Mud Pots or Jolting Fences?
Does Mud Pots not wake up the slept mobs?
British by act of union, English by grace of God, Northern by pure good fortune!
Yes it does, momentarily anyway. The greatest danger in this is when intially walking into a crowd that hasn't been fissure'd yet.

Issue 24 PPM Calculator // The Great Makeover: The Vindicators
Mud Pots is really nice with electric control... confuse the mob, watch them bunch up, sleep patch, fences, wade into the middle of the now-clumped enemies and watch the damage ticks roll by. Throw out fissures for good measure.
It's just a tough call for me The main thing in Jolting Chain's favor is it's fast recharge - perfect for enemies surprising you while other powers are down.
As I level my domi I am finding Jolting Chain great for pulling too
The whole mob falls down allowing you to find a nice corner and drop a Static Field to bunch them all up!
British by act of union, English by grace of God, Northern by pure good fortune!
except for the fact that earth assault is melee heavy and thats a melee ranged power?? But yes I can see it being skipped
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Earth is pretty end heavy too, even slotted sensibly (that is just SOs tho, should get better when I IO up) so I find i've better things to waste my endurance on. Also with APPs theres alot of choice for AoE thats better than mud pots.
its range is 1ft over the usual melee range of 7 for doms, so it doesnt give alot of wiggle room like tanker of scrapper damage toggles to have them spread out in melee.
Earth is pretty end heavy too, even slotted sensibly (that is just SOs tho, should get better when I IO up) so I find i've better things to waste my endurance on. Also with APPs theres alot of choice for AoE thats better than mud pots. |
I'd agree with the second point though, it's End Expensive and a Domi probably has more useful options to take. Jolting Fences is certainly one of them, amazingly useful and cool looking power (and very interesting PROC options IMO).
I'm not sure I understand the first line, but it's exactly the same AOE as my Scrappers Blazing Aura.
I'd agree with the second point though, it's End Expensive and a Domi probably has more useful options to take. Jolting Fences is certainly one of them, amazingly useful and cool looking power (and very interesting PROC options IMO). |
With Elec/, you should not have endurance problems regardless of whether or not you run Mud Pots. Doubly so if you're a perma-dom. And damage auras are all about "free" damage, not having to give up burst damage for such damage. It should be noted that I'm a very aggressive player and tend to be in melee range regardless.
I'm going to try a respec with both, dropping Power Boost to do so. I've never really felt a real need to use Power Boost on a perma-dom elec/ so far - it's mostly been a novelty power.
Here's my build if anyone is curious:
95% recharge
20% melee/range def
257% regen
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: Earth Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- UbrkCons-Dam%(A), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Hold/Rchg(3), UbrkCons-EndRdx/Hold(5), UbrkCons-Acc/Rchg(5)
Level 1: Stone Spears -- HO:Nucle(A)
Level 2: Chain Fences -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/Rchg(13)
Level 4: Tremor -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg(13), Oblit-Acc/Rchg(15)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 10: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/EndRdx(15), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(29), FtnHyp-Sleep/Rchg(37)
Level 14: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(17), Numna-Heal(19)
Level 16: Jolting Chain -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(43), Apoc-Acc/Dmg/Rchg(43), Apoc-Dmg/Rchg(45), Apoc-Acc/Rchg(50)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(21)
Level 20: Heavy Mallet -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Dmg/EndRdx(29)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(25), HO:Cyto(25)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Acc/Conf/Rchg(34), CoPers-Conf/Rchg(36), CoPers-Conf%(36), CoPers-Acc/Rchg(37), CoPers-Conf(42)
Level 28: Seismic Smash -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dam%(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dmg/EndRdx(34), T'Death-Acc/Dmg(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(43)
Level 32: Gremlins -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Mud Pots -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(40), Armgdn-Dmg/EndRdx(40)
Level 38: Fissure -- HO:Perox(A), HO:Perox(39), Amaze-Acc/Stun/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(40)
Level 41: Sleet -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(42), RechRdx-I(42)
Level 44: Hoarfrost -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(45), GA-3defTpProc(46), S'fstPrt-ResDam/Def+(46)
Level 47: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(50)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 1: Ninja Run
I'm going to try a respec with both, dropping Power Boost to do so. I've never really felt a real need to use Power Boost on a perma-dom elec/ so far - it's mostly been a novelty power.
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I like it for the endurance drain aspects. With Power Boost on mobs get drained super fast. I fire it off before jumping into every fight. I'd hate to do without.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
I'm trying to decide between these two powers and it's not proving easy. A damage aura is great. Activation-free damage is good. Plus the slow stacks nicely with static field. Jolting Fences... well, I respecced out of it, but I've come to miss it in certain situations such as when I want to run up to a boss for a seismic smash hold and I'd rather him be on his back when I get there...
I'd probably slot fences with 5x apocalypse which also leaves a sour taste in my mouth (what a waste!), but it makes best use of slots while still getting a proc into the power.
Basically, it's between these two builds:
AND