Critque my Elec/Elec/Mu Super Sapper
You know ...
You may find you don't need Stamina, especially if you've got perma-dom. That gives you space to take Grant Invis so you can slot another LotG.
I'd also seriously consider the purple sleep and confuse sets.
At this point, you also have ~ enough recharge to make the Guardian perma* if you six slot it.
YMMV and all that.
* There's a bug that may have been fixed: if you summon a fresh Guardian while the old one's still out, the first one despawns as the second is summoned, but the second is despawned on the first one's timer -- leaving without a guardian.
Just up to 27 on my elec / ice; facing big spawns, I'm never gasping for end without Stamina.
Honestly, I'd rather have those three power picks and slots than Stamina.
You know ...
You may find you don't need Stamina, especially if you've got perma-dom. That gives you space to take Grant Invis so you can slot another LotG. I'd also seriously consider the purple sleep and confuse sets. At this point, you also have ~ enough recharge to make the Guardian perma* if you six slot it. YMMV and all that. * There's a bug that may have been fixed: if you summon a fresh Guardian while the old one's still out, the first one despawns as the second is summoned, but the second is despawned on the first one's timer -- leaving without a guardian. |
Right now, I need stamina as I'm leveling up. I also keep superspeed toggled on so I may need it later as well. I also like having hurdle and health. But that is certainly a consideration later on.
My build has the purple sleep and confuse sets. Are you suggesting that I not get them? What would you slot instead?
And perma Guardian might also be a nice thing to have. Do you (or anyone) have experience with the guardian to know if he heals often?
Other than grant invis, what other powers would you suggest?
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Quick reply before bed:
Take the purples!
Leadership is always a nice touch -- I think Assault and Tactics are good for anyone with pets. And Maneuvers can mule another LotG.
As for the Guardian -- yes, he heals fairly regularly. As long as you can look after yourself, he'll look over your other critters which is, IME, an underappreciated benefit. His heal isn't big, but it is noticeable. And counts for the healing badges
Plus it's just plain cool to have a third pet.
Thanks BurningChick!
Anyone else other than BurningChick have any comments or suggestions?
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Certainly the fact that Hurdle/Health/Stamina will all be inherent next issue is worth mentioning.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
IMO, it seems like you went a little overkill on the KB protection IOs. Domination gives you mag 4 protection already. I would say you should be fine with having just one more slotted (which would give 8ish protection) to handle nearly anything in PvE, but I know there are reasons to get over 10. I'd definitely drop at least one of them, and maybe slot another LotG.
Also, I'd try to find some slots for Charged Brawl. It's one of the set's best attacks, and since you have Havoc Punch both would give you a great 1-2 melee punch. I'd drop some of the KB protection, and evaluate how much you need some of your other powers 6-slotted. If you don't want to lose the 6-slot bonuses I'd move the slots from Charged Bolts to Brawl and put a Crushing Impact there to get back most of the recharge.
Powerchord, Elec/Elec Dominator, Virtue
Sapping without Power Sink? Why?
IMO, it seems like you went a little overkill on the KB protection IOs. Domination gives you mag 4 protection already. I would say you should be fine with having just one more slotted (which would give 8ish protection) to handle nearly anything in PvE, but I know there are reasons to get over 10. I'd definitely drop at least one of them, and maybe slot another LotG.
Also, I'd try to find some slots for Charged Brawl. It's one of the set's best attacks, and since you have Havoc Punch both would give you a great 1-2 melee punch. I'd drop some of the KB protection, and evaluate how much you need some of your other powers 6-slotted. If you don't want to lose the 6-slot bonuses I'd move the slots from Charged Bolts to Brawl and put a Crushing Impact there to get back most of the recharge. |
Thanks!
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Certainly the fact that Hurdle/Health/Stamina will all be inherent next issue is worth mentioning.
|
Honestly, I'd probably keep the slots as they are and have to find three powers worth taking and one slotting.
Hmm . . . I'd definately pick up grant invisibility. It's a spot for another LotG and I can stealth my pets and teammates. Power Sink, Voltaic Sentinel, and Super Jump are all in the running too. Or maybe dip into medicine for stimulant and aid self. Or I could go with leadership to give my pets and I some more defense and/or accuracy and/or damage. Wow. These are gonna be harder choices than I thought!
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
I might pick it up as one of my free fitness picks!
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Here's a build that I put together for my new Electric Dominator. He's got perma-dom, which isn't as useful as it once was but it still provides mez resistance and an endurance boost. He's also about 10 seconds short of perma hasten. All that recharge and the endurance boost also allows him to be capped to smash, lethal, and energy 1/3 of the time and not worry about the crash.
Other than recharge, I got a mix of HP, minor defense, regen, acc, and damage. None of it is spectaular, but it all stacks together and adds a lot of survivability.
Comments?
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Mu of Flea: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Slow%(9), BasGaze-Acc/EndRdx/Rchg/Hold(15)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(17), Decim-Dmg/Rchg(17), Decim-Dmg/EndRdx(21)
Level 2: Charged Brawl -- Acc-I(A)
Level 4: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Decim-Build%(15)
Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(46), Dev'n-Hold%(46)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(43)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(43)
Level 12: Static Field -- FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(21), FtnHyp-Sleep/Rchg(39), FtnHyp-Sleep/EndRdx(40)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(42), Zephyr-Travel(43)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Numna-Heal/Rchg(42)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23), P'Shift-EndMod/Rchg(23)
Level 22: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(25), AdjTgt-EndRdx/Rchg(25)
Level 24: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(31), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(40), CoPers-Conf%(46)
Level 28: Combat Jumping -- Krma-ResKB(A)
Level 30: Static Discharge -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/EndRdx(31), Posi-Dmg/Rng(34), Posi-Dam%(36), Ragnrk-Knock%(36)
Level 32: Gremlins -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(33), S'bndAl-Dmg/Rchg(33), S'bndAl-Dmg(33), S'bndAl-Dmg/EndRdx(34), S'bndAl-Build%(34)
Level 35: Stealth -- LkGmblr-Rchg+(A)
Level 38: Invisibility -- LkGmblr-Rchg+(A)
Level 41: Phase Shift -- RechRdx-I(A)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResKB(45), HO:Ribo(45)
Level 47: Surge of Power -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/Rchg(48), TtmC'tng-EndRdx/Rchg(48)
Level 49: Summon Guardian -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(50), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 2: Ninja Run
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad