Elec/Earth - dominator smash?


BLYKMYK

 

Posted

I've been experimenting with an Elec/Earth dom the last two days, and rather think it's hot stuff. I've also seen a few other people post mentioning that they're playing the combination, so I'm interested in what opinions are.

I'm also having issues with build planning. It seems mighty slot-hungry, and I'm not sure where I can effectively cut down. What are folks building towards?


 

Posted

I've been leveling this over my newly created Kin/Regen scrapper and I'm loving it so far. I'm just as squishy, but I have loads more damage mitigation. Both toons are level 9 at the moment, so I haven't really experienced much.

Still... My Dom is smash-tastic. I've got the Elec Hold, Earth spears, the first Hammer, and Fault for AoEs. I just picked up Conductive Aura at level 8 and even unslotted it's awesome. Now I can't wait to get mudpots and see how they work together. I'm planning to bring my Dom Hero side as well, so that +Psionics mastery will give me 3 nice PBAoE toggles.

On a side note, considering the wide variety of power types here... I'm having trouble making a character concept. He's Tech origin... which was probably a bad move. Oh well, hindsight and all that.


 

Posted

Everything about this combo seems to be made of win.

Yes, I am probably quite biased towards the SMASH of Earth Assault.


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Posted

At level 8, I'm finding that Jolting Chain and Tremor are a lovely combination: the enemies get bounced by Jolting Chain, and are almost back on their feet by the time Tremor activates and knocks them right back down again.

I'm also finding that Conductive Aura is not a good power to use on teams at the moment, as it draws aggro and doesn't provide enough of a survivability boost to make up for the extra hate. I expect this to change at level 12 with Static Field. It also caught me by surprise that Conductive Aura is not autohit.

I definitely agree with the OP that this combo is very, very slot hungry. There are so many excellent powers, and many of them benefit from significant slot investment. Six slots in the hammers and Seismic are a must of course, and Tremor and Fissure also benefit from heavy investment and Force Feedback procs. Conductive Aura has amazing potential, as do Synaptic Overload (particularly if the Contagious Confusion proc chains!) and the Gremlins. And of course once you hit the APP levels it would be foolish not to add Sleet and Ice Storm to the party.

My current plan is to cut deeply into Jolting Chain. Sure it could take five slots of Decimation for the recharge bonus, but I think it'll work OK with just an acc and maybe an endredux. Health and Stamina could also get by on two slots with the Conductive Aura making up the difference... hm, hm, hm.


@SPTrashcan
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Posted

Just starting out with my character. This is what I threw together. Figure this guy will have to stay in melee most of the time and tried to focus on slows and recharge. What does everyone think?

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

Click this DataLink to open the build!

MyksElectric: Level 50 Technology Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Dev'n-Acc/Dmg(5), Dev'n-Acc/Dmg/Rchg(7)
Level 1: Stone Spears -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(43), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43), KinCrsh-Rchg/KB(50), KinCrsh-Rechg/EndRdx(50)
Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21)
Level 4: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Acc/Dmg/Rchg(17)
Level 6: Jolting Chain -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Acc(37)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Numna-Heal(9), Numna-Heal/Rchg(11), Efficacy-EndMod/Acc(11)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(45), CSndmn-Acc/Sleep/Rchg(45), CSndmn-Acc/EndRdx(45), CSndmn-Heal%(46)
Level 14: Hurdle -- Jump-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(50)
Level 22: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36)
Level 24: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(31), Acc-I(31)
Level 26: Synaptic Overload -- Mlais-Acc/Conf/Rchg(A), Mlais-Conf/Rng(27), Mlais-EndRdx/Conf(27), Mlais-Acc/EndRdx(29), Mlais-Acc/Rchg(29)
Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Mud Pots -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(37), P'ngTtl-Acc/EndRdx(40), P'ngTtl-EndRdx/Rchg/Slow(40)
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: Sleet -- P'ngTtl-Rng/Slow(A), P'ngTtl-Dmg/Slow(42), P'ngTtl-Acc/EndRdx(42), P'ngTtl-Acc/Slow(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A)
Level 47: Ice Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(48), P'ngTtl-Dmg/Slow(48), P'ngTtl-Rng/Slow(48)
Level 49: Super Jump -- Jump-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 2: Ninja Run


 

Posted

I posted what mine build is gonna look like toward the end on the electric control post for my elec/earth that is up to level 22. Its pretty easy to forget you have holds when field and aura drain them and earth makes them flop.


 

Posted

Tried multiple dominators, never been a fan but am thoroughly enjoying my currently L23 Elec/Earth, great fun (though it'd be nice to have more damage for that domination effects)


 

Posted

I just got mine to 20 and sent him hero-side. I can't wait until I can get him SO'd out. Perma Static Field is going to be SO nice.


 

Posted

I've been playing elec/elec thus far and enjoying it, but I think I'm going to switch over to elec/earth for the extra mitigation. I faceplant a fair bit in these early levels, even when I try to watch my aggro. Besides, stone attacks are just sexy.

Could an elec/earth work without fitness? Obviously I'm getting more end back from my elec attacks than I would with earth, but I play on large teams and only have to stop when I'm dead. And that's with zero enhancements in Conductive Aura! I'd be willing to skip Mud Pots, as from what I hear the dom version isn't very good. Would that be doable, or would I develop a blue candy addiction?


 

Posted

I found that you only really struggle as Elec/ before getting Static Field.

Once you get that you go from having trouble with 3 +1 minions to getting hit once maybe twice from double that amount of minions. Once Static field runs out, everything will be drained of end and you'll be able to mop up the last few left standing.

Static Field also returns a lot of end if theres a decent amount of targets.


 

Posted

Electric/Earth does seem like a very common combo, I've seen a few while I've been running around Praetoria and plan on leveling my own one soon.

I think it has some nice synergy in that Electric begs to be in melee due to sapping nature of Conductive Aura and Static Field and Earth has some strong melee attacks and mud pots. Power boost also helps with the sapping potential of electric.

The other two sets that I thought would work with Electric Control would Electric Assualt as the attacks help the end drain or Psionic Assault because of the recovery debuff in drain psyche and psychic shockwave.


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Posted

I've reached lvl 16 and it has been pretty fun. What I have noticed is if you have to Electricity players on the same team things go pretty smoothly. Mobs are usually perma slept and/or drained of endurance.

Only thing I have noticed is that all the teams I play on seem to be lacking in the damage output...and some of the maps in Praetoria are just killer and take a long time to get through


 

Posted

I'll agree on the low damage feel. until you get and slot up at least two of the attacks (not counting stone spears. good power, low on damage) you'll have a slow time of it. once you get two attacks slotted up good, even Rock Throw is good for some extra damage for a bit, you'll really start trucking. once you get three attacks, you have an actual attack chain! (With your controls, that is)


 

Posted

I'll take this moment to point out that Ice/Earth is probably a better combination to do this with.

The damage out put from -rech capped mobs is about the same as the damage output from sapped mobs since sapped mobs can fire off an attack as soon as they get a recovery tick.

You get a confuse in Arctic Air, both sets have a sleep, and an AoE KD. The main difference is that you won't have to worry about a total mitigation failure with Ice/ since none of the powers have the chaining "feature".

I've tried them both and much prefer the reliability of Ice/Earth to the new shiney of Elec/Earth.


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Posted

They can't always fire off an attack when they get an end tick and when they do from my experience it has always been one of thier weak attacks, usually a brawl equivalent.


 

Posted

IMO saying that both Ice and Electric have a sleep is like saying that both Mind and Plant have a confuse. The statement is true, but it implies an equivalence that I don't personally see. But to each their own, I understand that many are disappointed with EC - I'm just not one of them.


 

Posted

Well mine is now around level 29, looking forward to getting the gremlins.

Here is what i have noticed. Now take into account i rarely detail a build while i am leveling the toon and really work out nuts and bolts later on respec, so if your planning a perma, what purples, kinda mind set this is prob not your route.

Basicly i have found that the slotting on the elec side can be kinda sparse. At level 29 i think i still only have 3 slots on the AOE sleep, being 1-2 acc and a mix with 1-2 sleeps, dont recall which way it went. 5 slots on the ST hold, 2 acc, 1 recharge, 2 hold. 3 slots on the regen aura, 1 acc, 2 endmod. And in the last couple levels i just got the confuse and AOE immb, the immb is one slotted acc, confuse i think i put the last 2 slots on for 1 acc 2 confuse duration.(i was surprised to find out the confuse was an AOE honestly)

I think i have pretty much taken all the attacks i can but power boost, the fitness line and hasten and SS. Now granted the attacks right now are sparsely slotted but i figure at the rate im going the early 30s should round out attack slotting better then now.

It seems solid, and consistant to play. So none of that later bloomer kinda stuff. Its nice to pretty much have solid AOE control even if it is a sleep. I pretty much have skipped for now the AOE hold.


 

Posted

Quote:
Originally Posted by Miladys_Knight View Post

The damage out put from -rech capped mobs is about the same as the damage output from sapped mobs since sapped mobs can fire off an attack as soon as they get a recovery tick.
If they are not on the floor.

Bosses, even in early levels are a breeze as long as you time your knockdowns for when they will be due a recovery tick. If they get it on their bum, chances are its gonna be gone before they are up.


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Posted

I've noticed a lot of the mobs in Praetoria resist holds, sleeps, knockdowns, immobolize... pretty much all of the control powers. It seems domination makes little difference too. This has made my elec dom very sad, and I've died against a few 2 min, 1 ltn spawns because they resist everything I throw at them, and then knock me around until I die. Don't even get me started on some of the bosses, even downgraded to ltns they are quite resilient to mez. I think this is going to turn off a lot of new players who wish to try out control sets, the mobs are pretty difficult for a newbie zone. Making the mobs so resistant to mez, and with doms (and controllers) having such low HP, is not a good combination for leveling in Praetoria as either of the sets.

So I don't know if elec is just really week prior to the confuse at 26, if I just suck at elec control, or if Praetoria is just ridiculous. Regardless, my elec/earth dom is shelved for a while because it's too damn frustrating to play. Between the destroyers and seers, I think I've died more times on this character than all of my other characters combined, ever.


 

Posted

Destroyers are a little whacked. They appear to have in the neighborhood of 1000% mez resistance, which means you can mez them - and then they shake it off in under a second. Fortunately, Elec has a backup plan for that kind of nonsense: end drain. Lay down Static Field, toss Jolting Chain and Tesla Cage, and eat insps to survive until they're drained, and then clean up with pummeling. It's rough, but doable.

I don't think the idea of giving mobs mez resistance so that they're harder to lock down is necessarily a terrible idea, but I think the amount of resistance is considerably higher than would be wise. Something in the neighborhood of 200-300% resist, so mezzes last 1/3 to 1/4 as long, would be challenging but not outrageous.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Right, I understand the end drain from elec. The problem is that you have to survive long enough for the drain to take effect. Generally if I can't keep mobs slept/knocked down, I'll be dead long before they're out of end. Maybe I'm just doing it wrong.

Also it's not just the bosses, the lts have some high mez resistance too. If it was just the bosses, I wouldn't be complaining.


 

Posted

It definately feels to me that the missions in Praetoria are more difficult. Like they took their learnings from CoH and CoV and tried to make the GR missions more difficult. Also, I find it annoying that when you do a missions that have many, many multiple parts the next missions do not increase in level with you. So, I spend multiple missions fighting blue minions. Finally, the Rewards Merit output seems significantly smaller.

Overall...Im not sure I will use Praetoria when I make my new...don't see it as more fun as Blue or Red side.


 

Posted

I'm curious as to what people use as an "alpha" attack, or is it a just run in and hope the sleep aura sorta works technique? I can see how the KD can be useful but it's a chain power so obviously there's going to be some delay.


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Posted

Quote:
Originally Posted by _Tux__EU View Post
I'm curious as to what people use as an "alpha" attack, or is it a just run in and hope the sleep aura sorta works technique? I can see how the KD can be useful but it's a chain power so obviously there's going to be some delay.
I've had no problem using Static Field as an opener. Solo it's great, and on large teams there's a spread of Aggro to mitigate any who didn't get slept. I usually follow it up immediately with Jolting Chain, and any knocked down are slept by the time they get up, even if the initial sleep didn't get them.


 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
I'll take this moment to point out that Ice/Earth is probably a better combination to do this with.

The damage out put from -rech capped mobs is about the same as the damage output from sapped mobs since sapped mobs can fire off an attack as soon as they get a recovery tick.

You get a confuse in Arctic Air, both sets have a sleep, and an AoE KD. The main difference is that you won't have to worry about a total mitigation failure with Ice/ since none of the powers have the chaining "feature".

I've tried them both and much prefer the reliability of Ice/Earth to the new shiney of Elec/Earth.
I guess the question is what secondary is best to pair up with Electric Control - what is your opinion?


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