Couple of Electric Questions
In regards to static field:
Fortunata Hypnosis is a very good use of slots if you are going for set bonuses. Prior to 50 I'd slot two Acc and two Recharge baseline, if you add the 5th slot early a sleep is better than an endmod, it will help against + leveled enemies that sometimes wake up between pulses. If you have the slots 5 Fortunata and an Endmod will be welcome to help with the sapping, however the majority of your sapping will come from Conductive Aura.
Don't slot it for slow, not strong enough to really matter and you'll be close to if not hitting the slow cap anyways with your cold powers.
Jolting Chain needs no recharge. It's baseline recharge is only 8 seconds, a power that will knock down an entire spawn every 8 seconds is very good. Also it can't benefit from extreme stacking of recharge. The way the mechanic for the power works is so that it doesn't jump to targets it has already hit it makes them immune to Jolting Chain for 4 or 5 seconds.
Slotting for Jolting Chain: First enough Accuracy to hit. If you are planning to IO out you'll pick up a lot of Accuracy bonuses so you can get away with a single accuracy IO here.
Then if you have the slots go for procs. The beauty of JC is that it rolls for a proc every jump in the chain. Buffing and self help procs are out, they can only help you on the first hit of chain, otherwise they hit the pseudopet the power uses. Damage procs are great though.
Procs that work and are good choices are Explosive Strike: Chance of Smashing Damage, Apoc: Chance of Negative, Gladiator's Jav: Chance of Toxic, Tempest: Chance of End Drain
My Elec/elec hasn't seemed any more squishy than any other dominator I've played, but it is easy to get casual and relaxed with so much soft control (sleep, confuse), and then spiked when they wear off and I am suddenly standing in a group of aware and angry mobs.
Still in the 30s on mine, but I completely agree with [Jolting Chain] slotted for accuracy. Use it dump them on the ground, then drop [Static Field] before they get up. You'll take some alpha, but the complexion of the fight completely changes.
And the advice to add a sleep to SF is excellent, I did that several levels ago and it was immediately noticable in keeping spawns tied up longer and mitigated.
And on the sapping side, no need to worry about 'becoming more sappy'. Other than [Conductive Aura] I have not slotted endmod. The aura, SF and the area immob combined leave all minions and most LTs gasping within the time frame of the average tussle.
I actually like to corner-drop my Static Field. I hide behind something, drop SF, and then juke out and juke back with Chain Fences queued. This locks them in the Field and knocks them out.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Procs that work and are good choices are Explosive Strike: Chance of Smashing Damage, Apoc: Chance of Negative, Gladiator's Jav: Chance of Toxic, Tempest: Chance of End Drain
|
According to Mids my overall accuracy at level 50 is approximately 77% and in my planned build I didnt take Jolting Chain to level 47 anyway so all things being equal I should have plenty of global accuracy for it to do its job. I was just wondering if it was worth taking earlier or if it was a set defining power.
Although I am only level 12 at the moment I cant say I miss having Jolting Chain - the set seems to shine with conductive aura and static field.
The thing with Dev: Chance of Hold is that it is only a 15% Mag 2 Hold. The occasional henchie held with JC isn't worth a slot to me and the mag stacking possibility is too low to be worth it on a Dom that can use Domination for far better effect.
Jolting is definately a proc mule. I like the chance to hold proc in it, and I think it goes often, but how much you get out of it vs damage procs is up to you.
Static field should be 5 slotted with fortunata, since its soo cheap, and goes towards perma dom. the 6th slot can be yours for flavour, i've but 1 end mod in. But my elec/Ice dom make take a different route for that than my elec/earth.
Would the chance to heal proc work in static field, or would it merely attempt to heal the pseudo-pet?
build for defense and you wont be as squishy, just hit 50 on an elec/earth dom, he has about 51% def to ranged attacks, and by the time im in melee to cleanup Lt's and bosses everyones end is gone....
50 fire/dev--50 dark/thug--50 earth/storm--50 fire/regen--50 earth/thorn--50 kin/rad
50 TA/archery--50 stone/mace--50 Rad/em--50 Cold/Energy--48 dark/elec--50 grav/rad--45 SOA--40 PB--46 Bs/Fire--50 Ar/Dev--50 Trapz/Dark--50 elec/em tank--50 elec/earth--50 Ghostwidow--50 elec/Therm--50 cold/dark
I have made my first Domi and my first elec toon and, although he has to be one of the squishiest toons I have ever come across, he is fun to play. He is currently level 12 and I have just picked up Static Field (yey!)
I have a couple of questions:
1. My domi is elec/ice and I was wondering the best way to slot static field. Given that my secondary is ice I thought sticking a pacing the turtle chance for -recharge in would synergise nicely with my ice powers - particularly Chilling Enbrace. I figured that when I get to 50 I could slot 5 Fortuna Hypnosis in it for a nice boost to my recharge but is that a good idea? Or should I slot for endurance modification and become more "sappy"
2. I have not yet taken jolting chain as when I read the power description it looked a bit naff but reading other reports on here from both domis and trollers it seems I may have been wrong. Is Jolting Chain any good? I realise you need a fair bit of global recharge to get it to be effective but is it worth it? If I do take it how should I slot it?
I play mainly solo but want to be useful in teams as well as I like to dip into SFs/TFs and Respecs at times. My overall aim is to be perma-domi with as much smashing/lethal defence as possible as the toon will be mainly melee.
Thanks for your help.