Elec/Earth - dominator smash?


BLYKMYK

 

Posted

Quote:
Originally Posted by JayboH View Post
I guess the question is what secondary is best to pair up with Electric Control - what is your opinion?
Anything that pairs well with Ice/ will also pair well with Elec/. The powers sets are very similar in effects and in play style. The only caveat that I would offer is that /Elec may pair better with Elec/ than with Ice/ for the simple reason that the sleeps in the secondary can stack with Static Field in the early game before Domination is perma to give potential boss control.

It's a bit too chancy for my tastes though. None of the powers in /Elec are 100% chance for sleep and even though the chaining powers are "AoEs" they have a 5% chance for utter failure. Utter failure in Praetoria spells disaster for the squishy, especially the newby squishy.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
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Posted

Jolting Chain -> Tremor -> Fissure -> Jolting Chain

;p

Though I've come to really really hate Destroyers, especially Big Dogs and Hombres


 

Posted

I'm currently at lvl 8 with this combo and it seems anemic right now. I'm also concerned about the endurance issues with Earth. I love the smashability. And I love the electricity.

Is it possible to have survivability against 6-10 enemies at a time once you get in the 30's? I like taking on more than 3 enemies at once.


 

Posted

Just got my elec./earth up to level 12...wow static field is very nice suddenly I went from having a hard time soloing to smooth sailing it meshes well with tremor because as someone earlier said they are asleep when they get back up. Give your electric/whatever until level twelve before deciding to hit the delete button


"...well I have wrestled with reality for thirty-five years, Doctor and I am happy to state I finally won out over it." Elwood P Dowd (from the movie Harvey)

 

Posted

Quote:
Originally Posted by MrBones View Post
I'm currently at lvl 8 with this combo and it seems anemic right now. I'm also concerned about the endurance issues with Earth. I love the smashability. And I love the electricity.

Is it possible to have survivability against 6-10 enemies at a time once you get in the 30's? I like taking on more than 3 enemies at once.
Yes it is, especially with gremlins. At 34 i have the sleep aoe permad. I can confuse, and ST hold. so ya a group is no big deal honestly. I will admit the combo seemed a bit weak at the start but it matures nicely in the 20s.


 

Posted

Oooooh, this is great news! Thanks!


 

Posted

I was guessing level 12 was the magic number for this build. I rolled one that has great concept but man is he rough to play solo. Awesome news to hear my suspicions were right.


 

Posted

I would say /Psi (Going from my Elec/Psi) is the best, because with Drain Psyche and Conductive Aura you can easily skip stamina (I am even running 2 leadership toggles!) which gives you a lot of room to build.

Also Elec blooms early, and /Psi blooms late so you almost always have something nice to look forward to

I also don't get anyone's complains about Elec, I think it is probably overpowered!


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Originally Posted by Aggelakis View Post
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Posted

I was wondering if anyone had considered putting the Energy Manipulator Chance for Stun Proc in the Aura...seems like it'd be one of the few powers where it was actually worthwhile.


 

Posted

I think that would be overkill, nothing fights back as it is


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by Rinanir View Post
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.
Hell yah SF is awesome. I only play on large teams so far. Though only controller (soon dom electric). Your team will have some Stamina left over from a large group.

the more mobs there are ..the more effective a electric hold is. I open with Static if we don't have a Alpha taker in the team. Shut down an alpha before it could even begin.
Just remind your AOE'ers to NOT aoe on the start or you will get a Beta instead =p

Also take note I play electric/empathy controller now...so I depend on electric for all holds...as I stay up in the crazy chaos healing,buffing, and re-mezzing elec fences.
(very dull I might add but I rarely die ever).

So if you are worried about hold control mid fight...i wouldn't stress it. With your aoe immoblize, static, and aura of stamina sap. IF...and I say IF the fight lasts long..they wont have any end to be a real threat. You will probably be at full Stamina to. So you can re-apply all your mezzing all over again. This has so far been the case for me.

People don't know it yet I think..that electric is keeping their stamina bars filled up or at the least not empty. Also the mobs are so weak sauce once the stamina is gone.

Dare I say it....Dev's may have to Nerf Electric cause it's too effective on large clusters.


 

Posted

Just wanted to chip in here as well. First I want to thank the kind soul in Union Chat that suggested to try out an Elec/Earth and secondly for everyone that's contributed to this thread (most useful one I've found when I searched for this combo). I only recently came back to the game to try out GR, and have spent almost a week rolling various Dom toons. All of them had something I liked but still felt they were lacking some way, until I tried this one. He's only lvl 14 but I think the two sets mesh together very well in both play style and thematically speaking. I try to team up as much as possible so luckily I didn't struggle as much in the lower levels, but I do agree those Destroyers are a royal pain (only missions where our full team wiped). Hopefully this will be the toon that I keep playing past the mid-20s as the highest I have is a lvl 24 (Earth/Elec)


 

Posted

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
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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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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 UnicyclePeon View Post
Is Mud Pots essential or skippable? Because my build skips it.
I started that other mud pots thread so I'll chime in my $0.02. It primarily depends on your playstyle.

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).

If, however, you tend to hang back and let the other people in your group handle the damage, then Mud Pots is likely a waste.

In regard to it waking up your slept mobs - so will the rest of your team?!?! The basis of electric control is to stack soft controls on top of one another - sleep, confuse, knockdown, and (in the case of /earth) stun. If something wakes up and manages to escape the other soft controls to take a pot shot at you, I personally consider it a fair tradeoff for the 20+ fire dmg ticks you pump out around you.


 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
I think that would be overkill, nothing fights back as it is
its dissapointing, but then by the time i had enough accuracy in the aura for it to be reliably hitting nearly every tick I was also waylaying erverything anyway, so who knows what was stunned and what wasnt!?


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

You know what, Elec/Earth is a VERY GOOD combo IMO. Mine is at lvl 25 right now.

I even have people telling me that Elec/Earth makes a lot of sense. lol

To start, Condutive Aura works best when you melee which fits Earth's strength. Second, targets may be put to sleep after the knockdown from Tremor!

I won't take Mud Pots (never like pbaoe aura with low damage and high endurance cost).


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

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


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

Lewis
It's what I'm planning on doing. I won't lie though, I think I might miss it in very particular situations; especially in tandem with sleet on something like, say, Mako. As for other situations, elec/ doesn't have any SUPER end-sapping ability - I'm pretty sure they're all -10. That's not to say it isn't great, because it is, but there's no big hitter like, say Short Circuit. So the use of Power Boost for sapping is marginalized, imo.

Still a good power, tough call regardless.


 

Posted

Power Boost turns Conductive Aura into a sapping dream. Sure it may not take as big a cunch per hit out of an end bar. the SPS (Sapping Per Second (i hope ive just invented some suepr cool new acronym)) potential of the Aura, without (but especially with) PowerBoost, far exceeds Short Circuit.

The only reason I thought Short Circuit may out perform CA in the long run may be electric Controls lack of a -recovery power, but then I just checked, nearly every power has a chance (heck some dont even have a chance, they just do!) od shutting down -100% recovery to the target. Now even a cheap attempt at perma dom, if they wanted, could easily be flinging enough quick -recovery chances out there, combined with CA, to atleast cut par with a sapper. Adding in powerboost to all that is just gravy.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Does anyone have a build for Elec/Earth? Mine is at 20 and Im ready to dust him off and take him to 50