 second recharge without Hasten, so I can AFK and stay perma, sweet. Haha. Not enough breathing room to be sure I'll always hit it during action, but I'll keep hasten going during combat anyway.
Thanks!
As you can see from my sig, I do love my doms. But one has risen above the rest and I've decided to invest heavily in him and really go the extra mile. My mind/elec has been performing outstanding but let's see if I can't push it even further. Here is the build I have planned, which is pretty close to what I'm currently running, just waiting for some Hecatomb bids to fill really. I'm not sure how to shuffle around my 6th slot spots. A spot in Dominate would be nice to work in one last purple set, I suppose... This build has the extra slots in procs for a heavy single target attack chain, but I wouldn't mind them in the AoEs or charged armor and power surge for more survivability. Speaking of attack chains, with /elec it looks like I want to focus on charged brawl, havoc punch, and charged bolt for the best DPA. (Actually, Ball Lightning seems to be the best single target DPA of all? Seriously? But the 6th slot for recharge seems to have minimal effect...) Correct me if I'm wrong? I had thunder strike but with only minimal splash AoE damage, the 3.3sec animation makes it hard to justify. The snipe actually has better DPA (and with all mind's control can actually be used in combat) plus is handy for building dom. I'd love to fit in more LotGs but Mu Mastery and Teleportation are important to me for concept reasons. (Of course if I ever get City Traveler I'll drop Recall Friend, but that's a ways away)
Anyway, here we go. I'd love to just get some general opinions, and any serious data on my best plan for a single target attack chain.
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/
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Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Electricity Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5)
Level 1: Charged Bolts -- Apoc-Dmg/Rchg(A), Apoc-Dmg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(13)
Level 4: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(17), T'Death-Dam%(17)
Level 6: Swift -- Run-I(A)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(21), FtnHyp-Plct%(21), CSndmn-Heal%(23)
Level 10: Havoc Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(27), T'Death-Dam%(27)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(31)
Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 20: Stamina -- EndMod-I(A)
Level 22: Super Speed -- HO:Micro(A)
Level 24: Recall Friend -- Winter-ResSlow(A)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36)
Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37), Range-I(37)
Level 30: Teleport -- Range-I(A)
Level 32: Mass Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(40)
Level 35: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(40), Mantic-Dmg/ActRdx/Rchg(40), Mantic-Dmg/EndRdx/Rchg(42), Mantic-Dam%(42)
Level 38: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(42), Mlais-Acc/EndRdx(43), Mlais-Acc/Conf/Rchg(43), Mlais-Dam%(43)
Level 41: Charged Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(48)
Level 47: Surge of Power -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(48), ImpSkn-EndRdx/Rchg(50), ImpSkn-ResDam/EndRdx/Rchg(50), ImpSkn-Status(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 6: Ninja Run