The hidden benefit of Elec for Doms


Beelzy

 

Posted

This set is incredibly easy, and cheap to Permadom.

KB power, Sleep, and Confuse, all of which are powers you take anyways...

Furthermore, you can slot many powers, like Conductive Aura and Chain Fences, with the dirt cheap Efficiency Adapter. which is actually a good idea anyways(Since the -End is actually better then the Immb effect for Chain Fences for an Elec dom anyways)


 

Posted

Good shout about Efficacy Adaptor in Chain Fences

Though I wouldn't slot Jolting Chain for Kockback, at the moment it does lovely KnockDOWN, slotting for KB will send mobs flying randomly all over.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
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Posted

I personally love my elec/elec dom. Just made him yesterday, and hit 8 today. Did one mish at 8 and I'm loving conductive aura, especially when I consider that it isn't slotted yet. The end drain is a lot more than I though when the set was in beta, and the perma dom thing is just bonus. The knockdown in chain is awesome, and the 8 second recharge is pure ownage. With perma dom levels of recharge, you could basically keep them flopping around like fish with jolting chain. Not to mention the draining that the powers have. 3 AoEs with -10 end unslotted is -60end slotted when used together, and one ticks every 2 secs while the others recharge really quick.

I can't wait to get him higher, the gremilins, mu, and voltaic sentinel will make him feel like an elec mm with good attacks.

I'm considering making his 2nd build less drain focused, and more focused on chance. Utilizing the chaining powers (Jolting Chain and Synaptic Overload, along with adding an energy manipulator proc to nearly every aoe power so things are constantly getting stunned. Any thoughts on that kind of build? It would have the proc in:

Electrifying Fences
Jolting Chain
Conductive Aura
Static Discharge
Ball Lightning

The powers with the proc would be frankenslotted to the best of my ability to fit in the proc without loss of effectiveness.


 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Good shout about Efficacy Adaptor in Chain Fences

Though I wouldn't slot Jolting Chain for Kockback, at the moment it does lovely KnockDOWN, slotting for KB will send mobs flying randomly all over.
Yeah really not a good idea. At level 7ish just to see how it would go I put a single training knockback enhancement in jolting chain and man did those bad guys end up flying all over the room. Drove my teammate to distraction. I replaced it as soon as the mission ended.


 

Posted

Quote:
Originally Posted by Candlestick View Post
This set is incredibly easy, and cheap to Permadom.
Seriously. I just threw together a quick build in mids for Elec/Elec, and came up with 75% recharge using only 2 LoTG's and various moderately priced sets.... for level 40!

It may even be possible to achieve sooner, with a less conventional build, but I was going for the powers I would have picked anyway if not IO'ing.


 

Posted

Jolting Chain has an 8 second cooldown, saps the targets end, and has a 50% chance of -100% recovery. The knockdown is nice and the chaining over minions is cool. If it misses its really no big deal because it recharges fast. Synaptic Overload is a chain confuse and has 8 seconds of -recovery. Awesome! Combined with conductive aura and other sapping powers any single target boss or AV loses endurance very fast... I love it.

What do you guys think would be the better dom for pve/pvp(lol). Elec/elec or elec/psy dom?


 

Posted

Quote:
Originally Posted by Pedro Schwartz View Post
Could anyone post here a good Elec/Energy build?
That's my main Dom,and i'm havin some doubts on how to slot it right =/
Well, I dunno if its good or not, but here is my almost-perma-hasten, perma-dom, leveling-up-order all-in-one build. It relies on the fact that I have Ninja Run, in that I dont take a travel power until my 20s. Note that there is a bug in Mids planner where Energy Transfer is flagged to be PBAOE but it really takes melee sets. However, the set bonus I put in there has the same numerical value as the set I would use (Crushing Impact) so its the same overall recharge numbers.

I hope it gives you some ideas!

Lewis

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

Click this DataLink to open the build!

Mega Shock: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Primal Forces 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(19), Lock-Acc/EndRdx/Rchg/Hold(19)
Level 1: Power Bolt -- Acc-I(A)
Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 4: Power Push -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(37)
Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(48)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23)
Level 10: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(37)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(25), FtnHyp-Sleep/EndRdx(48)
Level 14: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(46), GravAnch-Hold%(48)
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: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
Level 24: Super Speed -- Zephyr-ResKB(A)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
Level 28: Total Focus -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 30: Power Boost -- RechRdx-I(A), RechRdx-I(31), 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: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), EndRdx-I(43)
Level 44: Energy Transfer -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Temp Invulnerability -- 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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"I remember... the Alamo." -- Pee-wee Herman
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"Telescopes are time machines." -- Carl Sagan

 

Posted

Quote:
Originally Posted by Syndace View Post
Jolting Chain has an 8 second cooldown, saps the targets end, and has a 50% chance of -100% recovery. The knockdown is nice and the chaining over minions is cool. If it misses its really no big deal because it recharges fast. Synaptic Overload is a chain confuse and has 8 seconds of -recovery. Awesome! Combined with conductive aura and other sapping powers any single target boss or AV loses endurance very fast... I love it.

What do you guys think would be the better dom for pve/pvp(lol). Elec/elec or elec/psy dom?
I would go with Psi for the damage type and Drain Psyche...