Electric/Electric plan - critique requested
I don't know your style of play or how you plan to play. However, I will point out (you probably know this already) but Dominator Thunderstrike does Radial KB. Its not like the Melee type versions which do KD.
Also Chain Fences does not have -KB in it. I'd hate for you to level to 35 and find out about it.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
I don't know your style of play or how you plan to play. However, I will point out (you probably know this already) but Dominator Thunderstrike does Radial KB. Its not like the Melee type versions which do KD.
Also Chain Fences does not have -KB in it. I'd hate for you to level to 35 and find out about it. |
Voltaic Sentinel totally unimpressed me on a blaster, and I use it essentially for a mule for some cheap set bonuses, and as a mini build up. I didn't figure I wanted it, especially since this character gets no build up like effect from using it.
More interested in knowing whether Jolting Chain or Static Field are things I ought to have considered in its stead.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I saw that. That would definitely make it more situational, but it looks like the damage is pretty solid.
Voltaic Sentinel totally unimpressed me on a blaster, and I use it essentially for a mule for some cheap set bonuses, and as a mini build up. I didn't figure I wanted it, especially since this character gets no build up like effect from using it. More interested in knowing whether Jolting Chain or Static Field are things I ought to have considered in its stead. |
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
You have the single target immobilize 6 slotted and the single target hold 4 slotted. You don't have either of the single target melee electric attacks. No static field which is one of your main controls in electric. You seem to want to stay at ranged with only choosing 3 ranged attacks and one melee range, and have conductive aura which is melee range with no sleep or chain only the long recharge ae hold and slow confuse chain to allow you to get in there to end drain safely. You also seem to have a heavy investment in invis and phase shifts with 3 powers.
IMO build is lacking alot of the good powers from both sets. Soloing would be easy with a elec/elec after lvl 12 as /elec has lots of single target focus which is good for AE sleep that you can keep permantly up. Invis is easily taken care of with SS and stealth io's except for the gremlins. Not really sure what yours trying to make here.
Just a quick one i through together without bonuses of how I would set up a elec/elec with what i have learned about elec control on my elec/earth and my mind/elec and using your ice mastery choices. Electric is pretty endurance friendly that by the time you might get low you will have domination up or hole up under static field with conductive aura with a few targets for a few seconds.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- Acc-I(A), Acc-I(3), Hold-I(3), Hold-I(5), RechRdx-I(5), RechRdx-I(7)
Level 1: Charged Bolts -- Acc-I(A), Acc-I(7), Dmg-I(9), Dmg-I(9), Dmg-I(11)
Level 2: Charged Brawl -- Acc-I(A), Acc-I(11), Dmg-I(13), Dmg-I(13), Dmg-I(15)
Level 4: Lightning Bolt -- Acc-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19)
Level 6: Jolting Chain -- Acc-I(A), Acc-I(19)
Level 8: Conductive Aura -- Acc-I(A), Acc-I(21), EndMod-I(21), EndMod-I(23), EndMod-I(23)
Level 10: Havoc Punch -- Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(27)
Level 12: Static Field -- Acc-I(A), Acc-I(29), RechRdx-I(29), RechRdx-I(31), Sleep-I(31), Sleep-I(31)
Level 14: Chain Fences -- Acc-I(A), Acc-I(33), EndMod-I(33), EndMod-I(33)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 26: Synaptic Overload -- Acc-I(A), Acc-I(37), RechRdx-I(37), RechRdx-I(37), Conf-I(39)
Level 28: Static Discharge -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40)
Level 30: Super Speed -- Clrty-Stlth(A)
Level 32: Gremlins -- Acc-I(A), Acc-I(40), Dmg-I(42), Dmg-I(42), Dmg-I(42)
Level 35: Thunder Strike -- Acc-I(A), Acc-I(43), Dmg-I(43), Dmg-I(43), Dmg-I(45)
Level 38: Paralyzing Blast -- Acc-I(A), Acc-I(45), Hold-I(45), Hold-I(46), RechRdx-I(46)
Level 41: Sleet -- Empty(A), Empty(46), Empty(48)
Level 44: Frozen Armor -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
Level 47: Ice Storm -- Empty(A), Empty(50), Empty(50), Empty(50)
Level 49: Hibernate -- Empty(A)
IMO build is lacking alot of the good powers from both sets. Soloing would be easy with a elec/elec after lvl 12 as /elec has lots of single target focus which is good for AE sleep that you can keep permantly up. Invis is easily taken care of with SS and stealth io's except for the gremlins. Not really sure what yours trying to make here.
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But since I am relying on Conductive Aura, I'm not sure that an PBAOE sleep will be all that worthwhile - won't they break it immediately?
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Well, I don't usually play characters this squishy. On the other hand, I'm finding that Conductive Aura is a mainstay, and if I can avoid getting stunned in the first five seconds of a fight, I have all the time in the world, and can brawl them down if I have to. I may take some of the melee attacks; not sure what I can lose for them, though.
But since I am relying on Conductive Aura, I'm not sure that an PBAOE sleep will be all that worthwhile - won't they break it immediately? |
Go full melee and you'll be pleased. Lead with the sleep and jolting chain. They're your bread and butter alphas. Wade into melee and wreak havoc with your punches and fists. Sleet and Ice Storm will make this even better later. And you're taking Hibernoob if you get in over your head.
By the way, what's with the full stealth package AND hibernoob? If you want some stealth, grab SS and that'll let you race into melee. That'd free up a couple powers. You can then go into the fight pool and snag Boxing and Tough. Gives you another melee attack and some SL resist.
Please buff Ice Control.
Aura won't break the sleep of field as end mod drain doesn't break the sleep effect, and even when it does break they are reslept 2-3 seconds later as it's not a one shot sleep it keeps casting a 5 second sleep every 2-3 seconds. Chain fences is also not a dot like other AE immobilizes so that you can use it and not have it wake up field slept targets with dot ticks. Field is one of the major control powers of electric and has great utility for both group and solo.
A simple fight at 20s level for my elec/earth goes like this Static field to sleep all the mobs, kill with single target melee, maybe throw a jolting/chain fences or tremor/chain fences combo to drain all mobs along with conductive aura going all the time, keep static field up before i get 2 of them down all are drained and slept permantly as long as i keep static field and aura up, I don't even tend to use my hold either because of earths knockdown but /elec would use the hold. This is no different then my mind/elec that puts them all to sleep then hold and use elec's 4 single target chain to take them out one at a time except my elec is more end efficient and my mind has slightly less problem with bosses.
For Elec/Elec
What you would do is put all of them to sleep with static field, then jolting chain/chain fences to drain them while in melee or on going in do jolting chain plus static discharge while they are knockdown then take them out in melee with aura continueing to keep them drain and field continuing to keep them asleep while you kill them one at a time jumping out occasionally to do a jolting chain/static discharge combo for ae damage. If you get the minions low on life while handleing the boss then you can use thunderstike to finish them off while doing high damage to the boss as you dont' tend to want to use thunderstrike on healthy minions in the field as it will knock them out of it. You will mainly use chain fences to intially drain them or keep them from running away from sleep field when you ae.
For my extended opinion check the powers guide in my sig.
In brief, you should really take the melee attacks, Static Field and Jolting Chain, at least to try them out. Go with Raptis build, it will work better than yours. I personally wouldn't bother with Thunderstrike, the KB and bad damage make it a liability.
I've revised my plan a bit after receiving all your valuable advice, and thanks to all who responded The character is level 18 now, so I could change direction in midstream. This will be a bit more expensive in terms of merits, though I've done what I can to leverage relatively low demand sets. I suspect the ability to save for and actually acquire specific purple recipes without needing to resort to the consignment house will be a godsend.
This is where I am currently headed.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Mlle. Marianne (2): Level 50 Technology Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Villain Profile:
Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Immob/Rng(39), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(46)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(40)
Level 2: Tesla Cage -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/EndRdx(3), G'Wdw-Acc/Hold/Rchg(19), G'Wdw-EndRdx/Hold(39), G'Wdw-Dam%(40)
Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13)
Level 6: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(31), Enf'dOp-Immob/Rng(37), Enf'dOp-Acc/Immob/Rchg(39), Enf'dOp-Acc/Immob(46)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(9), Efficacy-EndMod(34), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/EndRdx(50)
Level 10: Hurdle -- Jump-I(A)
Level 12: Fly -- Zephyr-ResKB(A), Zephyr-Travel(37)
Level 14: Havoc Punch -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(15), LgcRps-Acc/Sleep/Rchg(15), Dmg-I(36), LgcRps-EndRdx/Sleep(50), Dmg-I(50)
Level 16: Static Field -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(17), LgcRps-Acc/Sleep(17), LgcRps-Acc/Sleep/Rchg(48)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(37)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 24: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(45), UbrkCons-Hold/Rchg(48)
Level 26: Synaptic Overload -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(27), CoPers-Conf/Rchg(27), CoPers-Conf%(46)
Level 28: Static Discharge -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(29), Posi-Dmg/EndRdx(29), Posi-Dmg/Rng(45), Posi-Dmg/Rchg(45)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Gremlins -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), SvgnRt-Acc(33), SvgnRt-Dmg/EndRdx(34), SvgnRt-PetResDam(34)
Level 35: Maneuvers -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(36), EndRdx-I(36)
Level 38: Super Speed -- Clrty-Stlth(A)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), EndRdx-I(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1465;744;1488;HEX;| |78DA9D94594F135114C7EFB485D205DAB2C826A52D055A96427D72793086454D688| |2C12D2E349332A1638699666648E4CD0F800A2EC125B824AECF6E89266AF45B18DF| |8C1ADF0444E5C1D473CFB99434BE3969FFBF993F67BDCD90393BEC67ECDC5E26058| |634D9B2B2C3C68CAACBB6617A0F2BB9BC6E68C6F45C6D46D3945424239BAAACEB4A| |24B123E9668CC54AB1D92143B74D434B8D684ACE36D5DCA6D1B315B2CFB2E459CD2| |E85A8F65C3623EB6A6156936DD5D04307F5BC622ABA9DDABCF18F1B507254B575C5| |B27CF4A0A9D379DB8BF7130545990AE0ED98224F29A695570BF191829A4B8D9BEA8| |CAC65470D33A758D0C5B215736E6BB526183E09DF95201357B1822D488CA5996B11| |517B09D17519D17D05D17F15F1C951CA72B1254037735C4378AF23FC3710DD3711A| |BD04412E1521E2B38CE50138D9AA8D46406F119AA3B45B87399E14C7710957711DE| |5B08FF6DC41A54AF102B54D00A95B442985688D30A5D652BAC43965B64B9171CDCA| |ABA40B88888CE237ACE23D28B884A48F1E02A45E649607B1F583E2A24F93E6254FC| |03E20B68B56851FD1ABBD6BC25BC4374B46185F41B7C4AD3D34F182C4059CE00650| |5292BF81E3140C96EE81B12A3848E4AFC9CABC0AA23CB5917C16AF565882FE1605F| |411BC4600DF7D0DA769FF000917C48BB3F223C46FC82C11AC5CFD2388C56D328613| |FA2EF00626004F11BC29BC51ECD9368B56409A711FD32E21B68AB28DBFA02C7DCFE| |84F014D1F79CF00C11831DDB28DCD1D68B56B80C1BD0B75D2CD7FE1DADC82A618DF| |003115D21AC234250364647E788FD61BC47C706214A80804E71DC9D1E9C3C1C622C| |21464950F364192210D04B39526FA3C4CB0C44F12FB5502D45A92C45563D5883C21| |A0CD301B84AAF197CE06263FF38E3AED2BBC52474625B31454FB0F42AFDEFF5D2BF| |59CE73C80B3AC1E50897635C8E7339C1E52497535C26B964B9145F95B2033BF95CB| |BB8ECE6B2874B03FFF733CF23DDFC1DF271F173A9E652C325C025C8A58E4B0B9765| |2EC5BF682B2003| |-------------------------------------------------------------------|
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I would strongly recommend that you do what Raptis suggests, and get Jolting Chain, Tesla Cage, Static Field, Charged Brawl, and Havoc Punch as soon as they are available. Tesla Cage, Jolting Chain and Static Field will be your bread and butter survival tools for most of the game, as they prevent enemies from attacking you. The ST and AoE immobilizes are not nearly as useful; at best, they prevent enemies from getting into melee, and since you want to be in melee, to use Conductive Aura, Charged Brawl, and Havoc Punch, they are not going to do you much good.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
I would strongly recommend that you do what Raptis suggests, and get Jolting Chain, Tesla Cage, Static Field, Charged Brawl, and Havoc Punch as soon as they are available. Tesla Cage, Jolting Chain and Static Field will be your bread and butter survival tools for most of the game, as they prevent enemies from attacking you. The ST and AoE immobilizes are not nearly as useful; at best, they prevent enemies from getting into melee, and since you want to be in melee, to use Conductive Aura, Charged Brawl, and Havoc Punch, they are not going to do you much good.
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The area-effect root is handy for keeping people trapped within the sleep field. When you have a triggered ambush running at you, the root is also handy for stopping them before they get a chance to spread out. Otherwise the melee guys will charge in and the ranged enemy's AI will have it stop a distance away and fire... a spawn is much harder to handle if you can't get them all in one static field.
Enhancement Diversification - because we can't trust you to slot your own damn powers. On the to-do list : automatically assigning you your name, password, powersets, and appearance. On the Horizon : botting your character for you.
So far I am highly enjoying an Electric/Electric dominator in Praetoria, and I've already mothballed my existing attempt to create one (plant/thorns) for her replacement.
It looks to me like this would be a good set to leverage some relatively inexpensive set IOs. I've included at least one purple set, because those can now be gotten outside of drops and the market. The only other prohibitively costly things in this build are -KB and the Basilisk Gaze, and they can wait until the merits are there.
Feel free to tear apart my power selection and slotting.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Mlle. Marianne: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(34), Enf'dOp-Acc/Immob(40)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(25), Enf'dOp-Immob/Rng(39), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
Level 6: Hurdle -- Jump-I(A)
Level 8: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(25)
Level 10: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(11), Efficacy-EndMod/Rchg(13), Efficacy-EndMod(43)
Level 12: Fly -- Zephyr-ResKB(A), Frbd-Stlth(29)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Paralyzing Blast -- EoCur-Acc/Rchg(A), EoCur-EndRdx/Hold(19), EoCur-Acc/EndRdx(19), EoCur-Hold/Rng(37), EoCur-Acc/Hold(39), EoCur-Acc/Hold/Rchg(39)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(45)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Grant Invisibility -- EndRdx-I(A)
Level 26: Synaptic Overload -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/Rchg(46)
Level 28: Invisibility -- Krma-ResKB(A)
Level 30: Static Discharge -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(31), Det'tn-Dmg/Rchg(31), Det'tn-Dmg/Rng(31), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/EndRdx/Rng(45)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Phase Shift -- RechRdx-I(A)
Level 41: Sleet -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(42), P'ngTtl-EndRdx/Rchg/Slow(42), P'ngTtl--Rchg%(42)
Level 44: Hibernate -- RechRdx-I(A)
Level 47: Frozen Armor -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(48), GftotA-Def/EndRdx/Rchg(48), GftotA-Def(48)
Level 49: Ice Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(50), P'ngTtl-EndRdx/Rchg/Slow(50), P'ngTtl--Rchg%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 2: Ninja Run
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Set Bonus Totals:
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison